// Now we get some scary shit
// With an extended upgrade system to ~expand~ your options
// Follows COD Zombie rules pretty close(?)
//
// Mission made by Sntr
// Edited for fun purposes and non-profit. Sntr has already known about this and gave permission to reuse it, thanks again :)
//
// My hearts go out to all you sinners:
//
// - Blade x64 				> Made the map
// - Treyarch 				> Made the Zombies mode which this mission channels pretty heavily
// - Kevin Sherwood			> Music used on this mission
// - Kirillian 				> Super Zombie Fortress models for the Special enemies
// - Hell-met 				> You wouldn't believe how much Trespasser spiritually inspired this mission
// - Eve/Elizabeth 			> Player tracking logic
// - Seelpit				> Logic for replacing round counter by moving the round number to the wave counter
// - Skin King 				> For finding out every possible way you can think of to cheese the mission with godspots
// - Yaki 					> Logic help for the cash mechanic + gun dumpster
// - Lite 					> Timer logic (repurposed into the round counter) also icons for zombies, Tank and Battlelord
// - Royal					> For pretty much all the .lua scripting this mission uses
// - Washy					> The other side of all the .lua, ie. Action key check for machines + dumpster
// - Mince					> Some assistance making the revive logic not suck eggs
// - DaMno 					> Reference for COD Zombies and how things work in it
// - Whurr					> Finetuned the navigation file and put up with long analyze times on Shadows
// - NotYourSagittarius		> Classicons for Special Enemies
// - Rexy 					> Made the vending machine model used here
// - Emotive 				> The alternate version of Abracadavre used for the mission end jingle
// - Oobersli 				> B.M.M.H's model
// - Svdl					> Tactigatling's model https://steamcommunity.com/sharedfiles/filedetails/?id=366919683
// - Overpowered			> Punch Packer's model https://steamcommunity.com/sharedfiles/filedetails/?id=510691874
// - Donut					> Maschinenpistole's model https://steamcommunity.com/sharedfiles/filedetails/?id=500507665
// - Noors 					> Warsaw Fact model, aka Treadonator's chainsaw https://steamcommunity.com/sharedfiles/filedetails/?id=75492629

// - Py-Bun					> Reclaimed Glory's model (modified to swap team-colored bot heads) https://steamcommunity.com/sharedfiles/filedetails/?id=429492653
// - RIKUSYO				> Scottish Wargear model, aka Gearshift https://steamcommunity.com/sharedfiles/filedetails/?id=591504194

WaveSchedule
{
	// you can enable "debug mode" (read: extra in-game info that nobody asked for) by setting starting currency to either 10005, 12005, 15005, 18005, or 999995
	StartingCurrency 999995
	RespawnWaveTime	10 // min respawn time only apply on spawn
	FixedRespawnWaveTime 1
	CanBotsAttackWhileInSpawnRoom	yes
	EventPopfile Halloween
	ZombiesNoWave666 1
	
//	NoReanimators 1
	NoRomevisionCosmetics 1
	NoMvMDeathTune 1			// give some clue that a teammate dies?
	FixedBuybacks 1
	BuybacksPerWave 0
	TextPrintTime 5
	NoThrillerTaunt 1
	StuckTimeMultiplier 2
	WaveStartCountdown 5
	AllowBotExtraSlots 1
	RobotLimit 53
	MaxSpeedLimit 521
	SendBotsToSpectatorImmediately 1
	MaxSpectators 7
	MaxRedPlayers 10
	ForceHoliday 2
//	SentryBusterFriendlyFire 0
	DisplayRobotDeathNotice 0
	SniperAllowHeadshots 1
	RemoveGrapplingHooks 6
	BodyPartScaleSpeed 20 // why is this here?
	CustomNavFile "sylveon_navvv"
//	ScriptSoundOverrides "scripts/shadows_soundscripts.txt" // acts kinda weird
	LuaScriptFile "scripts/shadows_custom_kines3_divscript_delusional.lua" // """learning""" programming to make missions
	LuaScriptFile "scripts/freelance_mercenary_logic_kines_qfix.lua" // I need to give credits to the creator of this but I forgot who
	LuaScriptFile "scripts/tanklaser.lua"
//	DeathPenalty 500
	ExtendedUpgradesOnly 1
	UpgradeStationKeepWeapons 1 // stop players from losing perks
	RespecEnabled 0 // fix refund exploit
	DefaultMiniBossScale 1.5 // shrink bosses and the like, done to fix pathing issues with the house
	NoHolidayPickups 1
	RemoveBotExpressions 1 // experimental, i guess
	HealOnKillOverhealMelee 0
	SandmanStun 1
	DoubleDonkWindow 2
	ConchHealthOnHit 0.5
	MinibossSentrySingleKill 1
	Advanced 1

//  use this site for reference: https://github.com/powerlord/tf2-data/blob/master/game_sounds/game_sounds.txt
//	DisableSound "MVM.BotStep"
	DisableSound "MVM.SentryBusterIntro"
	DisableSound "Weapon_Upgrade.ExplosiveHeadshot" // really loud with groups!!
	DisableSound "music.mvm_lost_wave" // this works now
	DisableSound "music.mvm_end_last_wave" // this works now
	DisableSound "Game.YourTeamWon"
	DisableSound "heavy_mvm_giant_robot01"								 
	DisableSound "heavy_mvm_giant_robot02"								 
	DisableSound "heavy_mvm_giant_robot03"								 
	DisableSound "heavy_mvm_giant_robot04"			
	DisableSound "heavy_mvm_sentry_buster02"
	DisableSound "engineer_mvm_giant_robot01"							 
	DisableSound "engineer_mvm_giant_robot02"							 
	DisableSound "engineer_mvm_giant_robot03"	
	DisableSound "engineer_mvm_sentry_buster02"
	DisableSound "soldier_mvm_giant_robot01"							 
	DisableSound "soldier_mvm_giant_robot02"							 
	DisableSound "soldier_mvm_giant_robot03"							 
	DisableSound "soldier_mvm_giant_robot04"	
	DisableSound "soldier_mvm_sentry_buster02"
	DisableSound "medic_mvm_giant_robot01"								 
	DisableSound "medic_mvm_giant_robot02"								 
	DisableSound "medic_mvm_giant_robot03"
	DisableSound "medic_mvm_sentry_buster02"
	DisableSound "Announcer.MVM_All_Dead"
	DisableSound "Announcer.MVM_Get_To_Upgrade"
	DisableSound "Announcer.MVM_Spy_Alert"						
	DisableSound "Announcer.mvm_spybot_death"					
	DisableSound "Announcer.mvm_spybot_death_all"
	DisableSound "spy_cloak"
	DisableSound "spy_uncloak"	
	DisableSound "Powerup.Knockout_Melee_Hit"
	DisableSound "Powerup.PickUpPlagueInfected"
	DisableSound "Powerup.PickUpPlagueInfectedLoop"
	
	PrecacheModel "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl"
	PrecacheModel "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl"
	PrecacheModel "models/weapons/c_models/c_lead_pipe/c_lead_pipe.mdl"
	PrecacheModel "models/weapons/c_models/c_roughrider/c_roughrider.mdl"
	PrecacheModel "models/weapons/c_models/c_sharp_shooter_shotgun/c_sharp_shooter_shotgun.mdl"
	PrecacheModel "models/weapons/c_models/c_sharp_shooter_melee/c_sharp_shooter_melee.mdl"
	PrecacheModel "models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl"
	PrecacheModel "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl"
	PrecacheModel "models/weapons/c_models/c_stickybomb_launcher_heavyhit/c_stickybomb_launcher.mdl"
	PrecacheModel "models/weapons/c_models/c_blackybomb_launcher/c_blackybomb_launcher.mdl"
	PrecacheModel "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl"
	PrecacheModel "models/weapons/c_models/c_angel_blade/c_angel_blade.mdl"
	PrecacheModel "models/weapons/c_models/c_baton/c_baton.mdl"
	PrecacheModel "models/weapons/c_models/c_firelauncher/c_firelauncher.mdl"
	PrecacheModel "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl"
	PrecacheModel "models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl"
	PrecacheModel "models/weapons/c_models/c_heavyartillery/c_heavyartillery.mdl"
	PrecacheModel "models/weapons/c_models/c_booster_shot/c_booster_shot.mdl"
	PrecacheModel "models/weapons/c_models/c_electric_flamethrower/c_electric_flamethrower.mdl"
	PrecacheModel "models/weapons/c_models/c_stream_shooter/c_stream_shooter.mdl"
	PrecacheModel "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl"
	PrecacheModel "models/weapons/c_models/c_bolshevik_brew/c_bolshevik_brew.mdl"
	PrecacheModel "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl"
	PrecacheModel "models/weapons/c_models/c_saw/c_zow.mdl"
	PrecacheModel "models/weapons/c_models/c_frag/c_frag.mdl"
	PrecacheModel "models/weapons/c_models/c_aa12/c_aa12.mdl"
	PrecacheModel "models/weapons/c_models/c_scopelessrifle/c_scopelessrifle.mdl"
	PrecacheModel "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl"
	PrecacheModel "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl"
	PrecacheModel "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl"
	PrecacheModel "models/weapons/c_models/c_howitzer/c_lochnload.mdl"
	PrecacheModel "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl"
	PrecacheModel "models/weapons/c_models/c_sho_scattergun.mdl"
	PrecacheModel "models/weapons/c_models/c_nitro/c_nitro.mdl"
	PrecacheModel "models\weapons\c_models\c_flintlock\c_ambassador.mdl"
	PrecacheModel "models/ctf2w/weapons/c_models/c_miniraygun/c_miniraygun.mdl"
	PrecacheModel "models/weapons/c_models/c_clinical_trial/c_clinical_trial.mdl"
	PrecacheModel "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl"
	PrecacheModel "models/bots/soldier/bot_soldier_gray.mdl"
	PrecacheModel "models/bots/scout/bot_scout_gray.mdl"
	PrecacheModel "models/bots/pyro_boss/bot_pyro_gray_boss.mdl"
	PrecacheModel "models/bots/demo/bot_demo_gray.mdl"
	PrecacheModel "models/bots/heavy/bot_heavy_gray.mdl"
	PrecacheModel "models/bots/medic/bot_medic_gray.mdl"
	PrecacheModel "models/c_scrap_sentinel/c_spikewrench.mdl"
	PrecacheModel "models/workshop/player/items/spy/tw_spybot_armor/tw_spybot_armor.mdl"
	PrecacheModel "models/weapons/c_models/c_ash_m/c_ash_m.mdl"
	PrecacheModel "models/weapons/c_models/c_bastard_backguard/c_bastard_backguard.mdl"
	PrecacheModel "models\weapons\c_models\c_lazygun.mdl"
	PrecacheModel "models/weapons/c_models/c_ultimatum_flaregun/c_ultimatum_flaregun.mdl"
	PrecacheModel "models/weapons/w_models/w_flaregun_shell.mdl"
	PrecacheModel "models\workshop\weapons\c_models\c_lochnload-horizontal\c_lochnload-horizontal.mdl"
	PrecacheModel "models/weapons/c_models/c_spas12_v2/c_spas12_v2.mdl"
	PrecacheModel "models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl"
	PrecacheModel "models\weapons\c_models\c_tranquilizer\c_revolver.mdl"
	PrecacheModel "models/ctf2w/weapons/c_models/c_atgun/c_atgun.mdl"
	PrecacheModel "models/rcat/rcat_level2.mdl"
	PrecacheModel "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl"
	PrecacheModel "models/weapons/w_models/w_wasp_launcher_rocket.mdl"
	PrecacheModel "models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl"
	PrecacheModel "models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl"
	PrecacheModel "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl"
	PrecacheModel "models/weapons/c_models/c_m16/c_m16.mdl"
	PrecacheModel "models/weapons/c_models/c_big_man/c_big_man.mdl"
	PrecacheModel "models/weapons/c_models/c_brief_negotiator/c_lmg.mdl"
	PrecacheModel "models/weapons/c_models/c_biobreaker/c_biobreaker.mdl"
	PrecacheModel "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl"
	PrecacheModel "models/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe.mdl"
	PrecacheModel "models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl"
	PrecacheModel "models/workshop/weapons/c_models/c_trenchgun/c_trenchgun.mdl"
	PrecacheModel "models/workshop/weapons/c_models/c_full_throttle/c_full_throttle.mdl"
	PrecacheModel "models/weapons/w_models/w_atomball_blu.mdl"
	PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl"
	PrecacheModel "models/weapons/c_models/c_packer.mdl"
	PrecacheModel "models/weapons/c_models/c_mp40/c_mp40.mdl"
	PrecacheModel "models/weapons/c_models/c_tgat/c_tgat.mdl"
	PrecacheModel "models/weapons/c_models/c_bmmh/c_bmmh.mdl"
	PrecacheModel "models/weapons/c_models/c_shotfun/c_shotfun.mdl"
//	PrecacheModel "models\weapons\c_models\c_frearm\c_frearm.mdl"
	PrecacheModel "models/props_misc/vending_machine_01.mdl"
	PrecacheModel "models/props_construction/dumpster_body.mdl"
	PrecacheModel "models/props_construction/dumpster_lid.mdl"
	PrecacheModel "models/kirillian/infected/coomer_v4.mdl"
	PrecacheModel "models/kirillian/infected/spyro_v4.mdl"
	PrecacheModel "models/kirillian/infected/hank_v4.mdl"
	PrecacheModel "models/kirillian/infected/scunter_v4.mdl"
	PrecacheModel "models/kirillian/infected/wanker_v4.mdl"
	PrecacheModel "models/kirillian/infected/benic_v2.mdl"
	PrecacheModel "models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl"
	PrecacheModel "models/props_frontline/tank_animated.mdl"
	PrecacheModel "models/props/mvm_shadows/spawnroom.mdl"
	PrecacheModel "models/props_trainyard/cart_bomb_separate.mdl" // nuke
	PrecacheModel "models\weapons\w_models\w_atomball_blu.mdl" // fat boy
//	PrecacheModel "models/weapons/w_models/w_rocketbullet.mdl" // Sally+Mustang
	PrecacheModel "models\props_forest\cliff_wall_09a.mdl" // tank's rock projectile? in case THIS is why it sometimes just doesn't render?
	// PrecacheModel "models/weapons/c_models/c_demobot_axe/c_demobot_axe.mdl"
	PrecacheModel "models/weapons/c_models/c_scottish_wargear/c_scottish_wargear.mdl"
	
	PrecacheParticle "eye_powerup_green_lvl_2"
	PrecacheParticle "utaunt_lightning_bolt"
	
	//PrecacheSound "codlobby2.mp3" 
	//PrecacheSound "codzombie.mp3" 
	PrecacheSound "cod01.mp3" 
	PrecacheSound "cod08.mp3" 
	PrecacheSound "cod13.mp3" 
	PrecacheSound "cod17.mp3" 
	PrecacheSound "cod21.mp3" 
	PrecacheSound "codmini.mp3" 
	PrecacheSound "codfinal.mp3" 
	PrecacheSound "heavy_mvm_domination16.mp3"
	PrecacheSound "soldier_mvm_battlecry05.mp3"
	PrecacheSound "ak47_shoot.wav"
	PrecacheSound "weapons/stinger_fire1.wav"
	PrecacheSound "weapons/physcannon/energy_sing_explosion2.wav"
	PrecacheSound "npc/attack_helicopter/aheli_mine_drop1.wav"
	PrecacheSound "weapons/the_full_throttle_shoot.wav"
	PrecacheSound "trespasser/sg-1.wav"
	PrecacheSound "ambient/machines/spinup.wav"
	PrecacheSound "ambient/machines/spindown.wav"
	PrecacheSound "ambient/grinder/grinderbot_01.wav"
	PrecacheSound "lmg_shoot.wav"
	//PrecacheSound "lmg_reload.wav"
	PrecacheSound "weapons/irifle/irifle_fire2.wav"
	PrecacheSound "items/battery_pickup.wav"
	PrecacheSound "physics/wood/wood_crate_break5.wav"
	PrecacheSound "misc\bonzo_vomit02.wav"
	PrecacheSound "trespasser/de_shot1.wav"
	PrecacheSound "weapons/airboat/airboat_gun_energy2.wav"
	PrecacheSound "npc/turret_floor/shoot1.wav"
	PrecacheSound "weapons/explode5.wav"
	PrecacheSound "weapons/rpg/rocketfire1.wav"
	PrecacheSound "briefnegotiator_fire.wav"
	PrecacheSound "weapons\mp40_shoot.wav"
	PrecacheSound "ambient/energy/zap3.wav"
	PrecacheSound "ambient/energy/zap5.wav"
	PrecacheSound "fg42_reload.wav"
	PrecacheSound "fg42f1.wav"
	PrecacheSound "weapons/mp40_shoot.wav"
	PrecacheSound "aa12_shoot.wav"
	PrecacheSound "ak_shoot.wav"
	PrecacheSound "weapons/of_shotgun_shoot.wav"
	PrecacheSound "dshot.wav"
	PrecacheSound "shell_shock_shoot.wav"
	
	PrecacheSound "shadows/announcer_bossround.mp3"
	PrecacheSound "shadows/announcer_chuckle.mp3"
//	PrecacheSound "shadows/countdown.mp3"
	PrecacheSound "shadows/goodeffort.mp3"
	PrecacheSound "shadows/youdidit.mp3"
	PrecacheSound "shadows/bossround_music.mp3"
	PrecacheSound "shadows/muzzleflashinthedark.mp3"
	PrecacheSound "shadows/makeitcount.mp3"
	PrecacheSound "shadows/hubby_shoot.mp3"
	PrecacheSound "shadows/thundergun_fire.mp3"
	PrecacheSound "shadows/mystery_open.mp3"
	PrecacheSound "shadows/mystery_jingle.mp3"
	PrecacheSound "shadows/smoker_idle_01.mp3"
	PrecacheSound "shadows/smoker_idle_02.mp3"
	PrecacheSound "shadows/smoker_idle_03.mp3"
	PrecacheSound "shadows/smoker_death.mp3"
	PrecacheSound "shadows/smoker_launchtongue_02.mp3"
	PrecacheSound "shadows/gas_death.mp3"
	PrecacheSound "shadows/gas_spit.mp3"
	PrecacheSound "shadows/gas_idle_03.mp3"
	PrecacheSound "shadows/gas_idle_04.mp3"
	PrecacheSound "shadows/charger_death.mp3"
	PrecacheSound "shadows/charger_idle_02.mp3"
	PrecacheSound "shadows/charger_idle_03.mp3"
	PrecacheSound "shadows/charger_idle_04.mp3"
	PrecacheSound "shadows/charger_see01.mp3"
	PrecacheSound "shadows/charger_see02.mp3"
	PrecacheSound "shadows/charger_see03.mp3"
	PrecacheSound "shadows/charger_see04.mp3"
	PrecacheSound "shadows/charger_see05.mp3"
//	PrecacheSound "shadows/charger_charge_01.mp3"
//	PrecacheSound "shadows/charger_charge_02.mp3"
//	PrecacheSound "shadows/charger_charge_03.mp3"
	PrecacheSound "shadows/stage_clear.mp3"
	PrecacheSound "shadows/stage_start.mp3"
	PrecacheSound "shadows/bossround_start.mp3"
	PrecacheSound "shadows/bossround_end.mp3"
	PrecacheSound "shadows/tank_death_01.mp3"
	PrecacheSound "shadows/tank_death_02.mp3"
	PrecacheSound "shadows/tank_death_03.mp3"
	PrecacheSound "shadows/tank_fire_01.mp3"
	PrecacheSound "shadows/tank_growl_01.mp3"
	PrecacheSound "shadows/tank_growl_02.mp3"
	PrecacheSound "shadows/tank_growl_03.mp3"
	PrecacheSound "shadows/tank_yell_01.mp3"
	PrecacheSound "shadows/tank_yell_02.mp3"
	PrecacheSound "shadows/tank_yell_03.mp3"
	PrecacheSound "shadows/tank_yell_04.mp3"
	PrecacheSound "shadows/tank_yell_05.mp3"
	PrecacheSound "shadows/tank_yell_06.mp3"
	PrecacheSound "shadows/tank_yell_07.mp3"
	PrecacheSound "shadows/tank_yell_08.mp3"
	PrecacheSound "shadows/tank_throw_01.mp3"
	PrecacheSound "shadows/tank_throw_02.mp3"
	PrecacheSound "shadows/tank_throw_03.mp3"
	PrecacheSound "shadows/thrown_projectile_hit_01.mp3"
	PrecacheSound "shadows/tank_punch_1.mp3"
	PrecacheSound "shadows/rip_up_rock_1.mp3"
	PrecacheSound "shadows/zombie_rage01.mp3"
	PrecacheSound "shadows/zombie_rage02.mp3"
	PrecacheSound "shadows/zombie_rage03.mp3"
	PrecacheSound "shadows/zombie_rage04.mp3"
	PrecacheSound "shadows/zombie_rage05.mp3"
	PrecacheSound "shadows/zombie_rage06.mp3"
	PrecacheSound "shadows/zombie_rage07.mp3"
	PrecacheSound "shadows/zombie_rage08.mp3"
	PrecacheSound "shadows/perk_doubletap.mp3"
	PrecacheSound "shadows/perk_headrattle.mp3"
	PrecacheSound "shadows/perk_meraslixir.mp3"
	PrecacheSound "shadows/perk_regalreserve.mp3"
	PrecacheSound "shadows/perk_saxton.mp3"
	PrecacheSound "shadows/perk_usesfx.mp3"
	PrecacheSound "shadows/powerup_firesale01.mp3"
	PrecacheSound "shadows/gallery_music.mp3"
	PrecacheSound "shadows/powerup_doublepoints.mp3"
	PrecacheSound "shadows/powerup_instagib.mp3"
	PrecacheSound "shadows/powerup_money_01.mp3"
	PrecacheSound "shadows/powerup_nuke_01.mp3"
	PrecacheSound "shadows/powerup_resupply_01.mp3"
	PrecacheSound "shadows/powerup_dud_03.mp3"
	PrecacheSound "shadows/treadkill_rage.mp3"
	PrecacheSound "shadows/treadkill_death.mp3"
	PrecacheSound "shadows/chainsaw_swing.mp3"
	PrecacheSound "shadows/battlelord_death.mp3"
	PrecacheSound "player/footsteps/giant2.wav"
	PrecacheSound "sound_effect_from_fortnut_that_is_used_for_dna_rejuv.wav"

	OverrideSounds  
	{
		"Regenerate.Touch" misc/null.wav
		"MVM.BotStep" cleats_dirt.StepRight
		// zombie sounds
		"Sniper.M_MVM_BattleCry01" shadows/zombie_rage01.mp3
		"Sniper.M_MVM_BattleCry02" shadows/zombie_rage02.mp3
		"Sniper.M_MVM_BattleCry03" shadows/zombie_rage03.mp3
		"Sniper.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 
		"Sniper.M_MVM_BattleCry05" shadows/zombie_rage05.mp3
		"Sniper.M_MVM_BattleCry06" shadows/zombie_rage06.mp3 // goes up to 8 now
		"Sniper.M_MVM_Go01"		   shadows/smoker_idle_01.mp3 // smoker sounds
		"Sniper.M_MVM_Go02"		   shadows/smoker_idle_02.mp3
		"Sniper.M_MVM_Go03"		   shadows/smoker_idle_03.mp3
		"sniper.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3
		"sniper.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3
		"sniper.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3
		"sniper.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3
		"sniper.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 
		"sniper.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3
		"sniper.M_MVM_MeleeDare07" shadows/zombie_rage07.mp3
		"sniper.M_MVM_MeleeDare08" shadows/zombie_rage08.mp3 // max amount of sounds
		"sniper.M_MVM_MeleeDare09" shadows/zombie_rage01.mp3
		
		"Scout.M_MVM_BattleCry01" shadows/zombie_rage01.mp3
		"Scout.M_MVM_BattleCry02" shadows/zombie_rage02.mp3
		"Scout.M_MVM_BattleCry03" shadows/zombie_rage03.mp3
		"Scout.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 
		"Scout.M_MVM_BattleCry05" shadows/zombie_rage05.mp3
		"Scout.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3
		"Scout.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3
		"Scout.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3
		"Scout.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3
		"Scout.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 
		"Scout.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3
		
		"Heavy.M_MVM_BattleCry01" shadows/zombie_rage05.mp3
		"Heavy.M_MVM_BattleCry02" shadows/zombie_rage06.mp3
		"Heavy.M_MVM_BattleCry03" shadows/zombie_rage07.mp3
		"Heavy.M_MVM_BattleCry04" shadows/zombie_rage08.mp3 
		"Heavy.M_MVM_BattleCry05" shadows/zombie_rage01.mp3
		"Heavy.M_MVM_BattleCry06" shadows/zombie_rage02.mp3
		"Heavy.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3
		"Heavy.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3
		"Heavy.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3
		"Heavy.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3
		"Heavy.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3
		"Heavy.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3
		"Heavy.M_MVM_MeleeDare07" shadows/zombie_rage07.mp3
		"Heavy.M_MVM_MeleeDare08" shadows/zombie_rage01.mp3
		"Heavy.M_MVM_MeleeDare09" shadows/zombie_rage02.mp3
		"Heavy.M_MVM_MeleeDare10" shadows/zombie_rage03.mp3
		"Heavy.M_MVM_MeleeDare11" shadows/zombie_rage04.mp3
		"Heavy.M_MVM_MeleeDare12" shadows/zombie_rage05.mp3
		"Heavy.M_MVM_MeleeDare13" shadows/zombie_rage06.mp3
		"Heavy.M_MVM_Taunts13" shadows/zombie_rage04.mp3
		"Heavy.M_MVM_Taunts17" shadows/zombie_rage06.mp3
		"Heavy.M_MVM_Meleeing01" misc/null.wav
		"Heavy.M_MVM_Meleeing02" misc/null.wav
		"Heavy.M_MVM_Meleeing03" misc/null.wav
		"Heavy.M_MVM_Meleeing04" misc/null.wav
		"Heavy.M_MVM_Meleeing05" misc/null.wav
		"Heavy.M_MVM_Meleeing06" misc/null.wav
		"Heavy.M_MVM_Meleeing07" misc/null.wav
		"Heavy.M_MVM_Meleeing08" misc/null.wav
		"Heavy.M_MVM_MoveUp01"	 shadows/tank_growl_01.mp3 // tank VO
		"Heavy.M_MVM_MoveUp02"	 shadows/tank_growl_02.mp3
		"Heavy.M_MVM_MoveUp03"	 shadows/tank_growl_03.mp3
		"Heavy.M_MVM_Cheers01"	 shadows/tank_yell_01.mp3
		"Heavy.M_MVM_Cheers02"	 shadows/tank_yell_02.mp3
		"Heavy.M_MVM_Cheers03"	 shadows/tank_yell_03.mp3
		"Heavy.M_MVM_Cheers04"	 shadows/tank_yell_04.mp3
		"Heavy.M_MVM_Cheers05"	 shadows/tank_yell_05.mp3
		"Heavy.M_MVM_Cheers06"	 shadows/tank_yell_06.mp3
		"Heavy.M_MVM_Cheers07"	 shadows/tank_yell_07.mp3
		"Heavy.M_MVM_Cheers08"	 shadows/tank_yell_08.mp3
		"Heavy.M_MVM_NeedDispenser01"	 shadows/tank_fire_01.mp3 // angry pootis
//		"Heavy.M_MVM_NiceShot01"	 shadows/tank_throw_01.mp3
//		"Heavy.M_MVM_NiceShot02"	 shadows/tank_throw_02.mp3
//		"Heavy.M_MVM_NiceShot03"	 shadows/tank_throw_03.mp3
		"Heavy.M_MVM_No01"			 shadows/rip_up_rock_1.mp3
		"Heavy.M_MVM_No02"			 shadows/rip_up_rock_1.mp3
		"Heavy.M_MVM_No03"			 shadows/rip_up_rock_1.mp3
		"Demoman.M_MVM_BattleCry01" shadows/zombie_rage02.mp3
		"Demoman.M_MVM_BattleCry02" shadows/zombie_rage03.mp3
		"Demoman.M_MVM_BattleCry03" shadows/zombie_rage04.mp3
		"Demoman.M_MVM_BattleCry04" shadows/zombie_rage05.mp3
		"Demoman.M_MVM_BattleCry05" shadows/zombie_rage06.mp3
		"Demoman.M_MVM_BattleCry06" shadows/zombie_rage07.mp3
		"Demoman.M_MVM_BattleCry07" shadows/zombie_rage08.mp3
		"Demoman.M_MVM_Taunts03"  shadows/zombie_rage01.mp3
		"Demoman.M_MVM_Taunts05"  shadows/zombie_rage02.mp3
		"Demoman.M_MVM_Taunts14"  shadows/zombie_rage05.mp3
		"Demoman.M_MVM_MoveUp01" shadows/charger_idle_02.mp3
		"Demoman.M_MVM_MoveUp02" shadows/charger_idle_03.mp3
		"Demoman.M_MVM_MoveUp03" shadows/charger_idle_04.mp3
//		"weapons/demo_charge_windup1.wav" shadows/charger_charge_01.mp3
//		"weapons/demo_charge_windup2.wav" shadows/charger_charge_02.mp3
//		"weapons/demo_charge_windup3.wav" shadows/charger_charge_03.mp3
		"Demoman.M_MVM_NegativeVocalization01" shadows/charger_see01.mp3
		"Demoman.M_MVM_NegativeVocalization02" shadows/charger_see02.mp3
		"Demoman.M_MVM_NegativeVocalization03" shadows/charger_see03.mp3
		"Demoman.M_MVM_NegativeVocalization04" shadows/charger_see04.mp3
		"Demoman.M_MVM_NegativeVocalization05" shadows/charger_see05.mp3
		"Demoman.M_MVM_NegativeVocalization06" shadows/charger_see01.mp3
		"Medic.MVM_BattleCry01" shadows/zombie_rage01.mp3
		"Medic.MVM_BattleCry02" shadows/zombie_rage02.mp3
		"Medic.MVM_BattleCry03" shadows/zombie_rage03.mp3
		"Medic.MVM_BattleCry04" shadows/zombie_rage04.mp3
		"Medic.MVM_BattleCry05" shadows/zombie_rage05.mp3
		"Medic.MVM_BattleCry06" shadows/zombie_rage06.mp3
		"Medic.MVM_Taunts01"  shadows/zombie_rage02.mp3
		"Medic.MVM_Taunts04"  shadows/zombie_rage03.mp3
		"Medic.MVM_Taunts05"  shadows/zombie_rage04.mp3
		"Medic.MVM_Taunts10"  shadows/zombie_rage05.mp3
		"Medic.MVM_Taunts12"  shadows/zombie_rage06.mp3
		"Medic.MVM_Taunts13"  shadows/zombie_rage07.mp3
		"Medic.MVM_Taunts15"  shadows/zombie_rage08.mp3
		"Soldier.M_MVM_BattleCry01" shadows/zombie_rage01.mp3
		"Soldier.M_MVM_BattleCry02" shadows/zombie_rage02.mp3
		"Soldier.M_MVM_BattleCry03" shadows/zombie_rage03.mp3
		"Soldier.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 
		"Soldier.M_MVM_BattleCry05" shadows/zombie_rage05.mp3
		"Soldier.M_MVM_BattleCry06" shadows/zombie_rage06.mp3
		"Soldier.M_MVM_Taunts03"  shadows/zombie_rage03.mp3
		"Soldier.M_MVM_Taunts08"  shadows/zombie_rage04.mp3
		"Soldier.M_MVM_Taunts14"  shadows/zombie_rage05.mp3
		"Soldier.M_MVM_Taunts16"  shadows/zombie_rage06.mp3
		"Soldier.M_MVM_Taunts19"  shadows/zombie_rage07.mp3
		"Soldier.M_MVM_Taunts20"  shadows/zombie_rage08.mp3
		"Soldier.M_MVM_No01" 	npc/zombie/zombie_voice_idle5.wav
		"Soldier.M_MVM_No02" 	npc/zombie/zombie_voice_idle9.wav
		"Soldier.M_MVM_No03" 	npc/zombie/zombie_voice_idle6.wav
		"Pyro.M_MVM_Jeers01"  	shadows/gas_idle_03.mp3
		"Pyro.M_MVM_Jeers02"  	shadows/gas_idle_04.mp3
	//	"Pyro.M_MVM_Cheers01"  	shadows/gas_idle_01.mp3
	//	"Pyro.M_MVM_No01"  		shadows/gas_idle_02.mp3 // oh pyro why are you like this
		"demoman_mvm_resurrect04" "vo/demoman_thanksfortheteleporter02.mp3" // replaced Revive lines to omit medic thanks to reviving being an Action command too
		"engineer_mvm_resurrect01" "vo/engineer_thanksfortheteleporter01.mp3"
		"heavy_mvm_resurrect03" "vo/heavy_positivevocalization03.mp3"
		"sniper_mvm_resurrect04" "vo/sniper_thanksfortheteleporter01.mp3"
	}
	ItemBlacklist
	{
		Name "The Thermal Thruster"
		Name "The Gunboats"
		// Name "The Air Strike"
		// Name "The Blutsauger"
		// Name "Baby Face's Blaster" // unbanned because it's replaced by the 2012 version
		Name "Your Eternal Reward"
		Name "The Wanga Prick"
		// Name "The Vaccinator"
		// Name "Bonk! Atomic Punch"
		Name "Rocket Jumper"
		Name "Stickybomb Jumper"
		ClassName "tf_weapon_parachute"
		ClassName "tf_weapon_parachute_primary"
		ClassName "tf_weapon_parachute_secondary"
		// ClassName "tf_weapon_invis" // unbanned to force the dead ringer on all spies
		ClassName "tf_weapon_pda_spy"
		ClassName "tf_weapon_sapper"

		// noise makers
		Name "Halloween Noise Maker - Black Cat"
		Name "Halloween Noise Maker - Gremlin"
		Name "Halloween Noise Maker - Werewolf"
		Name "Halloween Noise Maker - Witch"
		Name "Halloween Noise Maker - Banshee"
		Name "Halloween Noise Maker - Crazy Laugh"
		Name "Halloween Noise Maker - Stabby"
		Name "Charity Noise Maker - Bell"
		Name "Charity Noise Maker - Tingsha"
		Name "Promotional Noise Maker - Koto"
		Name "Promotional Noise Maker - Fireworks"
		Name "Noise Maker - TF Birthday"
		Name "Noise Maker - Vuvuzela"
		Name "Noise Maker - Winter 2011"
	}
	ItemReplacement
	{
		"The Dead Ringer"
		{
			Classname "tf_weapon_invis"
		}

		"Baby Face's Blaster 2012"
		{
			ItemName "Baby Face's Blaster"
		}

		"Bong! Atomic Punch"
		{
			ItemName "Bonk! Atomic Punch"
		}
	}
	ItemAttributes
	{
		ItemName "Ghostly Gibus" // all hail the f2p gibus!!!
		"attach particle effect" 13
		"hat only unusual effect" 11
	}
	// weapon specific tweaks
	ItemAttributes
	{
		ItemName "The Dead Ringer"
		// 64 * 65536 = 4194304 (invis)
		// 29 * 256 = 7424 (conch)
		// 4194304 + 7424 + 26 (batback) = 4201754
		// "effect cond override" 4201754
		"effect add attributes" "CARD: health regen|255|afterburn immunity|1" // since you cant lifesteal with conch (you're using the dringer)
	}
    //ItemAttributes
    //{
    //    ItemName "Bonk! Atomic Punch" // for the vending machine animation
    //    "deploy time increased" 99
    //}
	ItemAttributes
	{
		Classname TF_WEAPON_MEDIGUN
		"ubercharge rate penalty" 0.25
		"uber duration bonus" -4
		"overheal decay bonus" 0.25
		// "dmg penalty vs players" 0
		//"no primary ammo from dispensers while active" -1
		//"special item description" "Allows you to receive ammo from Dispensers while active"
	}
	//ItemAttributes
	//{
	//	ItemName "The Quick-Fix"
	//	"uber duration bonus" -3
	//	"custom kill icon" "giger_counter"
	//	"no primary ammo from dispensers while active" -1
	//	"special item description" "Allows you to receive ammo from Dispensers while active"
	//}
	//ItemAttributes
	//{
	//	ItemName "The Kritzkrieg"
	//	"uber duration bonus" -3
	//	"custom kill icon" "giger_counter"
	//	"no primary ammo from dispensers while active" -1
	//	"special item description" "Allows you to receive ammo from Dispensers while active"
	//}
	ItemAttributes
	{
		ItemName "The Vaccinator"
	//	"custom kill icon" "giger_counter"
		"ubercharge rate penalty" 0.05
		"uber duration bonus" 2
		"overheal decay bonus" 1
	//	"no primary ammo from dispensers while active" -1
	//	"special item description" "Allows you to receive ammo from Dispensers while active"
	}
	ItemAttributes
	{
		ItemName "The Ubersaw"
		"damage bonus HIDDEN" 2.308
		"add uber charge on hit" 0.175
	}
	ItemAttributes
	{
		ItemName "Festive Ubersaw"
		"damage bonus HIDDEN" 2.308
		"add uber charge on hit" 0.175
	}
	ItemAttributes
	{
		ItemName "The Vita-Saw"
		"damage bonus HIDDEN" 3.608
		"ubercharge_preserved_on_spawn_max" 1
		"add uber charge on hit" 0.075
		"add attributes when active" "teleport instead of die|0.35"
		"max health additive penalty" 0
	}
	ItemAttributes
	{
		ItemName "The Crusader's Crossbow"
		"sniper no headshots" 0
		"special damage type" 2
		"damage bonus HIDDEN" 3 // crossbow can keep its damage stats because it's the crossbow
		//"reload full clip at once" 1 // busted shit, you are not supposed to be the top dps class
	}
	ItemAttributes
	{
		ItemName "Festive Crusader's Crossbow"
		"sniper no headshots" 0
		"special damage type" 2
		"damage bonus HIDDEN" 3 // crossbow can keep its damage stats because it's the crossbow
		//"reload full clip at once" 1 // busted shit, you are not supposed to be the top dps class
	}
	ItemAttributes
	{
		ItemName "The Shortstop"
		"damage bonus HIDDEN" 2.75
		"reload time increased hidden" 2
	}
	ItemAttributes
	{
		ItemName "The Force-a-Nature"
		"damage bonus HIDDEN" 3
		"reload time increased hidden" 2
		"scattergun has knockback" 0
	}
	ItemAttributes
	{
		ItemName "The Back Scatter"
		"damage bonus HIDDEN" 5
		"minicrits become crits" 1
	}
	ItemAttributes
	{ // re-enabled hype, but now grants mini-crits instead of like 5 air jumps
		ItemName "The Soda Popper"
		"provide on active" 1
		"damage bonus HIDDEN" 3.5
		"effect cond override" 19
		"hype on damage" 1
		"move speed bonus" 1.05
		"reload time increased hidden" 2
		"mod rage damage boost" 1.5
		"special item description 2" "Hype grants Mini-Crits instead of 5 additional air jumps"
	}
	ItemAttributes
	{
		ItemName "The Eyelander"
		"damage bonus HIDDEN" 2.308
		"max health additive penalty" -50
		"move speed penalty" 0.8
	}
	ItemAttributes
	{
		ItemName "Festive Eyelander"
		"damage bonus HIDDEN" 2.308
		"max health additive penalty" -50
		"move speed penalty" 0.8
	}
	ItemAttributes
	{
		ItemName "The Horseless Headless Horseman's Headtaker"
		"damage bonus HIDDEN" 2.308
		"max health additive penalty" -50
		"move speed penalty" 0.8
	}
	ItemAttributes
	{
		ItemName "Nessie's Nine Iron"
		"damage bonus HIDDEN" 2.308
		"max health additive penalty" -50
		"move speed penalty" 0.8
	}
	ItemAttributes
	{
		ItemName "The Persian Persuader"
		"damage bonus HIDDEN" 2.308
		"mult crit dmg" 1.5
		"mult dmg with reduced health" 2
		"charge meter on hit" 0.15
		"ammo gives charge" 0
		"uber on damage taken" 0.1
		//"charge meter on hit" 0.05
	}
	ItemAttributes 
	{ // this bitch is still overpowered btw
		ItemName "The Ullapool Caber"
		// "damage bonus HIDDEN" 2.308
		// "damage bonus HIDDEN" 1.462
		// "dmg penalty vs players" 0.8
		"blast dmg to self increased" 0
		"self dmg push force decreased" 0
		"regenerate stickbomb" 1
		"special item description" "Mutants, Tanks and Tomb Detonators have innate resistance against this weapon."
		"special item description 2" "Yes, it's still overpowered."
	}
	ItemAttributes 
	{
		ItemName "The Scotsman's Skullcutter"
		"damage bonus HIDDEN" 4.616
	}
	ItemAttributes
	{
		ItemName "The Half-Zatoichi"
		"damage bonus HIDDEN" 2.308
		"fire rate penalty" 1.5
		"restore health on kill" 25
		"switch from wep deploy time decreased" 0.2
		"single wep deploy time decreased" 0.2
		"honorbound" 0
	}
	ItemAttributes
	{
		ItemName "Pretty Boy's Pocket Pistol"
		"provide on active" 1
		"can headshot" 1
		"damage bonus HIDDEN" 4.5
		// "max health additive bonus" 15
		"dmg taken increased" 0.8
		"cancel falling damage" 1
	}
	ItemAttributes
	{
		ItemName "The Conscientious Objector"
		"damage bonus HIDDEN" 2.308
		"is_festivized" 1
	}
	ItemAttributes
	{
		ItemName "The Powerjack"
		"damage bonus HIDDEN" 2.308
		"heal on kill" 75
		//"heal on kill" 0
		"move speed bonus" 1.25
		//"single wep holster time increased" 1.5
		//"dmg taken increased" 1
		//"mod_maxhealth_drain_rate" 1
	}
	ItemAttributes
	{
		ItemName "The Homewrecker"
		"dmg penalty vs players" 6.924
		"special damage type" 3
		"fire rate penalty" 3.5
	}
	ItemAttributes
	{
		ItemName "The Maul"
		"dmg penalty vs players" 6.924
		"special damage type" 3
		"fire rate penalty" 3.5
	}
	// broad weapon changes using Classname
	ItemAttributes
	{
		Classname tf_weapon_scattergun
		"damage bonus HIDDEN" 5
	}
	ItemAttributes // surprisingly many weapons use this
	{
		Classname tf_weapon_pistol
		"damage bonus HIDDEN" 5
		// "shoot view punch angle random" "1 1 0.5"
		"maxammo secondary reduced" 1.666666666
	}
	ItemAttributes
	{
		Classname tf_weapon_pistol_scout
		"damage bonus HIDDEN" 5
		// "shoot view punch angle random" "1 1 0.5"
		"maxammo secondary reduced" 1.666666666
	}
	ItemAttributes // surprisingly many weapons use this
	{
		Classname tf_weapon_handgun_scout_secondary
		"damage bonus HIDDEN" 5.5
		// "shoot view punch angle random" "1 1 0.5"
		"maxammo secondary reduced" 1.666666666
	}
	ItemAttributes
	{
		ItemName "the buff banner"
		"effect add attributes" "reload time increased hidden|0.5"
		"special item description" "Apply Buff Banner's effect and +50% reload speed"
	}
	ItemAttributes
	{
		ItemName "the concheror"
		"health regen" 0
		"increase buff duration" 0.5
		"dmg from melee increased" 1.15
		//"effect add attributes" "major move speed bonus|0.75"
	}
	ItemAttributes
	{
		ItemName "the battalion's backup"
		"max health additive bonus" 50
		"effect add attributes" "mult dmgtaken from melee|0.65"
		"special item description" "Apply Battalion Backup's effect and +35% melee resist"
	}
	ItemAttributes
	{
		ItemName "the liberty launcher"
		"damage bonus HIDDEN" 2.35
	}
	ItemAttributes
	{
		ItemName "the direct hit"
		"damage bonus HIDDEN" 3
		"maxammo primary reduced" 0.6
		"Blast radius decreased" 0.2
	}
	ItemAttributes
	{
		ItemName "the black box"
		"damage bonus HIDDEN" 2.5
		"projectile speed decreased" 0.8
		"health on radius damage" 5
	}
	ItemAttributes
	{
		ItemName "festive black box"
		"damage bonus HIDDEN" 2.5
		"projectile speed decreased" 0.8
		"health on radius damage" 5
	}
	ItemAttributes // explosives do a lot to compensate for no headshots
	{
		Classname tf_weapon_rocketlauncher
		"damage bonus HIDDEN" 2.5
	}
	ItemAttributes
	{
		ItemName "The Cow Mangler 5000"
		"damage bonus HIDDEN" 2.5
		"projectile spread angle penalty" 1
		"Blast radius decreased" 0.65
	}
	ItemAttributes // surprisingly many weapons use this
	{
		Classname tf_weapon_shotgun
		"damage bonus HIDDEN" 4
	}
	ItemAttributes
	{
		Classname tf_weapon_sentry_revenge
		"damage bonus HIDDEN" 4
	}
	ItemAttributes
	{
		ItemName "The Short Circuit"
		"damage bonus HIDDEN" 9
		"provide on active" 1
		"special damage type" 1
		"projectile gravity" 1
		"blast dmg to self increased" 0.01
		// "sentry bullet weapon" "Custom Bullet Sentry"
	}
	ItemAttributes
	{
		ItemName "the panic attack"
		"damage bonus HIDDEN" 3.75
	}
	ItemAttributes
	{
		ClassName tf_weapon_drg_pomson
		"damage bonus HIDDEN" 8.5
		"fire rate bonus HIDDEN" 0.9
		"halloween reload time decreased" 0.85
		"projectile lifetime" 1.75
		"dmg pierces resists absorbs" 1
		"SPELL: set item tint RGB" 5 // taken from trespasser remaster because i think it's cool
	}
	ItemAttributes
	{
		ItemName "the widowmaker"
		"damage bonus HIDDEN" 5
		"mod ammo per shot" 100
	}
	//ItemAttributes
	//{
	//	ItemName "Baby Face's Blaster"
	//	"single wep deploy time increased" 1.8
	//	"damage bonus HIDDEN" 2
	//	"maxammo secondary reduced" 0.5
	//}
	ItemAttributes // for medic only
	{
		ItemName "the nostromo napalmer"
//		"hidden primary max ammo bonus" 6.25  // originally needed due to limitations rafmod has now fixed
		"damage bonus HIDDEN" 7
		"flame_drag" 6.5
		"add cond on hit" 123
		"add cond on hit duration" 10
	}
	ItemAttributes
	{
		ItemName "the phlogistinator"
		"damage bonus HIDDEN" 4.5
		"flame_drag" 6.5
		"add cond on hit" 123
		"add cond on hit duration" 10
		"mod rage damage boost" 1.5
	}
	ItemAttributes
	{
		ItemName "the degreaser"
		"damage bonus HIDDEN" 7
		"flame_drag" 6.5
		// "airblast cost scale hidden" 5 // wtf
		"add cond on hit" 123
		"add cond on hit duration" 10
	}
	ItemAttributes
	{
		ItemName "the backburner"
		"damage bonus HIDDEN" 7
		"flame_drag" 6.5
		"airblast cost scale hidden" 5
		"add cond on hit" 123
		"add cond on hit duration" 10
	}
	ItemAttributes
	{
		ItemName "the rainblower"
		"damage bonus HIDDEN" 7
		"flame_drag" 6.5
		"add cond on hit" 123
		"add cond on hit duration" 10
	}
	ItemAttributes // fire indeed hot!
	{
		ClassName tf_weapon_flamethrower
		"damage bonus HIDDEN" 7
		"flame_drag" 6.5
		"add cond on hit" 123
		"add cond on hit duration" 10
//		"hidden primary max ammo bonus" 0.5
	}
	ItemAttributes // fire indeed hot!
	{
		ItemName "Festive Flamethrower 2011"
		"damage bonus HIDDEN" 7
		"flame_drag" 6.5
		"add cond on hit" 123
		"add cond on hit duration" 10
//		"hidden primary max ammo bonus" 0.5
	}
	ItemAttributes // super hot
	{
		Classname tf_weapon_rocketlauncher_fireball
		"damage bonus HIDDEN" 7
		"add cond on hit" 123
		"add cond on hit duration" 10
	}
	ItemAttributes // explosives do a lot to compensate for no headshots
	{
		Classname tf_weapon_grenadelauncher 
		"damage bonus HIDDEN" 3.75
		"force damage falloff" 1
	}
	ItemAttributes // explosives do a lot to compensate for no headshots
	{
		ItemName "The Loch-n-Load"
		"damage bonus HIDDEN" 4.75
		"sticky air burst mode" 0 // dammit why isnt this working
		// "grenade explode on impact" 1
	}
	ItemAttributes // explosives do a lot to compensate for no headshots
	{
		ItemName "The Iron Bomber"
		"damage bonus HIDDEN" 3.75
		"force damage falloff" 1
	}
	ItemAttributes // explosives do a lot to compensate for no headshots
	{
		ItemName "The Loose Cannon"
		"damage bonus HIDDEN" 5
		"blast radius decreased" 0.2
		"force damage falloff" 1
		"minicrits become crits" 1
	}
	ItemAttributes
	{
		ItemName tf_weapon_pipebomblauncher
		"damage bonus HIDDEN" 6.5
		"self dmg push force decreased" 0
	}
	ItemAttributes
	{
		ItemName "festive stickybomb launcher 2011"
		"damage bonus HIDDEN" 6.5
		"self dmg push force decreased" 0
	}
	ItemAttributes
	{
		ItemName "the scottish resistance"
		"damage bonus HIDDEN" 8
		"self dmg push force decreased" 0
	}
	ItemAttributes
	{
		ItemName "the quickiebomb launcher"
		"damage bonus HIDDEN" 7.5
		"sticky arm time penalty" 1.5
		"self dmg push force decreased" 0
	}
	ItemAttributes // even minigun gets damage bonus
	{
		Classname tf_weapon_minigun
		"damage bonus HIDDEN" 1.2
		"no primary ammo from dispensers while active" 1
		"single wep holster time increased" 1.5
	}
	ItemAttributes // even minigun gets damage bonus
	{
		ItemName "the huo long heatmaker"
		"damage bonus HIDDEN" 1.1
		"single wep holster time increased" 1.5
	}
	ItemAttributes // needs this to work
	{
		Classname tf_weapon_smg // guns are pretty batshit insane here
		"damage bonus HIDDEN" 8
		// "shoot view punch angle random" "1 1 0.5"
	}
	ItemAttributes // needs this to work
	{
		ItemName "The Cleaner's Carbine"
		"damage bonus HIDDEN" 7
		"maxammo secondary reduced" 0.8
		"mod rage damage boost" 1.15
		// "shoot view punch angle random" "0.4 0.4 0.3"
	}
	ItemAttributes
	{
		ItemName "The Flare Gun"
		"damage bonus HIDDEN" 3.65
		"mult crit dmg" 2.9
		"projectile spread angle penalty" 1
	}
	ItemAttributes
	{
		ItemName "Festive Flare Gun"
		"damage bonus HIDDEN" 3.65
		"mult crit dmg" 2.9
		"projectile spread angle penalty" 1
	}
	ItemAttributes
	{
		ItemName "The Scorch Shot"
		"damage bonus HIDDEN" 7.5
	}
	ItemAttributes
	{
		ItemName "The Detonator"
		"damage bonus HIDDEN" 6.52173911
		"blast dmg to self increased" 0.25
	}
	ItemAttributes
	{
		ItemName "The Flying Guillotine"
		"always crit" 1
	}
	ItemAttributes
	{
		ItemName "Promo Flying Guillotine"
		"always crit" 1
	}
	ItemAttributes
	{
		ItemName "The Righteous Bison"
		"damage bonus HIDDEN" 6.5
		"fire rate bonus HIDDEN" 0.9
		"halloween reload time decreased" 0.85
		"projectile spread angle penalty" 0.5
		"projectile lifetime" 1.75
		"dmg pierces resists absorbs" 1
		"SPELL: set item tint RGB" 5 // taken from trespasser remaster because i think it's cool
	}
	ItemAttributes
	{
		Classname tf_weapon_sniperrifle
		"damage bonus HIDDEN" 6 // I'M A BLOODY GOD, MATE
		"sniper only fire zoomed" 1
		"special damage type" 2
		//"damage penalty on bodyshot" 0.75
	}
	ItemAttributes
	{
		Classname tf_weapon_sniperrifle_classic
		"damage bonus HIDDEN" 6 // I'M A BLOODY GOD, MATE
		"sniper only fire zoomed" 1
		"special damage type" 2
		//"damage penalty on bodyshot" 0.75
	}
	ItemAttributes
	{
		Classname tf_weapon_sniperrifle_decap
		"damage bonus HIDDEN" 6 // I'M A BLOODY GOD, MATE
		"sniper only fire zoomed" 1
		"special damage type" 2
		//"damage penalty on bodyshot" 0.75
		//"fire input on hit" "popscript^$glowOnHit^"
	}
	ItemAttributes
	{
		ItemName "the sydney sleeper"
		"damage bonus HIDDEN" 3 // I'M A BLOODY GOD, MATE
		"sniper only fire zoomed" 1
		"special damage type" 2
		//"damage penalty on bodyshot" 0.75
		//"fire input on hit" "popscript^$glowOnHit^"
	}
	ItemAttributes
	{
		Classname tf_weapon_compound_bow
		"damage bonus HIDDEN" 3
		"ignores other projectiles" 1
	}
	ItemAttributes // needs this to work
	{
		Classname tf_weapon_charged_smg
		"revolver use hit locations" 1
//		"hidden secondary max ammo penalty" 4.5
		"damage bonus HIDDEN" 2.2
	}
	ItemAttributes
	{
		ItemName tf_weapon_syringegun_medic
		"damage bonus HIDDEN" 6
	}
	ItemAttributes
	{
		ItemName "The Blutsauger"
		"damage bonus HIDDEN" 6
		"health drain medic" 0
	}
	ItemAttributes
	{
		ItemName "The Overdose"
		"damage bonus HIDDEN" 6
	}
	ItemAttributes
	{
		ItemName "The Boston Basher"
		"damage bonus HIDDEN" 4.29
		"dmg taken from self reduced" 0.25
		"no self effect" 1
	}
	ItemAttributes
	{
		ItemName "Three-Rune Blade"
		"damage bonus HIDDEN" 4.29
		"dmg taken from self reduced" 0.25
		"no self effect" 1
	}
	ItemAttributes
	{
		ItemName "The Rescue Ranger"
		"damage bonus HIDDEN" 3
		"maxammo primary reduced" 1
		"mark for death on building pickup" 0
	}
	ItemAttributes
	{
		ClassName tf_weapon_revolver
		"damage bonus HIDDEN" 7.25
		"weapon spread bonus" 0.3
		"dmg pierces resists absorbs" 1
		// "shoot view punch angle" "-8 0 0"
	}
	ItemAttributes
	{
		ItemName "L'Etranger"
		"damage bonus HIDDEN" 6.75
		"add cloak on hit" 5
		"crit_dmg_falloff" 0
		"weapon spread bonus" 0.3
		"dmg pierces resists absorbs" 1
		// "shoot view punch angle" "-8 0 0"
	}
	ItemAttributes
	{
		ItemName "the ambassador"
		"weapon spread bonus" 0.5
		"damage bonus HIDDEN" 7
		"explosive sniper shot" 5
		"last shot crits" 1
		"dmg pierces resists absorbs" 1
		"reload time increased" 2
		"crit_dmg_falloff" 0
	}
	ItemAttributes
	{
		ItemName "festive ambassador"
		"weapon spread bonus" 0.5
		"damage bonus HIDDEN" 7
		"explosive sniper shot" 5
		"last shot crits" 1
		"dmg pierces resists absorbs" 1
		"reload time increased" 2
		"crit_dmg_falloff" 0
	}
	ItemAttributes
	{
		ItemName "the diamondback"
		"damage bonus HIDDEN" 6.25
		"mult crit dmg" 3.75
		"weapon spread bonus" 0.3
		"dmg pierces resists absorbs" 1
		// "shoot view punch angle" "-8 0 0"
	}
	ItemAttributes
	{
		ItemName "the enforcer"
		"damage bonus HIDDEN" 13
		"fire rate penalty" 2.5
		"reload time increased" 1.67
		"weapon spread bonus" 0.3
		"damage bonus while disguised" 1
		// "shoot view punch angle" "-10 0 0"
	}
	ItemAttributes
	{
		ItemName tf_weapon_knife
		"provide on active" 1
		"damage bonus HIDDEN" 5
		"move speed bonus" 1.33
		"crit from behind" 1
	}
	ItemAttributes
	{
		ItemName "The Sharp Dresser"
		"provide on active" 1
		"damage bonus HIDDEN" 5
		"move speed bonus" 1.33
		"crit from behind" 1
	}
	ItemAttributes
	{
		ItemName "The Black Rose"
		"provide on active" 1
		"damage bonus HIDDEN" 5
		"move speed bonus" 1.33
		"crit from behind" 1
	}
	ItemAttributes
	{
		ItemName "The Spy-Cicle"
		"provide on active" 1
		"damage bonus HIDDEN" 5
		"move speed bonus" 1.33
		"melts in fire" 10
		"crit from behind" 1
	}
	ItemAttributes
	{
		ItemName "The Big Earner"
		"damage bonus HIDDEN" 5
		"move speed bonus" 1.15
		"max health additive penalty" -50
		"speed_boost_on_kill" 8
		"crit from behind" 1
	}
	ItemAttributes
	{
		ItemName "Conniver's Kunai"
		"damage bonus HIDDEN" 4.33
		"add cond on kill" 64
		"add cond on kill duration" 3
		"special item description" "Gain 3s of invisibility on kill"
		"max health additive penalty" -99
		"crit from behind" 1
		// "move speed penalty" 0.9
	}
	ItemAttributes // melee weapon buffs, mostly to boost everything to 150 dmg
	{
		ItemName tf_weapon_bat
		"damage bonus HIDDEN" 4.29 // roughly 150
	}
	ItemAttributes
	{
		Classname tf_weapon_bat_wood // sandman
		"damage bonus HIDDEN" 4.29
	}
	ItemAttributes
	{
		Classname tf_weapon_bat_giftwrap // ass wrap
		"damage bonus HIDDEN" 4.29
	}
	ItemAttributes
	{
		ItemName "the candy cane"
		"damage bonus HIDDEN" 4.29
		"dmg taken from fire increased" 1.25
		"dmg taken from bullets increased" 1.25
		"dmg taken from crit increased" 1.25
		"dmg from melee increased" 1.25
	}
	ItemAttributes
	{
		ItemName "The Market Gardener"
		"provide on active" 1
		"damage bonus HIDDEN" 2.308 // roughly 150
		"air dash count" 1
		"increased air control" 2
		// "crits_become_minicrits" 1
	}
	ItemAttributes
	{
		ItemName tf_weapon_shovel
		"damage bonus HIDDEN" 2.308 // roughly 150
	}
    ItemAttributes
    {
        ItemName "The Pain Train"
        "bleeding duration" 8
		"damage bonus HIDDEN" 3.077 // roughly 200
        "dmg taken from bullets increased" 1
        "dmg taken from crit increased" 1.05
    }
	ItemAttributes
	{
		ItemName "The Equalizer"
		"damage bonus HIDDEN" 2.308 // roughly 150
		"mult dmg with reduced health" 2.6 // demoman compatibility + soldier buff
	}
	ItemAttributes
	{
		ItemName tf_weapon_fireaxe
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		Classname tf_weapon_bottle
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		Classname tf_weapon_fists
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		Classname tf_weapon_wrench
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		ItemName "The Southern Hospitality"
		"damage bonus HIDDEN" 3
		"bleeding duration" 8 // buffed
		"dmg taken from fire increased" 1.1
		"mult dmgtaken from melee" 0.8
	}
	ItemAttributes
	{
		ItemName "The Eureka Effect"
		"damage bonus Hidden" 2.308
		"Construction rate decreased" 0.75
	}
	ItemAttributes  
	{
		ItemName "The Gunslinger"
		//"max health additive bonus" 0
		"max health additive penalty" -25
		//"build rate bonus" 2
		"damage bonus HIDDEN" 2.308
		//"move speed penalty" 0.88
		"fire rate penalty" 1.5
		"mark for death on building pickup" 1
		"disable wrangler shield" 1
		"special item description" "Placed Mini-Sentries are converted into drones that will float above your head."
	}
	ItemAttributes
	{
		ItemName "The Hot Hand"
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		ItemName "The Third Degree"
		"damage bonus HIDDEN" 2.308
		"mod medic healed damage bonus" 10
	}
	ItemAttributes
	{
		ItemName "The Lollichop"
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		ItemName "The Neon Annihilator"
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		ItemName "the back scratcher"
		"damage bonus HIDDEN" 3.0769231
		"health from healers reduced" 0.5
	}
	ItemAttributes
	{
		ItemName "The Axtinguisher"
		"damage bonus HIDDEN" 2.7
		"minicrits become crits" 1
	}
	ItemAttributes
	{
		ItemName "Festive Axtinguisher"
		"damage bonus HIDDEN" 2.7
		"minicrits become crits" 1
	}
	ItemAttributes
	{
		ItemName "The Postal Pummeler"
		"damage bonus HIDDEN" 2.7
		"minicrits become crits" 1
	}
	ItemAttributes
	{
		ItemName "Sharpened Volcano Fragment"
		"damage bonus HIDDEN" 2.5
		"crit vs burning players" 1
	}
	ItemAttributes
	{
		Classname tf_weapon_bonesaw
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		Classname tf_weapon_club
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		Classname tf_weapon_pda_engineer_build
		//"engy sentry fire rate increased" 1.3
	}
	ItemAttributes
	{
		Classname tf_weapon_robot_arm
		"special item description" "Sentries cost 50 metal"
		"mod sentry cost" 0.5
		"engy sentry fire rate increased" 1.1
		"engy sentry damage bonus" 1.2
	}
	ItemAttributes
	{
		Classname saxxy
		"damage bonus HIDDEN" 2.308
	}
	ItemAttributes
	{
		ItemName "The Chargin' Targe"
		"charge impact damage increased" 101
		"charge time increased" 2
	}
	ItemAttributes
	{
		ItemName "festive targe 2014"
		"charge impact damage increased" 101
		"charge time increased" 2
	}
	ItemAttributes
	{
		ItemName "The Tide Turner"
		"charge impact damage increased" 101
		"charge time increased" 2
		"kill refills meter" 0.05
	}
	ItemAttributes
	{
		ItemName "The Splendid Screen"
		"charge impact damage increased" 101
		"charge time increased" 2
	}
	ItemAttributes
	{
		ItemName "Ali Baba's Wee Booties"
		"kill refills meter" 0.05
		"max health additive bonus" 75
		// "move speed bonus shield required" 1
		"move speed bonus" 1.15
		"cannot be upgraded" 1
	}
	ItemAttributes
	{
		ItemName "The Bootlegger"
		"kill refills meter" 0.05
		"max health additive bonus" 75
		// "move speed bonus shield required" 1
		"move speed bonus" 1.15
		"cannot be upgraded" 1
	}
	ItemAttributes
	{
		ItemName "The Razorback"
		"mult dmgtaken from melee" 0.5
		"patient overheal penalty" 0.75
		"addcond immunity" 25

		"special item description" "Immunity to bleeding" // taken from trespasser remaster
	}
	ItemAttributes
	{
		ItemName "The Cozy Camper"
		"health regen" 5
		"maxammo primary increased" 1.2
	}
	ItemAttributes // tomislav damage bonus
	{
		ItemName "Tomislav"
		"damage bonus HIDDEN" 2
	}
	ItemAttributes
	{ // massive fists of steel buff in a gamemode dominated by melee damage
		ItemName "Fists of Steel"
		"damage bonus HIDDEN" 5
		"dmg from melee increased" 1.35
		"dmg from ranged reduced" 0.33
		"single wep holster time increased" 1.5
	}
	ItemAttributes
	{
		ItemName "Gloves of Running Urgently"
		"damage bonus HIDDEN" 2.308
		"provide on active" 1
		"mod_maxhealth_drain_rate" 0
		"self mark for death" 1
		"dmg taken from crit increased" 1.2
	}
	ItemAttributes
	{
		ItemName "Festive Gloves of Running Urgently"
		"damage bonus HIDDEN" 2.308
		"provide on active" 1
		"mod_maxhealth_drain_rate" 0
		"self mark for death" 1
		"dmg taken from crit increased" 1.2
	}
	ItemAttributes
	{
		ItemName "The Eviction Notice"
		"damage bonus HIDDEN" 2.308
		"provide on active" 1
		"mod_maxhealth_drain_rate" 0
		"self mark for death" 1
		"dmg taken from crit increased" 1.05
	}
	CustomWeapon
	{
		Name "S.A.W"
		OriginalItemName "Upgradeable TF_WEAPON_BONESAW"
		"damage bonus HIDDEN" 2.308
		"fire rate penalty" 1.5
		"critboost on kill" 7
		"single wep deploy time increased" 2
		"single wep holster time increased" 2
		"custom item model" "models/weapons/c_models/c_saw/c_zow.mdl"
	}
	CustomWeapon // from kelly mobocracy
	{
		Name "Health Pack Launcher"
		OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
		"custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl"
		"custom projectile model" "models/empty.mdl"
		"sticky arm time bonus" -0.3
		"damage bonus" 0.01
		"add damage type" 128
		"remove damage type" 64
		"override projectile type" 3
		"grenade no spin" 1
		"grenade explode on impact" 1
		"fuse bonus" 999
		//"passive reload" 1
		"weapon never gib" 1
		"projectile no deflect" 1
		"Blast radius decreased" 0.25
		"self dmg push force decreased" 0
		"blast dmg to self increased" 0
		"crit mod disabled" 0
		"custom kill icon" "mailbox"
		"no primary ammo from dispensers while active" 1
		"maxammo secondary reduced" 0.04166666666
		"clip size penalty" 0.1
		"health from packs decreased" 0.5
		"switch from wep deploy time decreased" 1.8
		"single wep deploy time decreased" 1.8
		//"cannot be upgraded" 1
		"custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav"
		//"custom impact sound" "items/battery_pickup.wav"
		"custom hit sound" "=80|physics/wood/wood_crate_break5.wav"
		"explosion particle" "mini_fireworks"
		"projectile trail particle" "~utaunt_glowyplayer_purple_parent"
	}
	CustomWeapon // from kelly mobocracy
	{
		Name "Health Pack Launcher MKII"
		OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
		"custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl"
		"custom projectile model" "models/empty.mdl"
		"sticky arm time bonus" -0.3
		"damage bonus" 0.01
		"add damage type" 128
		"remove damage type" 64
		"override projectile type" 3
		"grenade no spin" 1
		"grenade explode on impact" 1
		"fuse bonus" 999
		//"passive reload" 1
		"weapon never gib" 1
		"projectile no deflect" 1
		"Blast radius decreased" 0.25
		"self dmg push force decreased" 0
		"blast dmg to self increased" 0
		"crit mod disabled" 0
		"custom kill icon" "mailbox"
		"no primary ammo from dispensers while active" 1
		"maxammo secondary reduced" 0.04166666666
		"clip size penalty" 0.1
		"health from packs decreased" 0.5
		"switch from wep deploy time decreased" 1.8
		"single wep deploy time decreased" 1.8
		"cannot be upgraded" 1
		"custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav"
		//"custom impact sound" "items/battery_pickup.wav"
		"custom hit sound" "=80|physics/wood/wood_crate_break5.wav"
		"explosion particle" "mini_fireworks"
		"projectile trail particle" "~utaunt_glowyplayer_purple_parent"
	}
	CustomWeapon // from kelly mobocracy
	{
		Name "Ammo Box Launcher"
		OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
		"custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl"
		"custom projectile model" "models/empty.mdl"
		"sticky arm time bonus" -0.3
		"damage bonus" 1.75
		"add damage type" 128
		"remove damage type" 64
		"override projectile type" 3
		"grenade no spin" 1
		"grenade explode on impact" 1
		"fuse bonus" 999
		//"passive reload" 1
		"weapon never gib" 1
		"projectile no deflect" 1
		"Blast radius decreased" 0.25
		"self dmg push force decreased" 0
		"blast dmg to self increased" 0
		"crit mod disabled" 0
		"custom kill icon" "mailbox"
		"no primary ammo from dispensers while active" 1
		"maxammo secondary reduced" 0.04166666666
		"clip size penalty" 0.1
		"switch from wep deploy time decreased" 1.8
		"single wep deploy time decreased" 1.8
		//"cannot be upgraded" 1
		"custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav"
		//"custom impact sound" "items/battery_pickup.wav"
		"custom hit sound" "=80|physics/wood/wood_crate_break5.wav"
		"explosion particle" "mini_fireworks"
		"projectile trail particle" "~utaunt_glowyplayer_purple_parent"
	}
	CustomWeapon // from kelly mobocracy
	{
		Name "Ammo Box Launcher MKII"
		OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
		"custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl"
		"custom projectile model" "models/empty.mdl"
		"sticky arm time bonus" -0.3
		"damage bonus" 1.75
		"add damage type" 128
		"remove damage type" 64
		"override projectile type" 3
		"grenade no spin" 1
		"grenade explode on impact" 1
		"fuse bonus" 999
		//"passive reload" 1
		"weapon never gib" 1
		"projectile no deflect" 1
		"Blast radius decreased" 0.25
		"self dmg push force decreased" 0
		"blast dmg to self increased" 0
		"crit mod disabled" 0
		"custom kill icon" "mailbox"
		"no primary ammo from dispensers while active" 1
		"maxammo secondary reduced" 0.04166666666
		"clip size penalty" 0.1
		"switch from wep deploy time decreased" 1.8
		"single wep deploy time decreased" 1.8
		"cannot be upgraded" 1
		"custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav"
		//"custom impact sound" "items/battery_pickup.wav"
		"custom hit sound" "=80|physics/wood/wood_crate_break5.wav"
		"explosion particle" "mini_fireworks"
		"projectile trail particle" "~utaunt_glowyplayer_purple_parent"
	}
	CustomWeapon // from condemned trespasser remaster
	{
		Name "Falcata"
		OriginalItemName "The Shahanshah"
		"dmg bonus while half dead" 1
		"dmg penalty while half alive" 1

		"damage bonus HIDDEN" 2.308
		"restore health on kill" 100 // because holy shit this thing self-damages faster than a quick-fix medic can outheal it
		"dmg penalty vs players" 2
		"bleeding duration" 8 // holy shit it's buffed
		"no self effect" 1
		"hit self on miss" 1 // at full upgrades this shit can self-kill a man in one or two swings

		"special item description" "Seems like it was left behind by a survivor of the zombie apocalypse..."
		"special item description 2" "Oddly enough it smelled both of rotten flesh and... burnt money?"

		"self dmg push force decreased" 0.15
		"paintkit_proto_def_index" 271
		"set_item_texture_wear" 0
	}
	CustomWeapon 
	{
		Name "Spitter Weapon"
		OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
		"no self effect" 1
		"penetrate teammates" 1
		"projectile no deflect" 1
		"ignores other projectiles" 1
		"grenade no bounce" 1
		"grenade bounce speed" 0
		"grenade no drag" 1
		"projectile explode time" 1
		"blast dmg to self increased" 0
		"damage bonus" 0.8
		"dmg bonus vs buildings" 120
		"fire rate bonus" 12
		//"Projectile speed increased" 0.5
		"mod max primary clip override" -1
		"mult projectile count" 4
		"projectile spread angle penalty" 9
		"Blast radius increased" 0.85
		"Set DamageType Ignite" 1
		"weapon burn time increased" 1.5
		"minicrits become crits" 1
		"add cond on hit" 123
		"add cond on hit duration" 10
		//"crit vs burning players" 1
		//"weapon burn dmg increased" 1.25
		//"projectile gravity" 800
		"is invisible" 1
		"custom projectile model" "models/empty.mdl"
		"custom impact sound" "misc/null.wav"
		"custom kill icon" "pumpkindeath"
		"explosion particle" "halloween_explosion"
		"projectile trail particle" "~utaunt_beams_glow_yellow"
	}
	CustomWeapon
	{
		Name "Atom Launcher"
		OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
		"fire rate penalty" 0.3
		"mini rockets" 1
		"mod projectile heat seek power" 210
		"mod projectile heat aim error" 90
		"mod projectile heat aim time" 10
		"mod projectile heat no predict target speed" 1
		"mod projectile heat follow crosshair" 1
		"custom impact sound" "=80|ambient/explosions/explode_5.wav"
		"custom item model" "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl"
		"Blast radius decreased" 0.8
		"damage bonus HIDDEN" 1.5
		"clip size bonus" 4
		"projectile trail particle" eyeboss_projectile
		"maxammo primary reduced" 4
		"projectile speed decreased" 0.35
		"self dmg push force decreased" 0
		"projectile lifetime" 12
		"fire input on kill" "popscript^$atomKill^"
		"special item description" "Reload full clip at once after every 10 kills"
	}
	CustomWeapon  
    {
        Name "Gamma Gazer"
        OriginalItemName "The C.A.P.P.E.R"
        "custom item model" "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl"
		"custom kill icon" pistol
		"mod max primary clip override" -1
		"mod ammo per shot" 10
		"add onhit addammo" 5
        "fire rate penalty" 1.4
        "damage bonus HIDDEN" 10
		"maxammo secondary reduced" 1.388888888
		"override projectile type" 2
		"Blast radius increased" 0.1
		"explosion particle" Explosion_Flashup
		"projectile trail particle" "~raygun_projectile_red_crit"
		"mult projectile scale" 0.1
		"projectile speed decreased" 0.8
		"projectile lifetime" 2.5
		"blast dmg to self increased" 0.05
    }
	CustomWeapon  
    {
        Name "The Clinical Trial"
        OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
        "custom item model" "models/weapons/c_models/c_clinical_trial/c_clinical_trial.mdl"
		"clip size penalty" 0.5
		"maxammo primary reduced" 0.6666666666
        "override projectile type" 1
        "damage bonus HIDDEN" 3.5
        "reload time increased" 1.5
        "fire rate penalty" 1.2
        "ragdolls become ash" 1
		"custom weapon fire sound" "=80|weapons/capper_shoot.wav"
    }
	CustomWeapon  
    {
        Name "Rustler's Revolver"
        OriginalItemName "TF_WEAPON_REVOLVER"
        "custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl"
        "custom kill icon" "samrevolver"
        "custom weapon fire sound" "=80|weapons/revolver_shoot.wav"
        "damage bonus HIDDEN" 15
		"crit from behind" 1
        "fire rate penalty" 3
		"clip size penalty" 0.666666666
        "hidden secondary max ammo penalty" 0.75
		"dmg pierces resists absorbs" 1
		"weapon spread bonus" 0.3
		// "shoot view punch angle" "-8 0 0"
    }
	CustomWeapon
	{
		Name "Flintlock"
		OriginalItemName "Upgradeable TF_WEAPON_REVOLVER"
		"custom item model" "models\weapons\c_models\c_flintlock\c_ambassador.mdl"
		"custom weapon fire sound" "=80|weapons\mp40_shoot.wav"
		"maxammo secondary reduced" 0.5
		"clip size penalty" 0.16
		"damage bonus HIDDEN" 4.75
		"headshot damage increase" 26
		"damage penalty on bodyshot" 0.01
		"fire rate penalty" 0.75
		"reload time increased" 0.75
		"dmg pierces resists absorbs" 1
		"speed_boost_on_kill" 3
		"weapon spread bonus" 0.3
		// "shoot view punch angle" "-10 0 0"
	}
	CustomWeapon
	{
		Name "Mechanical Glock"
		OriginalItemName "upgradeable tf_weapon_pistol"
		"damage bonus HIDDEN" 3
		"no damage falloff" 1
		"fire rate penalty" 1.4
		"mult crit dmg" 2.5
		"maxammo secondary reduced" 1.416666666
		"clip size penalty" 1.416666666
		"custom item model" "models\weapons\c_models\c_lazygun.mdl"
		//"custom weapon fire sound" "=80|briefnegotiator_fire.wav"
	}
	CustomWeapon
	{
		Name "One-hit Wonder"
		OriginalItemName "The Ambassador"
		"can headshot" -1
		"mod max primary clip override" -1
		"maxammo secondary reduced" 0.04166666666
		// "damage bonus HIDDEN" 588
		"damage bonus HIDDEN" 600
		"fire rate penalty" 1.75
		"add onhit addammo" 1
		"no primary ammo from dispensers while active" 1
		"special damage type" 3
		"attach particle effect" 16
		"is australium item" 1
		"item style override" 1
		"turn to gold" 1
		"weapon spread bonus" 0.3
		"dmg pierces resists absorbs" 1
		"crit_dmg_falloff" 0
		"shoot view punch angle" "-8 0 0"
		"cannot be upgraded" 1
		"special item description" "Recover ammo on hit, deal less damage against tanks & bosses."
		"special item description 2" "When equipped, gain an additional 300 credits per kill with this gun."
	}
	CustomWeapon
	{
	    Name "Miniraygun"
		OriginalItemName "Upgradeable TF_WEAPON_MINIGUN"
		"custom item model"	"models/ctf2w/weapons/c_models/c_miniraygun/c_miniraygun.mdl"
		"custom kill icon" minigun
		"crit vs wet players" 1
		"minigun no spin sounds" 1
		"damage bonus HIDDEN" 100
		"maxammo primary reduced" 0.5
		"fire rate penalty" 2
		"override projectile type" 13
		"set item tint RGB"	15185211
		"projectile spread angle penalty" 1
		"projectile lifetime" 1.75
		"energy weapon penetration"	1
		"projectile speed increased" 3
	}
	CustomWeapon
	{
		Name "Tesla Shotgun"
		OriginalItemName "upgradeable tf_weapon_shotgun_primary"
		"custom item model" "models/weapons/c_models/c_sho_scattergun.mdl"
		"custom weapon fire sound" "=42|ambient/energy/zap3.wav"
		"damage bonus HIDDEN" 3
		"bullets per shot bonus" 2
		"clip size penalty HIDDEN" 0.66
		"fire rate penalty" 1.5
		"Reload time increased" 6
		"explosive bullets" 72
		"explosion particle" ExplosionCore_sapperdestroyed
		"explosion particle on direct hit" ExplosionCore_sapperdestroyed
		"crit vs wet players" 1
		"reload full clip at once" 1
		"custom weapon reload sound" "=40|ambient/energy/zap5.wav"
		"self dmg push force decreased" 0
		"blast dmg to self increased" 0.75
		"maxammo primary increased" 1.25
	}
	CustomWeapon
	{
		Name "Machine Cannon"
		OriginalItemName "The Brass Beast"
		"custom item model"	"models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl"
		"damage bonus HIDDEN" 15
		"fire rate penalty" 1.65
		"bullets per shot bonus" 0.25
		"explosive bullets" 74
		"self dmg push force decreased" 0
		"blast dmg to self increased" 0.5
		"spunup_damage_resistance" 1
		"aiming movespeed decreased" 1
		"no primary ammo from dispensers while active" 1
		//"explosion particle" "rd_robot_explosion_smoke_linger"
		"maxammo primary reduced" 0.2
	}
	CustomWeapon
	{
		Name "Bolshevik's Brew"
		OriginalItemName "Upgradeable tf_weapon_minigun"
		"damage bonus HIDDEN" 0.7
		"Set DamageType Ignite" 1
		"add cond on hit" 123
		"add cond on hit duration" 1
		"damage bonus vs burning" 0.5
		"fire rate penalty" 6
		"crits_become_minicrits" 1
		"minigun spinup time increased" 1.5
		"maxammo primary reduced" 0.1
		"no primary ammo from dispensers while active" 1
		"custom item model" "models/weapons/c_models/c_bolshevik_brew/c_bolshevik_brew.mdl"
		"custom kill icon" long_heatmaker
	}
	CustomWeapon
	{
		Name "Assault and Battering Ram"
		OriginalItemName "The Chargin' Targe"
		"charge impact damage increased" 101
		"charge time increased" 2
		"dmg taken from fire reduced" 1
		"dmg taken from blast reduced" 1
		"dmg taken from bullets reduced" 0.25
		"dmg taken from crit reduced" 0.1
		//"health from packs increased" 0.25
		"custom item model" "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl"
	}
	CustomWeapon
	{
		Name "Ammo Backpack (for Primary)" 
		OriginalItemName "Rocko"	
		"move speed penalty" 0.85
		"maxammo primary increased" 3
		"special item description" "You carry a lot more primary ammo, move speed heavily reduced"
		"custom item model" "models/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup.mdl"
	}
	CustomWeapon
	{
		Name "Ammo Backpack (for Secondary)" 
		OriginalItemName "Rocko"
		"move speed penalty" 0.85
		"maxammo secondary increased" 3
		"special item description" "You carry a lot more secondary ammo, move speed heavily reduced"
		"custom item model" "models/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup.mdl"
	}
	CustomWeapon
	{
		Name "Safety Precaution" 
		OriginalItemName "The Tin Pot"	
		"special item description" "Safety first! +125 max HP, +45% ranged resistance in exchange of your primary weapon."
		"max health additive bonus" 125
		"dmg taken from bullets reduced" 0.55
		"dmg taken from blast reduced" 0.55
		"dmg taken from fire reduced" 0.55
		"custom item model" "models\player\items\soldier\soldier_pot.mdl"
	}
	CustomWeapon
	{
		Name "Prototype X3"
		OriginalItemName "The Air Strike"
		"clipsize increase on kill" 0
		"clip size upgrade atomic" 8
		"paintkit_proto_def_index" 232
		"set_item_texture_wear" 0
		"projectile sound" "npc/strider/fire.wav"
		"custom weapon fire sound" "weapons/stinger_fire1.wav"
		"custom impact sound" "=80|weapons/physcannon/energy_sing_explosion2.wav"
		"projectile no deflect" 1
		"explosion particle" "rd_robot_explosion_smoke_linger"
		"projectile speed increased" 0.1
		"projectile acceleration" 1000
		"projectile acceleration time" 2
		"projectile acceleration start time" 2
		"Blast radius increased" 0.5
		"damage bonus" 3
		"mult projectile scale" 1.5
		"fire rate bonus" 0.3
		"faster reload rate" 1.5-
		"projectile trail particle" "spell_fireball_small_red"
	}
	CustomWeapon
	{
		Name "M16A1"
		OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
		"override projectile type" 1
		"fire rate penalty" 2
		"damage bonus HIDDEN" 6
		"Reload time increased" 2
		"maxammo primary reduced" 0.6666666666
		"clip size bonus" 0.5
		"shoot view punch angle" "0 0 0"
		// "shoot view punch angle random" "0.8 0.8 0.5"
		"custom item model" "models/weapons/c_models/c_m16/c_m16.mdl"
		"custom weapon fire sound" "=80|weapons/m16_shoot.wav"
		//"custom weapon reload sound" "=80|fg42_reload.wav"
		"custom kill icon" smg
	}
	CustomWeapon
	{
		Name "FG 42"
		OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
		"override projectile type" 1
		"clip size bonus" 3.3
		"damage bonus HIDDEN" 9.3
		"fire rate penalty" 1.66
		"reload time increased" 3.6
		"no damage falloff" 1
		"mult crit dmg" 0.666
		"maxammo primary reduced" 0.8
		"clip size bonus" 0.5
		"custom weapon fire sound" "=80|fg42f1.wav"
		//"custom weapon reload sound" "=80|fg42_reload.wav"
		"custom item model" "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl"
	}
	CustomWeapon
	{
		Name "Hunting Rifle"
		OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE"
		"provide on active" 1
		"can headshot" 1
		"revolver use hit locations" 1
		"alt-fire disabled" 1
		"fire rate penalty" 2
		"maxammo primary reduced" 0.8
		"headshot damage increase" 6
		"damage penalty on bodyshot" 2
		"damage bonus HIDDEN" 3
		"special damage type" 2
		"custom item model" "models/weapons/c_models/c_scopelessrifle/c_scopelessrifle.mdl"
		"custom weapon fire sound" "=80|weapons/mp40_shoot.wav"
	}
	CustomWeapon
	{
		Name "Astral Assassin"
		OriginalItemName "The Huntsman"
		"custom item model"	"models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl"
		"custom projectile model" "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl"
		//"provide on active" 1
		"damage bonus HIDDEN" 4
		"move speed bonus" 1.1
		"speed_boost_on_kill" 2
		"add cond when active" 48
		"maxammo primary reduced" 0.5
		"maxammo secondary reduced" 0.33
		"projectile gravity native" 0
		"ignores other projectiles" 1
	}
	CustomWeapon
	{
		Name "The Payoff"
		OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN"
		"custom name attr" "The Payoff"
		"custom item model"	"models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl"
		"special item description" "When equipped, gain an additional 300 credits per kill with this gun."
		"damage bonus HIDDEN" 5.5
		"clip size penalty" 0.5
		//"maxammo primary reduced" 0.3125
		"maxammo primary reduced" 0.46875
		"dmg taken from fire increased" 1.5
	}
	CustomWeapon
	{
		Name "Cryo Cannon"
		OriginalItemName "tf_weapon_flamethrower"
		"special item description" "Freeze up any sucker standing in your way to a screeching halt with this fancy 'flame'thrower"
        "special item description 2" "No afterburn, airblast pushes enemies towards you"
        "paintkit_proto_def_index" 248
        "set_item_texture_wear" 0
        "attach particle effect" 703
        "lunchbox adds minicrits" 1
        "damage bonus HIDDEN" 6
		"flame_drag" 6.5
        "weapon burn time reduced" 0
        "weapon burn dmg reduced" 0
		"applies snare effect" 0.5
        "remove cond on hit" 22
        "add cond on hit" 127
        "add cond on hit duration" 1
        "reverse airblast" 1
        "slow enemy on hit" 1
        "fire input on kill" "!caller^RunScriptCode^DispatchParticleEffect(`xms_snowburst`, self.GetOrigin(),Vector(0,0,10));EntFire(`!activator`,`ExtinguishPlayer`,null,0,self)"
        "set turn to ice" 1
		"switch from wep deploy time decreased" 0.2
		"airblast cost scale hidden" -1
        "custom hit sound" "=65|weapons/icicle_freeze_victim_01.wav"
        "custom kill icon" "flamethrower"
	}
	CustomWeapon
	{
		Name "Ember Extender"
		OriginalItemName "The Nostromo Napalmer"
		"damage bonus HIDDEN" 5.25
		"flame_drag" -4
		"alt-fire disabled" 1
		"add cond on hit" 123
		"add cond on hit duration" 10
		"flame ammopersec increased" 2
		"no primary ammo from dispensers while active" 1
		"SPELL: Halloween green flames" 1008
		"special item description" "Long-range flames at double fuel cost, no airblast"
        "custom item model"	"models/weapons/c_models/c_electric_flamethrower/c_electric_flamethrower.mdl"
	}
	CustomWeapon
	{
		Name "Booster Shot"
		OriginalItemName "Upgradeable tf_weapon_medigun"
		"heal rate bonus" 4
		"ubercharge rate penalty" 0
		"effect cond override" 6 //so in any case ppl manage to activate uber, it will do nothing lol
		"overheal penalty" 0
		"overheal decay bonus" 1
		"revive rate" 0.01
		"uber duration bonus" -10
		"alt-fire disabled" 1
        "custom item model"	"models/weapons/c_models/c_booster_shot/c_booster_shot.mdl"
	}
	CustomWeapon
	{
		Name "Feathered Flight"
		OriginalItemName "Upgradeable tf_weapon_medigun"
		"heal rate penalty" 0.6
		"ubercharge rate penalty" 1.5
		"overheal decay bonus" 1
		"effect cond override" 32
		"revive rate" 0.01
		"special item description" "Ubercharge grants speed boost instead of invulnerability"
        "custom item model"	"models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl"
	}
	CustomWeapon
	{
		Name "Frag Grenade"
		OriginalItemName "Mad Milk"
		"custom item model" "models/weapons/c_models/c_frag/c_frag.mdl"
		"custom projectile model" "models/weapons/c_models/c_frag/c_frag.mdl"
		"use original class weapon animations" 1
		//"cannot be upgraded" 1
		//"special damage type" 3
		"item style override" 0
		"projectile trail particle" "rockettrail"
		"Projectile speed increased" 1.8
		"override projectile type" 17
		"Blast radius increased" 2.75
		"damage bonus HIDDEN" 200
		"effect bar recharge rate increased" 1.1
		"explosion particle" "ExplosionCore_buildings"
		"custom kill icon" taunt_soldier
	}
	CustomWeapon
	{
		Name "Incendiary Grenade"
		OriginalItemName "Mad Milk"
		"custom item model"	"models/weapons/c_models/c_nitro/c_nitro.mdl"
		"custom projectile model" "models/weapons/c_models/c_nitro/c_nitro.mdl"
		"use original class weapon animations" 1
		"override projectile type" 3
		"cannot be upgraded" 1
		"special damage type" 3
		"item style override" 0
		"Set DamageType Ignite" 1
		"weapon burn dmg increased" 100
		//"weapon burn time increased" 2
		"fuse bonus" 0.8
		"effect cond override" 12
		"Blast radius increased" 1.25
		"explosion particle" "asplode_hoodoo_burning_debris"
		"custom impact sound" "=100|ambient/fire/gascan_ignite1.wav"
		"effect bar recharge rate increased" 1.3
		"Projectile speed increased" 1.8
		"custom kill icon" firedeath
	}
	CustomWeapon
	{
		Name "Stun Hammer"
		OriginalItemName "Mad Milk"
		"custom item model" "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl"
		"custom projectile model" "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl"
		"use original class weapon animations" 1
		"cannot be upgraded" 1
		"item style override" 0
		"projectile trail particle" "~utaunt_glowyplayer_purple_parent"
		"Projectile speed increased" 1.5
		"override projectile type" 3
		"Blast radius increased" 2
		"damage bonus" 6.7
		"fuse bonus" 0.5
		"effect bar recharge rate increased" 3
		"explosion particle" "drg_cow_explosioncore_charged"
		"fire input on hit" "popscript^$StunOnDetonation^"
		"custom kill icon" sledgehammer
	}
	CustomWeapon
	{
		Name "Primary Buff Banner"
		OriginalItemName "The Buff Banner"
	}
	CustomWeapon
	{
		Name "Nail Gun"
		OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
		"clip size bonus" 1.25
		"can headshot" 1
		"damage bonus HIDDEN" 5
		"projectile speed increased" 3
		"hidden primary max ammo bonus" 0.6666666666
		"custom weapon fire sound" "=80|npc/turret_floor/shoot1.wav"
		"custom item model" "models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl"
		"use original class weapon animations" 1
	}
	CustomWeapon
	{
		Name "Titanium Bomber"
		OriginalItemName "The Iron Bomber"
		//"clip size penalty" 0.5
		"mult projectile count" 4
		"custom kill icon" "merasmus_grenade"
		//"custom weapon fire sound" "npc/attack_helicopter/aheli_mine_drop1.wav"
		"reload full clip at once" 1
		"projectile spread angle penalty" 4
		"projectile speed increased" 0.9
		//"projectile explode time" 1.15
		"fire rate bonus" 2.25
		"Reload time increased" 8.5
		"Blast radius increased" 0.35
		"projectile speed increased" 0.9
		"paintkit_proto_def_index" 114
		"mult projectile scale" 1.25
		"projectile trail particle" "rockettrail"
		"set_item_texture_wear" 0
		"self dmg push force decreased" 0
		"fuse bonus" 0.6
		"damage bonus HIDDEN" 2.5
	}
	CustomWeapon
	{
		Name "Celtic Cluster"
		OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
		"damage bonus HIDDEN" 3.75
		//"clip size penalty" 0.5
		"mod ammo per shot" 2
		"Blast radius increased" 1.1
		"mult projectile count" 2
		"Reload time increased" 2
		"projectile speed increased" 1.8
		"projectile spread angle penalty" 3
		"custom item model" "models\workshop\weapons\c_models\c_lochnload-horizontal\c_lochnload-horizontal.mdl"
	}
	CustomWeapon
	{
		Name "Howitzer"
		OriginalItemName "The Loch-n-Load"
		"custom name attr" "The Howitzer"
		"fire rate penalty" 3
		"reload time increased" 3
		"explosion particle" "fireSmokeExplosion"
		"custom impact sound" "=80|ambient/explosions/explode_9.wav"
		"custom weapon fire sound" "=80|ambient/explosions/explode_4.wav"
		"custom item model" "models/weapons/c_models/c_howitzer/c_lochnload.mdl"
		"custom projectile model" "models\props_lakeside_event\bomb_temp.mdl"
		"custom projectile size" 0.1
		"Blast radius increased" 2
		"damage bonus HIDDEN" 6.7
		"clip size penalty" 0.25
		"self dmg push force increased" 0
		"blast dmg to self increased" 101
		"sticky air burst mode" 0
		"grenade no bounce" 1
		"grenade bounce speed" 0
		"grenade no drag" 1
		"projectile explode time" 0.85
		"grenade explode on impact" 1
		"maxammo primary reduced" 0.375
		"projectile speed increased" 0.6
		"projectile spread angle penalty" 4
		"no primary ammo from dispensers while active" 1
		"special damage type" 1
		"custom kill icon" megaton
	}
	CustomWeapon
	{
		Name "Baby Face's Blaster 2012"
		OriginalItemName "Baby Face's Blaster"
		"single wep deploy time increased" 1.8
		"lose hype on take damage" 0
		"clip size penalty" 1
		"damage bonus HIDDEN" 2.75
		"maxammo secondary reduced" 0.5
		"mod rage damage boost" 1.5
	}
	CustomWeapon
	{
		Name "Vanguard Minigun"
		OriginalItemName "Upgradeable TF_WEAPON_MINIGUN"
		"health regen" 25
		"aiming movespeed decreased" 0.7
		"uses ammo while aiming" 3
		"no_jump" 1
		"maxammo secondary reduced" 0.1
		"special item description" "Wearer cannot jump when this weapon is equipped"
	}
	CustomWeapon
	{
		Name "Freelance Mercenary"
		OriginalItemName "Activated Campaign 3 Pass"
		"custom item model" "models/player/items/all_class/hwn_spellbook_complete.mdl"
		"special item description" "Press the Action key to switch between classes on the fly. 10 minutes cooldown between uses"
		"special item description 2" "Items with charge meter require 8 seconds to be ready after switched to"
	}
	CustomWeapon
	{
		Name "Paratrooper Knife"
		OriginalItemName "Upgradeable TF_WEAPON_KNIFE"
		"provide on active" 1
		"damage bonus HIDDEN" 8
		//"melee attack rate bonus" 0.6
		"deploy time decreased" 0.4
		"move speed bonus" 1.33
		"mod_maxhealth_drain_rate" 3.5
		"crit from behind" 1
		"custom item model" "models/weapons/c_models/c_bastard_backguard/c_bastard_backguard.mdl"
		"special item description" "Can backstab"
		"special item description 2" "'Never bring a knife to a gun fight, son! Oh wait.' - Soldier, while carrying the Paratrooper Knife"
	}
	CustomWeapon
	{
		Name "The Airblaster"
		OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER"
		"airblast cost decreased" 0.25
		"damage bonus HIDDEN" 6
		"damage penalty" 0.2
		"mult airblast refire time" 0.25
		// "weapon burn dmg reduced" 0
		// "weapon burn time reduced" 0
		"single wep deploy time decreased" 0.2
		"single wep holster time increased" 1.8
		//"maxammo primary reduced" 0.5
		"increased air control" 2
		"cancel falling damage" 1
		"spawn with physics toy" 1 // for the mode switch
		"extinguish restores health" 250
		"no primary ammo from dispensers while active" 1
		"special item description" "This flamethrower deals very low damage but has reduced airblast cost"
		"custom item model" "models/weapons/c_models/c_ash_m/c_ash_m.mdl"
	}
	CustomWeapon
	{
		Name "Flare Launcher"
		OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
		"mod max primary clip override" -1
		"override projectile type" 6
		"Set DamageType Ignite" 1
		"add cond on hit" 123
		"add cond on hit duration" 10
		//"maxammo primary reduced" 1
		"fire rate penalty" 1.45
		"damage bonus HIDDEN" 4.25
		"custom weapon fire sound" "=80|weapons/doom_flare_gun.wav"
		"custom item model" "models/weapons/c_models/c_firelauncher/c_firelauncher.mdl"
	}
	CustomWeapon
	{
		Name "The Full Throttle"
		OriginalItemName "upgradeable tf_weapon_shotgun_primary"
		"provide on active" 1
		"damage bonus HIDDEN" 4
		"damage penalty" 0.8
		"move speed bonus" 1.2
		"fire rate penalty" 0.9
		"dmg taken increased" 1.67
		"mod weapon blocks healing" 1
		"healing received penalty" 0.25
		"custom weapon fire sound" "=80|weapons/the_full_throttle_shoot.wav"
		"custom item model"	"models/workshop/weapons/c_models/c_full_throttle/c_full_throttle.mdl"
	}
	CustomWeapon
	{
		Name "Drummed Devastator"
		OriginalItemName "upgradeable tf_weapon_shotgun_primary"
		"damage bonus HIDDEN" 5.5
		"fire rate penalty" 0.75
		"fire rate bonus with reduced health" 0.75
		"dmg bonus while half dead" 3
		"clip size penalty" 0.5
		"Reload time increased" 3.5	
		"maxammo metal reduced" 0.5
		"maxammo secondary reduced" 0.25
		"move speed bonus" 1.15
		"fire input on kill" "popscript^$aa12Kill^"
		"special item description" "Increases 10% clip size and 1% reload speed for every kills"
		"custom weapon fire sound" "=80|aa12_shoot.wav"
		"custom item model"	"models/weapons/c_models/c_aa12/c_aa12.mdl"
	}
	CustomWeapon 
	{
		Name "Incendiary Cannon"
		OriginalItemName "The Scorch Shot"
		"no primary ammo from dispensers while active" 1
		"fire rate penalty"	3
		"special item description" "Fire rockets"
		"damage bonus HIDDEN" 8
		"Set DamageType Ignite" 1
		"hidden secondary max ammo penalty" 0.5
		"mod flaregun fires pellets with knockback" 0
		"override projectile type" 2
		"ignores other projectiles" 1
		"blast dmg to self increased" 0.05
		//"custom weapon fire sound" "=80|weapons/stinger_fire1.wav"
		"custom kill icon" "flaregun"
		"custom item model" "models/weapons/c_models/c_ultimatum_flaregun/c_ultimatum_flaregun.mdl"
		"custom projectile model" "models/weapons/w_models/w_flaregun_shell.mdl"
		"projectile trail particle" "~rockettrail"
	}
	CustomWeapon
	{
		Name "Blue Goggles"
		OriginalItemName "Rocko"	
		"set item tint rgb" 2452877
		"special item description" "Highlight the target on hit using your primary weapon"
		//"hud overlay" "effects/combine_binocoverlay"
		"custom item model" "models/workshop/player/items/spy/sum22_night_vision_gawkers/sum22_night_vision_gawkers.mdl"
	}
	CustomWeapon  
	{
		Name "Fire Retardant Suit"
		OriginalItemName "Rocko"
		"dmg taken from fire reduced" 0.33
		"move speed penalty" 0.85
		"custom item model" "models/workshop/player/items/spy/tw_spybot_armor/tw_spybot_armor.mdl"
	}
	CustomWeapon  
	{
		Name "Bong! Atomic Punch"
		OriginalItemName "Festive Bonk 2014"
		// "effect cond override" 64
		"effect bar recharge rate increased" 3
		"special item description" "Allow you to select between the given boosts with [RELOAD]"
	}
	CustomWeapon  
	{
		Name "Stream Shooter"
		OriginalItemName "upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
		"damage bonus HIDDEN" 4
		"override projectile type" 6
		"mult projectile count" 6
		"projectile spread angle penalty" 4
		"ignores other projectiles" 1
		"set damagetype ignite" 1
		//"damage bonus vs burning" 2
		"Projectile speed increased" 1.75
		"maxammo primary reduced" 0.5
		"clip size penalty" 0.666666666
		"custom weapon fire sound" "=30|weapons/doom_flare_gun.wav"
		"custom item model" "models/weapons/c_models/c_stream_shooter/c_stream_shooter.mdl"
		"projectile trail particle" "~flaming_arrow"
		"custom kill icon" huntsman_burning
	}
	CustomWeapon  
	{
		Name "Hypodermic Injector"
		OriginalItemName "Upgradeable TF_WEAPON_BONESAW"
		"damage penalty" 0.05
		"fire rate penalty" 3
		"add cond on hit" 1973016
		"add cond on hit duration" 8
		"add attributes on hit" "move speed penalty|0.5|8"
		"special item description" "Inject a series of debuffs into the target for 8 seconds"
		"custom item model" "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl"
	}
	CustomWeapon
	{
		Name "Mortar Rocket Launcher"
		OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
		"mod max primary clip override" -1
		"projectile gravity" 700
		"grenade no spin" 1
		"damage bonus HIDDEN" 5
		"self dmg push force decreased" 0
		//"rocket specialist" 1
		//"no damage falloff" 1
		"ignores other projectiles" 1
		"Projectile speed decreased" 0.7
		"fire rate penalty" 2.5
		"maxammo primary reduced" 0.5
		"custom impact sound" "=80|weapons/explode5.wav"
		"custom weapon fire sound" "=80|weapons/rpg/rocketfire1.wav"
		"custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl"
		"custom projectile model" "models/weapons/w_models/w_wasp_launcher_rocket.mdl"
	}
	CustomWeapon
	{
		Name "The Nighthawk"
		OriginalItemName "TF_WEAPON_PISTOL"
		"damage bonus" 3
		"damage bonus HIDDEN" 4
		"fire rate penalty" 3.5
		"clip size penalty" 0.6
		"Reload time increased" 1.2
		"maxammo secondary reduced" 0.972222222
		"weapon spread bonus" 0.3
		// "shoot view punch angle" "-5 1 0"
		// "shoot view punch angle random" "2 2 0"
		"custom weapon fire sound" "dshot.wav"
		"custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl"
	}
	CustomWeapon
	{ 
		Name "Rail Gun"
		OriginalItemName "The Classic"
		"damage bonus HIDDEN" 6.5
		"reload time increased hidden" 0.6
		"dmg pierces resists absorbs" 1
		"sniper no headshot without full charge" 0
		"sniper fires tracer" 1
		"lunchbox adds minicrits" 2
		"sniper charge per sec" 0
		"mult sniper charge penalty DISPLAY ONLY" 0
		"maxammo primary reduced" 0.4
		"damage penalty on bodyshot" 0.25
		"special damage type" 2
		"projectile penetration heavy" 5
		"custom weapon fire sound" "=80|weapons/airboat/airboat_gun_energy2.wav"
		"custom item model" "models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl"
	}
	CustomWeapon
	{
		Name "50th Caliber"
		OriginalItemName "The AWPer Hand"
		"damage bonus HIDDEN" 8
		"sniper only fire zoomed" 1
		"no primary ammo from dispensers while active" 1
		"explosive bullets" 35
		"no damage falloff"	1
		"maxammo primary reduced" 0.32
		"fire rate penalty" 1.35
		"sniper no headshots" 1
		"special damage type" 2
		"Blast radius increased" 1.5
		"blast dmg to self increased" 0.05
		"custom item model"	"models/ctf2w/weapons/c_models/c_atgun/c_atgun.mdl"
	}
	CustomWeapon
	{
		Name "The Ol' Hunter"
		OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
		"damage bonus HIDDEN" 4
		"max health additive bonus" 25
		"weapon spread bonus" 0.45
		//"maxammo secondary reduced" 1
		"fire rate penalty" 1.2
		"bullets per shot bonus" 0.75
		"custom item model"	"models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl"
	}
	CustomWeapon  
    {
		Name "The Highland Howitzer"
		OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
		"damage bonus HIDDEN" 12
		"set damagetype ignite" 1
		"Blast radius increased" 1.25
		"max pipebombs decreased" -7
		"clip size penalty" 0.25
		"maxammo secondary reduced" 0.4166666666
		//"reload full clip at once" 1
		"fire rate penalty" 3.5
		"Reload time increased" 3
		"sticky arm time penalty" 0.95
		"projectile speed increased" 4
		"blast dmg to self increased" 500
		"special damage type" 1
		"attach particle effect" 701
		"custom kill icon" megaton
		"explosion particle" hightower_explosion
		"custom impact sound" "misc/doomsday_missile_explosion.wav"
		"custom projectile model" "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl"
        "custom item model" "models/weapons/c_models/c_stickybomb_launcher_heavyhit/c_stickybomb_launcher.mdl"
    }
	CustomWeapon  
    {
		Name "The Demolition Frenzy"
		OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
		"damage bonus HIDDEN" 6
		"Reload time decreased" 0.75
		"fire rate penalty" 0.1
		"stickybomb stick to enemies" 1
		"sticky arm time bonus" -1
		"max pipebombs decreased" -4
		"projectile spread angle penalty" 5
		"Blast radius decreased" 0.7
		"blast dmg to self increased" 10
        "custom item model" "models/weapons/c_models/c_blackybomb_launcher/c_blackybomb_launcher.mdl"
    }
	CustomWeapon  
    {
		Name "Silenced Pistol"
		OriginalItemName "Upgradeable TF_WEAPON_PISTOL"
		"damage bonus HIDDEN" 6
		"weapon spread bonus" 0.8
		"damage penalty" 0.67
		"fire rate penalty" 1.5
		"clip size penalty" 0.6666666666
		"headshot damage increase" 2
		// "shoot view punch angle random" "0.4 0.4 0.3"
		"maxammo secondary reduced" 1.777777777
		"custom weapon fire sound" "=90|Weapon_UrbanProfessional.Single"
        "custom item model" "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl"
    }
	CustomWeapon  
    {
		Name "Hellbent Axe"
		OriginalItemName "The Eyelander"
		"custom name attr" "The Hellbent Axe"
		"max health additive bonus" 25
        "custom item model" "models/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe.mdl"
        "set damagetype ignite" 1
        "custom kill icon" "lava_axe"
        "fire rate penalty" 1.4
		"damage bonus HIDDEN" 3.0769231
    }
	CustomWeapon  
    {
		Name "The Wildman´s Cutlery"
		OriginalItemName "Upgradeable TF_WEAPON_CLUB"
		"damage bonus HIDDEN" 2
		"heal on kill" 25
		"max health additive penalty" -50
		"fire rate bonus" 0.9
        "custom item model" "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl"
    }
	CustomWeapon  
    {
		Name "The Angel Blade"
		OriginalItemName "Upgradeable TF_WEAPON_KNIFE"
		"provide on active" 1
		"damage bonus HIDDEN" 5.5
		"fire rate penalty" 1.5
		"dmg taken increased" 0.7
		"crit from behind" 1
        "custom item model" "models/weapons/c_models/c_angel_blade/c_angel_blade.mdl"
    }
	CustomWeapon  
    {
		Name "Stun Baton"
		OriginalItemName "The Ham Shank"
		"damage bonus HIDDEN" 4.5
		"add cond on hit" 71
		"add cond on hit duration" 1.7
		"hit self on miss" 1
		"dmg taken from self reduced" 0.0192307692
		"single wep deploy time increased" 3
		"fire rate penalty" 5.5
        "custom item model" "models/weapons/c_models/c_baton/c_baton.mdl"
		"custom kill icon" "necro_smasher"
    }
	CustomWeapon  
    {
		Name "The Lead Pipe"
		OriginalItemName "the bat outta hell"
		"provide on active" 1
		"damage bonus HIDDEN" 2.308
		"add cond when active" 16
		"fire rate penalty" 1.1
		"move speed penalty" 0.95
        "custom item model" "models/weapons/c_models/c_lead_pipe/c_lead_pipe.mdl"
    }
	CustomWeapon  
    {
		Name "Roamin' Ranger"
		OriginalItemName "upgradeable TF_WEAPON_SCATTERGUN"
		"custom name attr" "Roamin' Ranger"
		"damage bonus" 1.33
		"damage bonus HIDDEN" 5
		"weapon spread bonus" 0.67
		"clip size bonus" 1.4
		"bullets per shot bonus" 0.8
		"fire rate penalty" 1.4
		"Reload time increased" 1.1
		"custom weapon fire sound" "=40|weapons/of_shotgun_shoot.wav"
        "custom item model" "models/weapons/c_models/c_roughrider/c_roughrider.mdl"
    }
	CustomWeapon  
    {
		Name "The Sharp Shooter"
		OriginalItemName "upgradeable tf_weapon_shotgun_primary"
		"damage bonus HIDDEN" 2.75
		"set damagetype ignite" 1
		"bullets per shot bonus" 3
		"fire rate penalty" 1.75
		"maxammo primary increased" 0.1
		"maxammo secondary reduced" 1.5
		"damage bonus vs burning" 0.25
		//"switch from wep deploy time decreased" 0.5
		//"single wep deploy time decreased" 0.5
		"special item description" "This shotgun comes with it's melee variant as a combo set"
        "special item description 2" "DO NOT use a primary weapon with it"
        "custom item model" "models/weapons/c_models/c_sharp_shooter_shotgun/c_sharp_shooter_shotgun.mdl"
    }
	CustomWeapon  
    {
		Name "The Sharp Shooter (Melee)"
		OriginalItemName "TF_WEAPON_FIREAXE"
		"damage bonus HIDDEN" 3.308
		"fire rate penalty" 1.2
		"attack_minicrits_and_consumes_burning" 1
		"minicrits become crits" 1
		"maxammo primary increased" 0.1
		"switch from wep deploy time decreased" 0.5
		"single wep deploy time decreased" 0.5
        "custom item model" "models/weapons/c_models/c_sharp_shooter_melee/c_sharp_shooter_melee.mdl"
    }
	CustomWeapon  
    {
		Name "Big Buck Blaster"
		OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY"
		"damage bonus HIDDEN" 53.0833333
		"clip size bonus" 0.833333333
		"bullets per shot bonus" 0.1
		"reload full clip at once" 1
		"Reload time increased" 11
		"projectile penetration heavy" 5
		"no damage falloff" 1
		"sniper fires tracer" 1
		"weapon spread bonus" 0.5
		"maxammo primary reduced" 0.46875
		"cannot be upgraded" 0
		"custom weapon fire sound" "=80|shell_shock_shoot.wav"
        "custom item model" "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl"
    }
	CustomWeapon  
    {
        Name "Crowbar"
        OriginalItemName "Necro Smasher"
		"always gib" 1
		"damage bonus HIDDEN" 4.308
		"loot rarity" 2
		"dmg pierces resists absorbs" 1
		"damage causes airblast" 1
		"special item description" "Deals a heavy amount of damage."
		"special item description 2" "Applies the Mercenary's Cut overclock without reducing max ammo."
        "custom item model" "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl"
    }
	CustomWeapon 
    {
        Name "Tommy Gun"
        OriginalItemName "TF_WEAPON_SMG"
		"provide on active" 1
		"damage bonus HIDDEN" 5.5
        "fire rate bonus" 0.85
        "bullets per shot bonus" 1.2
        "clip size penalty" 0.8
		// "shoot view punch angle random" "1 1 0.5"
        "custom item model" "models/weapons/c_models/c_brief_negotiator/c_lmg.mdl"
        // "custom weapon fire sound" "=80|lmg_shoot.wav"
        //"custom weapon reload sound" "lmg_reload.wav"
        // "cannot be upgraded" 1
    }
	CustomWeapon
	{
	    Name "Tranquilizer Gun"
		OriginalItemName "TF_WEAPON_REVOLVER"
		"custom item model"	"models\weapons\c_models\c_tranquilizer\c_revolver.mdl"
		"special item description"	"Fires syringes that mark and slow zombies"
		"max health additive bonus" 50
		"override projectile type" 5
		"damage bonus HIDDEN" 5.5
		"mark for death" 1
		"slow enemy on hit major" 3
		"fire rate penalty" 1.5
		"clip size penalty" 0.5
		"halloween reload time decreased" 1.5
		"no primary ammo from dispensers while active" 1
	}
	CustomWeapon  
	{
		Name "Gold Frying Pan"
		OriginalItemName "gold frying pan"
		"damage bonus" 19999
		"hit self on miss" 1
		"set_item_texture_wear" 0
		"item style override" 0
		"cannot be upgraded" 1
	}
	CustomWeapon
	{
		Name "Custom Bullet Sentry"
		OriginalItemName "Natascha"
		"damage penalty" 1
		"spunup_damage_resistance" 1
		"minigun spinup time increased" 1

		"damage bonus HIDDEN" 2
		"weapon spread bonus" 0
		"damage causes airblast" 1
		"fire rate bonus hidden" 0.5
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Fire Sentry"
		OriginalItemName "the flare gun"
		"damage bonus" 15
		"ragdolls become ash" 1
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Fire Sentry Lunistice Edition"
		OriginalItemName "the flare gun"
		"damage bonus" 16
		"ragdolls become ash" 1
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Homing Fire Sentry" // lunistice-exclusive
		OriginalItemName "the flare gun"

		"mod projectile heat seek power" 270
		"mod projectile heat aim error" 90
		"mod projectile heat aim time" 10

		"damage bonus" 13.5
		"ragdolls become ash" 1
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Arrow Sentry"
		OriginalItemName "The Huntsman"
		"override projectile type" 8
        "projectile speed increased" 3
        "damage bonus" 16
        "fire rate bonus" 0.2
        "reload time increased hidden" -0.8
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Arrow Sentry Lunistice Edition"
		OriginalItemName "The Huntsman"
		"override projectile type" 8
        "projectile speed increased" 3
        "damage bonus" 18
        "fire rate bonus" 0.35
        "reload time increased hidden" -0.8
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Jarate Bolt Sentry"
		OriginalItemName "The Crusader's Crossbow"
		"override projectile type" 11
		"weapon spread bonus" 0
        "projectile speed increased" 1.5
        "damage bonus" 3.66666666
        "fire rate bonus" 2
        "reload time increased hidden" -0.8
		"add cond on hit" 24
		"add cond on hit duration" 8
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Jarate Bolt Sentry Lunistice Edition"
		OriginalItemName "The Crusader's Crossbow"
		"override projectile type" 11
		"weapon spread bonus" 0
        "projectile speed increased" 1.5
        "damage bonus" 5
		"mult projectile count" 2
        "fire rate bonus" 2
        "reload time increased hidden" -0.8
		"add cond on hit" 24
		"add cond on hit duration" 8
		"special damage type" 3
		"custom kill icon" "obj_sentrygun"
	}
	CustomWeapon  
	{
		Name "Bomb Sentry"
		OriginalItemName "Mad Milk"
        "override projectile type" 4
        "damage bonus" 350
        "projectile detonate time" 1
        "stickybomb no stick" 1
        "blast radius increased" 2.25
        "arrow target bounce speed" 1
        "projectile range decreased" 0.5
        "blast dmg to self increased" 500
        "energy weapon no deflect" 1
		"special damage type" 3
        "explosion particle" "rd_robot_explosion_smoke_linger"
		"custom kill icon" "obj_sentrygun"
        "custom projectile model" "models\props_lakeside_event\bomb_temp.mdl"
	}
	CustomWeapon  
	{
		Name "Bomb Sentry Lunistice Edition"
		OriginalItemName "Mad Milk"
        "override projectile type" 4
        "damage bonus" 380
        "projectile detonate time" 1
        "stickybomb no stick" 1
        "blast radius increased" 2.75
        "arrow target bounce speed" 1
        "projectile range decreased" 0.5
        "blast dmg to self increased" 500
        "energy weapon no deflect" 1
		"special damage type" 3
        "explosion particle" "rd_robot_explosion_smoke_linger"
		"custom kill icon" "obj_sentrygun"
        "custom projectile model" "models\props_lakeside_event\bomb_temp.mdl"
	}
	CustomWeapon  
	{
		Name "Rocket Sentry"
        OriginalItemName "upgradeable TF_WEAPON_ROCKETLAUNCHER"
        "override projectile type" 2
        "mult projectile count" 5
		"ignores other projectiles" 1
        "damage bonus" 6
        "blast radius decreased" 0.65
        "mult projectile scale" -0.5
        "projectile spread angle penalty" 1.45
        "projectile speed increased" 2
		"special damage type" 3
        "explosion particle" "Explosion_Dustup"
		"custom kill icon" "obj_sentrygun"
        "projectile trail particle" "~rockettrail_burst_airstrike"
	}
	CustomWeapon  
	{
		Name "Rocket Sentry Lunistice Edition"
        OriginalItemName "upgradeable TF_WEAPON_ROCKETLAUNCHER"
        "override projectile type" 2
        "mult projectile count" 5
		"ignores other projectiles" 1
        "damage bonus" 8
        "blast radius decreased" 0.65
        "mult projectile scale" -0.5
        "projectile spread angle penalty" 1.45
        "projectile speed increased" 2
		"special damage type" 3
        "explosion particle" "Explosion_Dustup"
		"custom kill icon" "obj_sentrygun"
        "projectile trail particle" "~rockettrail_burst_airstrike"
	}
	CustomWeapon  
	{
		Name "Homing Rocket Sentry" // lunistice-exclusive
        OriginalItemName "upgradeable TF_WEAPON_ROCKETLAUNCHER"

		"mod projectile heat seek power" 270
		"mod projectile heat aim error" 90
		"mod projectile heat aim time" 10

        "override projectile type" 2
        "mult projectile count" 5
		"ignores other projectiles" 1
        "damage bonus" 5.5
        "blast radius decreased" 0.65
        "mult projectile scale" -0.5
        "projectile spread angle penalty" 1.45
        "projectile speed increased" 2
		"special damage type" 3
        "explosion particle" "Explosion_Dustup"
		"custom kill icon" "obj_sentrygun"
        "projectile trail particle" "~rockettrail_burst_airstrike"
	}
	CustomWeapon  
	{
		Name "Ali Baba's Wee Booties (Soldier)"
		OriginalItemName "Ali Baba's Wee Booties"
		"kill refills meter" 0.05
		"max health additive bonus" 75
		"move speed bonus shield required" 1
		"move speed bonus" 1.15
		"cannot be upgraded" 1
	}
	CustomWeapon  
	{
		Name "AK-47"
		OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
		"fire rate penalty" 1.2
		"override projectile type" 1
		"Reload time increased" 2
		"damage bonus HIDDEN" 5
		"maxammo primary reduced" 0.6
		"clip size bonus" 0.75
		"blast dmg to self increased" 0.75
		"self dmg push force decreased" 0
		"shoot view punch angle" "0 0 0"
		"shoot view punch angle random" "1.2 1.2 0.5"
		"custom weapon fire sound" "=70|ak47_shoot.wav"
		"custom item model" "models/weapons/c_models/c_ak47/c_mmg.mdl"
		"custom kill icon" smg
	}
	CustomWeapon  
	{
		Name "M240"
		OriginalItemName "Tomislav"
		"max health additive bonus" 150
		"fire rate penalty" 0.2
		"damage bonus HIDDEN" 0.7
		"maxammo primary reduced" 2.5
		"minigun spinup time decreased" 0.05
		"weapon spread bonus" 2
		"aiming movespeed decreased" 0.01
		"alt-fire disabled" 1
		"maxammo secondary reduced" 0.05
		"custom item model" "models/weapons/c_models/c_heavyartillery/c_heavyartillery.mdl"
		"custom kill icon" tomislav
	}
	CustomWeapon  
	{
		Name "Injuste"
		OriginalItemName "Upgradeable TF_WEAPON_REVOLVER"
		"fire rate penalty" 1.5
		"minicritboost on kill" 3
		"bullets per shot bonus" 3
		"damage bonus HIDDEN" 4
		"clip size bonus" 0.5
		"weapon spread bonus" 0.3
		"dmg pierces resists absorbs" 1
		// "shoot view punch angle" "-8 0 0"
		//"maxammo secondary increased" 0.5
		"custom item model" "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl"
	}
	CustomWeapon  
	{
		Name "Chainsaw"
		OriginalItemName "Upgradeable TF_WEAPON_MINIGUN"
		"custom item model" "models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl"
		"damage bonus HIDDEN" 12
		//"dmg pierces resists absorbs" 1
		"no damage falloff" 1
		"particle effect use head origin" 1
		"particle effect vertical offset" -5000
		"custom weapon fire sound" "=58|denominator/chain_wind_up.wav"
		"custom minigun spin sound" "common/null.wav"
		"custom wind up sound" "=58|denominator/chain_wind_up.wav"
		"custom wind down sound" "=58|denominator/chain_wind_down.wav"
		"custom hit sound" "=58|denominator/chainsaw1.wav"
		"custom impact sound" "SolidMetal.BulletImpact"
		"custom kill icon" "saw_kill"
		"override projectile type" 2
		"projectile no deflect" 1
		"stay after regenerate" 1
		"custom projectile size" 12
		"projectile lifetime" 0.15
		"blast radius decreased" 0.5
		"no self blast dmg" 2
		"self dmg push force decreased" 0
		"no explosion particles" 1
		"centerfire projectile" 1
		"custom projectile model" "models/empty.mdl"
		"minigun spinup time decreased" 0.25
		"aiming movespeed decreased" 1.2
		"add damage type" 128
		"remove damage type" 64
		"alt-fire disabled" 1
		"spunup_damage_resistance" 0.75
		//"special damage type" 3
		//"maxammo primary increased" 2.5
		//"cannot be upgraded" 1
	}
	ClassLimit   //Limits the number of specified classes
	{
		Scout 3
		Soldier 3
		Pyro 3
		Demoman 3
		Heavyweapons 3
		Engineer 3
		Medic 3
		Sniper 3
		Spy 3
	}
	PlayerAttributes  
	{
		"can headshot" 1
		"crit mod disabled" 0
		"min respawn time" 9999
		"move accuracy mult" 1.33
		"duck accuracy mult" 0.5
		"midair accuracy mult" 1.5
		"mult_patient_overheal_penalty_active" 0.5
		"use original class weapon animations" 1 // test
		//"health regen" 5 // that's right, WE'RE DOING IT??
		"powerup max charges" -2
		"cannot be backstabbed" 1
		//"no_jump" 1
		"remove cond on hit" 64
		"self dmg push force decreased" 0.15
		//"damage force reduction" 0.01
		"killstreak tier" 1
		"penetrate teammates" 1
		"canteen specialist" 10
		"dmg taken from self reduced" 0.3
		"shoot view punch angle" "0 0 0"
		"mod medic healed damage bonus" 1.2
		"mod medic killed minicrit boost" 5
		Scout
		{
			"min respawn time" 4444 // disable scout's quick respawn
			"hidden maxhealth non buffed" 25
			"move speed penalty" 0.735
			"no double jump" 1
			//"maxammo secondary increased" 5.55
		}
		Soldier
		{
			"can headshot" 1
			"hidden maxhealth non buffed" -50
			"move speed penalty" 1.225
			//"mod rage on hit penalty" -70
			"blast dmg to self increased" 0.3
			//"custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl"
		}
		Pyro
		{
			"hidden maxhealth non buffed" -25
			"mult airblast refire time" 4
			"airblast cost scale hidden" 2.5
			"flame ammopersec increased" 1.5
			"move speed penalty" 0.98
		}
		Demoman
		{
			"hidden maxhealth non buffed" -25
			"charge recharge rate increased" 0.10
			"blast dmg to self increased" 0.3
			"move speed penalty" 1.05
		}
		Heavyweapons
		{
			"hidden maxhealth non buffed" -150
			"move speed penalty" 1.278
			"dmg taken from self reduced" 0.05
		}
		Engineer
		{
			"hidden maxhealth non buffed" 25
			"building max level" 1
			"mult teleporter recharge rate" 0.3
			//"bidirectional teleport" 1
			"move speed penalty" 0.98
			"hidden secondary max ammo penalty" 0.18 // wtf why do you have so much ammo
			//"destroy buildings on death" 1
			"engy sentry damage bonus" 3
			//"mvm sentry ammo" 0.5
			"dmg taken from self reduced" 0.01
			"mod dispenser cost" 4
			"metal_pickup_decreased" 0.5
		}
		Medic
		{
			//"hidden maxhealth non buffed" -25
			"move speed penalty" 0.918
			//"no primary ammo from dispensers while active" 1
			//"health regen" 0 // medic doesn't get the regen buff, they already have one
			"health drain medic" -3
		}
		Sniper
		{
			"hidden maxhealth non buffed" 25
			"move speed penalty" 0.98
			"sniper aiming movespeed decreased" 2
		}
		Spy
		{
			"hidden maxhealth non buffed" 75
			"move speed penalty" 0.918
			"health from packs increased" 0.5
			"overheal decay penalty" 0.01
		}
	}
	CustomWeapon
	{
		"Super Shank"
		{
			OriginalItemName "Prinny Machete"
			// "damage bonus" 309.693
			"damage bonus" 315.159 // 1 + (6 first digits of pi)
			"melee cleave attack" 1
			"melee range multiplier" 4.14
			"melee bounds multiplier" 1.3
			"fire rate penalty" 4 // was 6
			"dmg pierces resists absorbs" 1
			"cannot be upgraded" 1
			"loot rarity" 2
			"attach particle effect" 1
			"special item description" "Deal huge damage in one hit, but take ages to wait between each swings."
			"special item description 2" "Applies the Mercenary's Cut overclock without reducing max ammo."
		}
		"Blunderbuss"
		{
			OriginalItemName TF_WEAPON_SHOTGUN_PRIMARY
			"custom item model" "models\weapons\c_models\c_bmmh\c_bmmh.mdl"
			"custom weapon fire sound" "=80|shadows/hubby_shoot.mp3"
			"provide on active" 1
			"clip size penalty" 0.5
			"damage bonus HIDDEN" 4
			//"explosive bullets" 116
			"fire rate penalty" 1.25
			"blast radius decreased" 0.2
			"blast dmg to self increased" 0.1 // lower self damage?
			"spread penalty" 1.33
			"self dmg push force decreased" 0
			"can headshot" -1
			"penetrate teammates" 1
		}
	//	"The Firearm"
	//	{
	//		OriginalItemName "TF_WEAPON_PISTOL" // use pt to toggle proper bodygroup?
	//		"custom item model" "models\weapons\c_models\c_frearm\c_frearm.mdl"
	//		"custom weapon fire sound" Weapon_WidowMaker.Single
	//		"maxammo primary increased" 1.5
	//		"provide on active" 1
	//		"damage bonus HIDDEN" 5
	//		"mod max primary clip override" 30
	//		"fire rate bonus HIDDEN" 0.85
	//		"can headshot" 1
	//	}
		"Double Barrel"
		{
			OriginalItemName "upgradeable tf_weapon_shotgun_primary" // secondary weapon
			"custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl"
			"custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single"
			"custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose"
			"fire full clip at once" 1
			"reload full clip at once" 1
			"damage bonus HIDDEN" 5
			"mod max primary clip override" 2
			"reload time increased" 2.2
			"custom kill icon" force_a_nature
			"weapon spread bonus" 1.2
			"can headshot" 1
			"maxammo secondary reduced" 0.3125
		}
		"The Ray Gun"
		{
			OriginalItemName "The C.A.P.P.E.R"
			"damage bonus HIDDEN" 8
			"special damage type" 2
			//"explosive bullets" 116
			"fire rate penalty" 1.5
			"mod max primary clip override" 20
			//"blast dmg to self increased" 0.1
			"blast dmg to self increased" 51
			"self dmg push force decreased" 0
			"can headshot" -1
			"penetrate teammates" 1
			"maxammo secondary reduced" 1.11111111
			"special item description" "Extremely high self-damage, use with CAUTION!"
			// "sentry bullet weapon" "Custom Bullet Sentry"
		}
		"Beam Rifle"
		{
			// OriginalItemName "upgradeable tf_weapon_shotgun_primary"
			OriginalItemName "the frontier justice"
			"bullets per shot bonus" 0.5
			"custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl"
			"custom weapon fire sound" "Weapon_ShootingStar.SingleCharged"
			"custom kill icon" shooting_star
			"sniper fires tracer" 1
			"fire rate bonus HIDDEN" 1.75
			"projectile penetration heavy" 2
			"reload full clip at once" 1
			"reload time increased" 5
			"damage bonus HIDDEN" 11
			"mod max primary clip override" 4
			"maxammo primary reduced" 0.75
			"ragdolls become ash" 1
			"clip size penalty" 1
			"crit mod disabled" 1
			"can headshot" -1
		}
		"Tactigatling"
		{
			OriginalItemName "upgradeable tf_weapon_shotgun_primary"
			"bullets per shot bonus" 1.25
			"custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl"
			"fire rate bonus HIDDEN" 0.8
			"reload time increased hidden" 0.7
			"damage bonus HIDDEN" 2.25
			"mod max primary clip override" 9
			"burst fire count" -3
			"burst fire rate mult" 2.5
			"weapon spread bonus" 0.5
			"can headshot" 1
		}
		"Das Maschinenpistole"
		{
			OriginalItemName TF_WEAPON_SYRINGEGUN_MEDIC
			//"override projectile type" 1 // bullet
			//"projectile speed increased HIDDEN" 5000
			//"projectile gravity" 1000
			"damage bonus HIDDEN" 4
			"fire rate bonus HIDDEN" 1.8
			"reload time increased hidden" 1.75
			"custom item model" "models\weapons\c_models\c_mp40\c_mp40.mdl"
			//"custom weapon fire sound" Weapon_SMG.Single // maybe this won't be fucking loud!!
			//"custom kill icon" smg
			"mad milk syringes" 1
			"mod max primary clip override" 15
			"hidden primary max ammo bonus" 0.4
		}
		"The Punch Packer" // beggars scattergun
		{
			OriginalItemName "upgradeable TF_WEAPON_SCATTERGUN"
			"custom item model" "models\weapons\c_models\c_packer.mdl"
			"custom name attr" "The Punch Packer"
			"reload time increased hidden" 0.75
			"panic_attack" 1
			"damage bonus HIDDEN" 5
			"fire rate bonus HIDDEN" 0.5
			"mod max primary clip override" 4
			"auto fires full clip" 1
			"mult_spread_scales_consecutive" 1
		}
		"Primary SMG"
		{
			OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
			"custom item model" "models/weapons/c_models/c_smg/c_smg.mdl"
			"custom weapon reload sound" "Weapon_Revolver.WorldReload"
			"custom weapon fire sound" Weapon_SMG.Single
			"override projectile type" 1
			"custom kill icon" smg
		//	"fire rate bonus HIDDEN" 0.25
			"reload time increased" 1.25
			"weapon spread bonus" 0
			"mod max primary clip override" 25
			"hidden primary max ammo bonus" 0.5
			"damage bonus HIDDEN" 2 // single pellet only, so needs a bit more damage
		}
		"BRAINS"
		{
			OriginalItemName "Necro Smasher"
			"damage bonus HIDDEN" 0.77
			"is invisible" 1
			"alt-fire disabled" 1 // for heavy AI
			"custom kill icon" unarmed_combat
			"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
		}
		"BRAINS but sharper"
		{
			OriginalItemName "Necro Smasher"
			"damage bonus HIDDEN" 0.1539
			"is invisible" 1	
			"add cond when active" 64
			"bleeding duration" 8
			"SPELL: set Halloween footstep type" 41234123
			"custom kill icon" bleed_kill
			"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
		}
		"BRAINS but visible"
		{
			OriginalItemName "The Amputator"
			"damage bonus HIDDEN" 1.01
			"dmg bonus vs buildings" 4
			"fire rate penalty" 2
			"custom impact sound" "weapons/ubersaw_hit1.wav"
			"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
		}
		"BRAINS but lethal"
		{
			OriginalItemName "Necro Smasher"
			"damage bonus HIDDEN" 3.83076923 // 249 dmg, so player can survive a hit with max hp upgrade (250)
			"minicrits become crits" 1
			"mult crit dmg" 5 // you are a tanky mf? get marked for death and boom
			//"is invisible" 1	
			"custom kill icon" guillotine
			"dmg bonus vs buildings" 1000
			"fire rate penalty" 1.5
			"dmg pierces resists absorbs" 1
			"damage causes airblast" 1
			"custom impact sound" "weapons/cleaver_hit_02.wav"
			"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
		}
		"BRAINS but baby"
		{
			OriginalItemName "Necro Smasher"
			"damage bonus HIDDEN" 0.0769231
			"fire rate bonus" 0.5
			"is invisible" 1
			"dmg bonus vs buildings" 10
			"melee range multiplier" 1.4
			"custom kill icon" unarmed_combat
			"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
		}
		"BRAINS but toxic"
		{
			OriginalItemName "Necro Smasher"
			"damage bonus HIDDEN" 0.1
			"fire rate penalty" 1.5
			"add attributes on hit" "healing received penalty|0.01|10|mod_maxhealth_drain_rate|15|10"
			"bleeding duration" 10
			"melee range multiplier" 2.8
			"is invisible" 1
			"custom impact sound" "weapons/halloween_boss/knight_axe_hit.wav"
			"custom kill icon" unarmed_combat
		}
		"BRAINS but piercing"
		{
			OriginalItemName "Warrior's Spirit"
			"damage bonus HIDDEN" 1.01
			"fire rate penalty" 2
			"alt-fire disabled" 1 // for heavy AI
			"add cond on hit" 25943
			"add cond on hit duration" 0.75
			"remove cond on hit" 94
			"melee cleave attack" 1
			"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
		}
		// uberweapons
		// generic
		"Bio-Breaker" // box only
		{
			OriginalItemName "TF_WEAPON_MINIGUN"
			"custom item model" "models/weapons/c_models/c_biobreaker/c_biobreaker.mdl"
			"damage bonus HIDDEN" 12
			//"dmg pierces resists absorbs" 1
			"no damage falloff" 1
			"particle effect use head origin" 1
			"particle effect vertical offset" -5000
			"custom weapon fire sound" "misc/null.wav"
			"custom minigun spin sound" "misc/null.wav"
			"custom wind up sound" "=100|ambient/machines/spinup.wav"
			"custom wind down sound" "=100|ambient/machines/spindown.wav"
			"custom hit sound" "=70|ambient/grinder/grinderbot_01.wav"
			"custom impact sound" "SolidMetal.BulletImpact"
			"custom kill icon" "saw_kill"
			"custom projectile model" "models/empty.mdl"
			"override projectile type" 2
			"projectile no deflect" 1
			"stay after regenerate" 1
			"custom projectile size" 12
			"projectile lifetime" 0.15
			"blast radius decreased" 0.5
			"no self blast dmg" 2
			"self dmg push force decreased" 0
			"no explosion particles" 1
			"centerfire projectile" 1
			"minigun spinup time decreased" 0.25
			"aiming movespeed decreased" 1.2
			"add damage type" 128
			"remove damage type" 64
			"alt-fire disabled" 1
			"minigun full movement" 1
			"spunup_damage_resistance" 0.75
			//"special damage type" 3
			//"maxammo primary increased" 2.5
			//"cannot be upgraded" 1
		}
		"Thunder Gun" // box only
		{
			OriginalItemName "upgradeable tf_weapon_shotgun_primary"
			"custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl"
			"custom weapon fire sound" "=80|shadows/thundergun_fire.mp3"
			"special item description" "Fires a lethal charge of electricity"
			"special item description 2" "Weapon damage is unaffected by almost all damage-altering effects except Mini-Crits and Strength Mannpower"
			"attach particle effect" 3045
			"fire rate bonus HIDDEN" 2.25
			"reload time increased" -1
			"max bullet range" 12
			"maxammo secondary reduced" 0.1875
			"custom kill icon" phlogistinator
			"clip size penalty" 0.1666666666
			"can headshot" -1
			"killstreak tier" 1
			"crits_become_minicrits" 1 // apparently the thunder gun's damage does not interact with full crits but does with mini-crits, so i'm gonna add this in.
		}
		"Zeus Cannon" // box only
		{
			OriginalItemName "upgradeable tf_weapon_shotgun_primary"
			"custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl"
			"custom weapon fire sound" "=80|shadows/thundergun_fire.mp3"
			"special item description" "Fires a lethal charge of electricity"
			"special item description 2" "Weapon damage is unaffected by almost all damage-altering effects except Mini-Crits and Strength Mannpower"
			"attach particle effect" 3045
			"fire rate bonus HIDDEN" 2
			"reload time increased" -1
			"max bullet range" 12
			"maxammo secondary reduced" 0.375
			"custom kill icon" phlogistinator
			"clip size penalty" 0.333333333
			// "cannot be upgraded" 1
			"can headshot" -1
			"killstreak tier" 1
			"crits_become_minicrits" 1 // apparently the zeus cannon's damage does not interact with full crits but does with mini-crits, so i'm gonna add this in.
		}
		"Great Gatsby" // pistol
		{
			OriginalItemName "Upgradeable TF_WEAPON_PISTOL"
			"custom projectile size" 3
			"fire rate bonus" 0.001
			"reload time increased" 2.5
			"projectile spread angle penalty" 8
			"projectile lifetime" 0.75
			"damage bonus HIDDEN" 201
			"clip size penalty" 0.25
			"maxammo secondary increased" 1.5
			"override projectile type" 12
			"projectile speed increased HIDDEN" 800
			"projectile trail particle" ~dxhr_lightningball_parent_red
			"mult projectile scale" 0
			"fire rate bonus HIDDEN" 3.3
			"self dmg push force decreased" 0
			"ragdolls become ash" 1
			"special damage type" 3
			"custom projectile model" models/weapons/w_models/w_flaregun_shell.mdl
			"custom item model" "models/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun.mdl"
			"custom weapon fire sound" "=60|weapons/pistol_shoot_crit.wav"
			"custom kill icon" pistol
			"cannot be upgraded" 1
		}
		"Frammilizer" // beam rifle
		{
			OriginalItemName TF_WEAPON_SHOTGUN_HWG
			"bullets per shot bonus" 0.5
			"custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl"
			"custom weapon fire sound" "Weapon_ShootingStar.SingleCharged"
			"custom kill icon" shooting_star
			"sniper fires tracer" 1
			"fire rate bonus HIDDEN" 1.3
			"projectile penetration heavy" 4
			"reload full clip at once" 1
			"reload time increased" 1.3
			"damage bonus HIDDEN" 100
			"mod max primary clip override" 10
			"maxammo secondary increased" 5
			"ragdolls become ash" 1
			"can headshot" -1
			"cannot be upgraded" 1
		}
		"Soviet Slammer" // tgat
		{
			OriginalItemName TF_WEAPON_SHOTGUN_HWG
			"bullets per shot bonus" 1.25
			"custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl"
			"fire rate bonus" 0.3
			"reload time increased hidden" 0.7
			"damage bonus" 10
			"mod max primary clip override" 36
			"burst fire count" -6
			"burst fire rate mult" 2
			"maxammo secondary increased" 5
			"weapon spread bonus" 0.5
			"can headshot" 1
			"cannot be upgraded" 1
		}
		"The Pinch Hitter" // Shortstop
		{
			OriginalItemName "The Shortstop"
			"damage bonus" 10
			"mod max primary clip override" 12
			"maxammo primary increased" 4
			"fire rate bonus" 0.5
			"reload time increased hidden" 2
			"paintkit_proto_def_index" 296 
			"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		"The Gut Wrecker" // double barrel
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // secondary weapon
			"custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl"
			"custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single"
			"custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose"
			"fire full clip at once" 1
			"reload full clip at once" 1
			"damage bonus HIDDEN" 16
			"bullets per shot bonus" 2
			"fire rate bonus" 0.8
			"mod max primary clip override" 2
			"maxammo secondary reduced" 0.9375
			"reload time increased" 1.5
			"custom kill icon" force_a_nature
			"weapon spread bonus" 1.2
			"can headshot" 1
			"paintkit_proto_def_index" 296 
			"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		// scout
		"Boston Handshake" // scattergun
		{
			OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN"
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"damage bonus HIDDEN" 10
			"bullets per shot bonus" 2
			"fire rate bonus" 0.6
			"reload time increased hidden" 0.75
			"maxammo primary increased" 2
			"cannot be upgraded" 1
		}
		"Super Shotgun" // Fan/Soda
		{
			OriginalItemName "The Force-a-Nature"
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"damage bonus HIDDEN" 8
			"bullets per shot bonus" 1.5
			"fire rate bonus" 0.8
			"reload time increased hidden" 0.8
			"fire full clip at once" 1
			"maxammo primary increased" 2
			"cannot be upgraded" 1
		}
		// soldier
		"Earth Shaker" // rocket
		{
			OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"cannot be upgraded" 1
			"damage bonus HIDDEN" 12
			"fire rate bonus" 0.6
			"reload time increased hidden" -0.8
			"maxammo primary increased" 3
			"self dmg push force decreased" 0
			"custom weapon fire sound" MVM.GiantSoldierRocketShoot
		//	"custom impact sound" MVM.GiantSoldierRocketExplode
		}
		"Mule Kick" // shotgun
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			"paintkit_proto_def_index" 296 
			"set_item_texture_wear" 0
			"damage bonus" 8
			"bullets per shot bonus" 2
			"fire rate bonus" 1.3
			"reload time increased hidden" 0.75
			"damage causes airblast" 1
			"maxammo secondary increased" 2.5
			"cannot be upgraded" 1
		}
		// pyro
		"Inferno Cannon" // DF
		{
			OriginalItemName "The Dragon's Fury"
			"attach particle effect" 2
			"paintkit_proto_def_index" 296 
			"set_item_texture_wear" 0
			"damage bonus HIDDEN" 9
			"damage bonus vs burning" 3 // apparently functions just like damage bonus, the check is goofy
			"mult_item_meter_charge_rate" 0.8
			"maxammo primary increased" 5
			"cannot be upgraded" 1
		}
		"Face Melter" // flamethrower
		{
			OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER"
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"damage bonus HIDDEN" 12
			"maxammo primary increased" 4.5
			"airblast dashes" 1
			"mult airblast refire time" 5
			"airblast cost increased" 5
			"cannot be upgraded" 1
		}
		"Burning Love" // shotgun
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" // normal one is engineer-only but THIS ONE is multiclass????
			"paintkit_proto_def_index" 296 
			"set_item_texture_wear" 0
			"damage bonus HIDDEN" 6
			"dmg penalty vs players" 2
			"bullets per shot bonus" 1.5
			"fire rate bonus" 0.9
			"reload time increased hidden" 0.75
			"maxammo secondary increased" 2.5
			"Set DamageType Ignite" 1
			"damage bonus vs burning" 3
			"cannot be upgraded" 1
		}
		// demo
		"The Fat Boy" // grenadelauncher
		{
			OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
			"clip size penalty" 0.2
			"grenade explode on impact" 1
			"damage bonus HIDDEN" 28
			"fire rate penalty" 3.5
			"dmg falloff decreased" 0.5
			"blast dmg to self increased" 0.75
			"maxammo primary reduced" 0.7
			"explosion particle" hightower_explosion
			"custom projectile model" "models\weapons\w_models\w_atomball_blu.mdl" // nice
			"custom impact sound" "misc/doomsday_missile_explosion.wav"
			"penetrate teammates" 1
			"Blast radius increased" 2
			"self dmg push force decreased" 0.15
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		"The Cactus Blast" // stickies
		{
			OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
			"damage bonus" 15
			"maxammo secondary increased" 3
			"Blast radius increased" 1.5
			"fire rate bonus" 0.15
			"stickybomb stick to enemies" 1
			"penetrate teammates" 1
			"projectile spread angle penalty" 5
			"blast radius increased" 0.4
			"self dmg push force decreased" 0.15
			"reload time increased hidden" 0.65
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		// heavy
		"Death Machine" // minigun
		{
			OriginalItemName "Upgradeable TF_WEAPON_MINIGUN"
			"damage bonus HIDDEN" 4
			"bullets per shot bonus" 2
			"maxammo primary increased" 3.5
			"minigun spinup time decreased" -0.1
			"aiming movespeed decreased" 2
			"is australium item" 1
			"item style override" 1
			//"paintkit_proto_def_index" 296 
	//		"aiming movespeed decreased" 0.0025 // does not work on pyro, apparently this is heavy-only
			"no primary ammo from dispensers while active" 1
			"penetrate teammates" 1
			//"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		"Big Boris" // shotgun, renamed because funny
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			"provide on active" 1
			"fire rate bonus" 2
			"bullets per shot bonus" 10
			"paintkit_proto_def_index" 296
			"maxammo secondary increased" 2
			"penetrate teammates" 1
			"damage bonus" 3
			"reload full clip at once" 1
			"set_item_texture_wear" 0
			"hand scale" 1.5
			"cannot be upgraded" 1
		}
		// engineer
		"Dell-OROM's Lament" // shotgun
		{
			OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY"
			"custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl"
			"special item description" "Cannot headshot"
			"override projectile type"  1
			"sniper fires tracer" 1
			"damage bonus" 6
			"bullets per shot bonus" 3
			"penetrate teammates" 1
			"projectile penetration heavy" 1
			"fire rate bonus" 2
			"reload time increased hidden" -1
			"can headshot" -1
			"cannot be upgraded" 1
			"ragdolls plasma effect" 1
			"custom weapon fire sound" "=80|weapons/cow_mangler_explosion_charge_04.wav"
		}
		// medic
		// "DNA Rejuvenator" // whatever medic melee. used to be primary
		// {
		// 	OriginalItemName "Upgradeable TF_WEAPON_BONESAW"
		// 	"special item description" "Invasively resurrects a regular Zombie"
		// 	"special item description 2" "Target dies after 5 seconds"
		// 	"damage penalty" 0.1
		// 	"custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl"
		// 	"fire input on hit" "popscript^$rejuvenatorHit^"
		// 	"paintkit_proto_def_index" 296 
		// 	"set_item_texture_wear" 0
		// 	"cannot be upgraded" 1
		// 	//"special damage type" 1
		// }
		"Durchbohren" // crossbow?
		{
			OriginalItemName "The Crusader's Crossbow"
			"damage bonus HIDDEN" 6
			"maxammo primary increased" 3
			"special item description" "Piercing enemies grants extra damage"
			"clip size upgrade atomic" 5
			"projectile penetration" 1
			"fire rate bonus" 0.2
			"penetration damage penalty" 1.5
			"custom item model" "models/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas.mdl"
			"custom item model" "models/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas.mdl"
			"cannot be upgraded" 1
			"faster reload rate" 0.25
			//"reload full clip at once" 1
		}
		// sniper
		"The Love Tap" // sniper rifle
		{
			OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE"
			"damage bonus HIDDEN" 8
			"projectile penetration heavy" 2
			"headshot damage increase" 4
			"maxammo primary increased" 3
			"SRifle Charge rate increased" 5
			"sniper only fire zoomed" 1
			"penetrate teammates" 1
			//"paintkit_proto_def_index" 296 
			//"set_item_texture_wear" 0
			"is australium item" 1
			"item style override" 1
			"cannot be upgraded" 1
		}
		"The Bristleback" // compound bow
		{
			OriginalItemName "The Huntsman"
			"custom item model" "models/weapons/c_models/c_bow/c_bow_xmas.mdl"
			"attach particle effect" 16
			"dmg penalty vs players" 8
			"arrow mastery" 3
			"maxammo primary increased" 3
	//		"projectile penetration" 1  // oops the arrow does the fucky wucky
			"penetrate teammates" 1
			"cannot be upgraded" 1
		}
		// spy
		"The Kingpin" // ambassador
		{
			OriginalItemName "The Ambassador"
			"headshot damage increase" 25
			"clip size penalty" 0.15
			"reload time decreased"	2
			"is australium item" 1
			"item style override" 1
			"cannot be upgraded" 1
		}
		"Electro Powered Bat"
		{
			OriginalItemName "Batsaber"
			"custom item model" "models/workshop/weapons/c_models/c_invasion_bat/c_invasion_bat.mdl"
			"dmg pierces resists absorbs" 1
			"damage bonus" 21
			"melee cleave attack" 1
			"always crit" 1
			"cannot be upgraded" 1
		}
		"The Lightweapons" // smg
		{
			OriginalItemName "Upgradeable TF_WEAPON_SMG"
			"damage bonus HIDDEN" 21
			"clip size bonus upgrade" 1
			"maxammo secondary increased" 1.67
			"fire rate penalty" 2
			"is australium item" 1
			"item style override" 1
			"cannot be upgraded" 1
		}
		"The Golden Loaf" // black box 1
		{
			OriginalItemName "The Black Box"
			"clip size upgrade atomic" 1.3
			"maxammo primary increased" 3
			"fire rate bonus" 0.001
			"health on radius damage" 10
			"projectile spread angle penalty" 2
			"damage bonus" 8.5
			"blast radius decreased" 0.4
			"self dmg push force decreased" 0
			"reload time decreased"	3
			"reload full clip at once" 1
			"is australium item" 1
			"item style override" 1
			"cannot be upgraded" 1
		}
		"The Impending Nuke" // black box 2
		{
			OriginalItemName "The Black Box"
			"damage bonus HIDDEN" 28
			"clip size penalty" 0.33
			"maxammo primary increased" 0.5
			"health on radius damage" 5
            "use large smoke explosion" 1
			"fire rate bonus"	3.5
			"Projectile speed increased"	0.45
			"Blast radius increased"	1.5
			"blast dmg to self increased" 0.75
			"self dmg push force decreased" 0
			"projectile trail particle" "flare_glow"
			"SPELL: Halloween pumpkin explosions" 1007
			"attach particle effect" 702
			"set_item_texture_wear" 0
			"paintkit_proto_def_index" 255
			"cannot be upgraded" 1
		}
		"The Windows 8 Repair Tool" // wrench 1
		{
			OriginalItemName "Upgradeable TF_WEAPON_WRENCH"
			//"engy sentry fire rate increased" 2
			//"engy building health bonus" 1.112
			"damage bonus" 4.308
			"fire rate bonus" 0.5
			"construction rate increased" 6
			"building max level" 3
			"building color rgb" 16119106
			"is australium item" 1
			"item style override" 1
			"cannot be upgraded" 1
		}
		"Makeshift Flamethrower" // wrench 2
		{
			OriginalItemName "Upgradeable TF_WEAPON_WRENCH"
			"Set DamageType Ignite" 1
			"crit vs burning players" 1
			"engy sentry radius increased" 0.2
			"mvm sentry ammo" 0.5
			//"engy building health bonus" 4.4
			"damage bonus HIDDEN" 34.308
			"sentry bullet weapon" "Fire Sentry"
			"custom sentry model" "models/buildables/skirmisher1.mdl"
			"mod dispenser cost" 99
			"mult dispenser rate" -99
			"set_item_texture_wear" 0
			"paintkit_proto_def_index" 205
			"attach particle effect" 701
			"cannot be upgraded" 1
		}
		"My Little Rockets" // tomislav
		{
			OriginalItemName "Tomislav"
			"reload time decreased"	4.33
			"blast radius decreased" 0.5
			"override projectile type" 2
			"fire rate bonus" 3.67
			"projectile speed increased" 3
			"damage bonus HIDDEN" 41
			"custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl
			"projectile trail particle" rockettrail
			"projectile gravity" 300
			"custom weapon fire sound" 	=80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav
			//"maxammo primary increased" 0.5
			"aiming movespeed decreased" 1.5
			"custom kill icon" tomislav
			"is australium item" 1
			"item style override" 1
			"cannot be upgraded" 1
		}
		// "The Rescue Angel" // medigun
		// {
		// 	OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN"
		// 	"provide on active" 1
		// 	"generate rage on heal" 2
		// 	"increase buff duration" 0.2
		// 	//"mult medigun range" 2
		// 	"ubercharge rate bonus" 3
		// 	"healing mastery" 2
		// 	"uber duration bonus" -4
		// 	//"no primary ammo from dispensers while active" -1
		// 	"is australium item" 1
		// 	"item style override" 1
		// 	"cannot be upgraded" 1
		// }
		"The Rescue Angel" // medigun
		{
			OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN"
			"provide on active" 1
			"generate rage on heal" 2
			"increase buff duration" 0.2
			//"mult medigun range" 2
			"ubercharge rate bonus" 3
			"healing mastery" 2
			"uber duration bonus" -4
			//"no primary ammo from dispensers while active" -1
			"is australium item" 1
			"item style override" 1
			// "cannot be upgraded" 1
			"overheal decay bonus" 1

			"killstreak idleeffect" 3 // manndarin
			"killstreak effect" 2002 // fire horns
		}
		"Blast Handcannon" // detonator
		{
			OriginalItemName "The Detonator"
			"blast dmg to self increased" 0.25
			"self dmg push force decreased" 0
			"damage bonus HIDDEN" 22.2
			"rocket specialist" 1
			"maxammo secondary increased" 2.5
			"weapon burn time reduced" 0.25
			"fire rate penalty" 1.2
			"reload time increased" 1.35
			"override projectile type" 2
			"paintkit_proto_def_index" 414
			"projectile trail particle"	spell_fireball_small_red
			"custom projectile model" models/weapons/w_models/w_drg_ball.mdl
			"custom kill icon" "detonator"
			"explosion particle" "halloween_explosion"
			"Set DamageType Ignite" 1
			"Projectile speed increased" 1.25
			"set_item_texture_wear" 0
			"minicrit vs burning player" 0
			"no damage falloff" 1
			"custom weapon fire sound" "=50|weapons/flaregun/fire.wav"
			"custom impact sound" "=80|weapons/explode4.wav"
		}
		"The Texan Sniper Rifle" // rescue ranger
		{
			OriginalItemName "The Rescue Ranger"
			"damage bonus HIDDEN" 6
			"maxammo primary increased" 3
			"mult projectile count" 3
			"projectile spread angle penalty" 2
			"projectile penetration" 1
			"Projectile speed increased HIDDEN" 1.3
			"mark for death on building pickup" 0
			"clip size bonus upgrade" 2
			"attach particle effect" 9
			"paintkit_proto_def_index" 112
			"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		"Kurt Kobain's New and Improved Microphone" // Iron Bomber
		{
			OriginalItemName "The Iron Bomber"
			"damage bonus HIDDEN" 3.5
			"maxammo primary increased" 6.25
			"reload time decreased"	0.4
			"fire rate bonus HIDDEN" 0.3
			"projectile spread angle penalty" 2.5
			"clip size upgrade atomic" 5.5
			"self dmg push force decreased" 0.15
			"sticky air burst mode" 2
			"attach particle effect" 9
			"paintkit_proto_def_index" 112
			"set_item_texture_wear" 0
			"cannot be upgraded" 1
		}
		"The HHHH" // Eyelander
		{
			OriginalItemName "The Eyelander"
			"damage bonus HIDDEN" 44.308
			"max health additive bonus" 50
			"max health additive penalty" 0
			"move speed bonus" 1.08
			"custom item model" "models\weapons\c_models\c_headtaker\c_headtaker.mdl"
			"SPELL: set Halloween footstep type" 2
			"attach particle effect" 8
			"custom kill icon" "headtaker"
			"cannot be upgraded" 1
			"heal on kill" 10
		}
		//=== WEAPONS MADE FOR DIVINE DELUSIONS START HERE ===//
		"Reclaimed Glory"
		{
			OriginalItemName "The Horseless Headless Horseman's Headtaker"
			"custom name attr" "Reclaimed Glory"
			"custom item model" "models/weapons/c_models/c_demobot_axe/c_demobot_axe.mdl"
			"custom kill icon" "battleaxe"

			"damage bonus HIDDEN" 5.5769231
			"fire rate penalty" 1.7
			"max health additive penalty" 0
			"max health additive bonus" 65
			"move speed penalty" 0.9
			"damage causes airblast" 1

			// the one weapon that kickstarted the creation of new weapons and uberweapons
			// intended to be a bulkier and sluggish sidegrade of the hellbent axe
			// ended up superseding it in infinite money environments because of move speed bonus being purchasable
		}
		"Tempered Honor" // half-zatoichi uberweapon
		{ // note: for soldier, demo, and medic
			OriginalItemName "The half-zatoichi"
			"custom name attr" "The Tempered Honor"
			"honorbound" 0
			"kill refills meter" 0.25
			
			"damage bonus HIDDEN" 3.308
			"restore health on kill" 15
			"fire rate bonus" 0.6
			"add uber charge on hit" 0.1
			"deploy time decreased" 0.35
			"dmg taken increased" 0.8
			"melee airblast" 1
			"attribute immunity" "healing received penalty"
			"is_festivized" 1
			
			// "Paintkit_proto_def_index" 403
			// "set_item_texture_wear" 0
			// "attach particle effect" 701
			"killstreak idleeffect" 2
			"use original class weapon animations" 1

			// i was going to use the zatoichi as base and use a different model and name, but...
			// the weapon model didn't work as expected and i have to salvage this somehow
			// so now it's a zatoichi uberweapon with an entirely different name
			// interestingly, it's the only way for any player (that is a medic) to perform the thriller taunt in nfn despite NoThrillerTaunt being set to 1
		}
		"Ragin' Bull" // not yet ready, do not make available
		{
			OriginalItemName "the splendid screen"
			"custom name attr" "The Ragin' Bull"
			"dmg taken from blast reduced" 0.5
			"dmg taken from fire reduced" 1
			"dmg taken from bullets reduced" 0.5
			"charge recharge rate increased" 0.1
			"charge time increased" 5
			"charge impact damage increased" 10001

			// PLAN: shield whose charge damage is so high it kills any non-mutant zombie with a shield bash
			// unfortunately the shield charge also takes ages to recharge
		}
		"Vault Vanguard" // not yet ready, do not make available
		{
			OriginalItemName "festive targe 2014"
			"custom name attr" "The Vault Vanguard"

			"dmg taken from fire reduced" 0.1
			"dmg taken from blast reduced" 0.25
			"dmg taken from bullets reduced" 0.25
			"dmg taken from crit reduced" 0.1
			"mult dmgtaken from melee" 0.5
			"max health additive bonus" 25
			"health regen" 10

			"attribute immunity" "healing received penalty"
			"special item description" "Immune to regular anti-heal"

			"charge time decreased" -2
			"charge recharge rate increased" 0.75
			"charge impact damage increased" 101
			"move speed penalty" 0.65

			// PLAN: shield with superior damage resistances but shitty mobility
			// in a gamemode like nfn the resistances need to be really high as mobility is king and the lack of it makes it hard to survive
			// a heavy has severe issues surviving alone in my observations
		}
		"Gearshift"
		{
			OriginalItemName "Festive Targe 2014"
			// OriginalItemName "the tide turner"
			"custom name attr" "The Gearshift"
			"custom item model" "models/weapons/c_models/c_scottish_wargear/c_scottish_wargear.mdl"

			"non economy" 4 // gear level
			"no double jump" 1 // lol, lmao

			"charge impact damage increased" 101
			"charge time increased" 2
			"dmg taken from fire reduced" 1
			"dmg taken from blast reduced" 1

			"full charge turn control" 0
			"kill refills meter" 0
			"lose demo charge on damage when charging" 0

			"dmg taken increased" 1
			"move speed penalty" 1
			"mult stun resistance" 0.4

			"special item description" "Damage resistance and move speed depends on current gear level"
			"special item description 2" "Press [RELOAD] and [MOUSE3] to change between gears"

			// a mechanically unique shield, with unique properties:
			//	- the only shield to allow users to change up the weapon stats on the fly
			//	- the only shield to ever grant some form of melee resistance
		}
		"Athena's Aspis" // not yet ready, do not make available
		{
			OriginalItemName "the chargin' targe"
			"custom name attr" "Athena's Aspis"
			"charge impact damage increased" 101

			// PLAN: shield whose damage resistances are on-demand and an active effect instead of being passive
			// shield resists have 3 charges, each charge is refilled every 120 seconds, and charge use has an 18-second cooldown
		}
		"Incinerator" // phlogistinator uberweapon
		{
			OriginalItemName "The Phlogistinator"
			"custom name attr" "The Incinerator"

			"damage bonus HIDDEN" 4.5 // previously 3
			"mult crit dmg" 1.75 // vs 1, previously 6
			"flame_drag" 5 // vs 6.5
			"flame_spread_degree" 3.6
			"flame ammopersec increased" 2
			"add cond on hit" 123
			"add cond on hit duration" 10
			"mod rage damage boost" 1.2

			"special item description" "Its signature 'Mmmph' is orders of magnitude more devastating than the Phlogistinator"
			"special item description 2" "While this weapon is equipped, all meters build up very slowly"
			"special item description 3" "This thing is actually burning but you don't see it in the first-person viewmodel"
			"effect cond override" 3410694 //722437
			"effect add attributes" "mult crit dmg|2.25" // was 3.5 but i guess it's time to lower it the fuck down
			"increase buff duration HIDDEN" 2
			// "rage receive scale" 0.05

			// "SPELL: Halloween green flames" 1008
			"killstreak idleeffect" 3 // manndarin
			"killstreak effect" 2002 // fire horns
			"attach particle effect" 1 //341 // unusual: rare shine
			"kill eater" 16
			"is_festivized" 1

			// the first divine delusions-made uberweapon
			// also the first divine delusions-made weapon/uberweapon to cost money
			// also also THE most powerful pyro weapon on account of an absurdly high crit damage
			// in the future i might rework it to only have an increased crit damage during the mmmph state
		}
		"Strahlblitz"
		{
			OriginalItemName "powerhouse_medigun_sparkoflife"
			"custom name attr" "Strahlblitz"

			"special item description" "Übercharge grants banner effects."
			"effect cond override" 1055261 // mini-crits + backup + conch
			"effect add attributes" "fire rate bonus|0.6"

			"medigun passive attributes" "ammo regen|1"
			"revive rate" 0.1
			"heal rate penalty" 0.25
			
            "medigun particle enemy" ~bombonomicon_spell_trail
			"medigun attack enemy" 75
			"medigun attack enemy heal mult" 0.5
			"custom kill icon" "giger_counter"

			"Set_item_texture_wear" 0

			// PLAN: medigun whose ubercharge effect provides banner effects and increased fire rate
			// a medigun that provides natural ammo regen to its patient
			// also, a medigun with natural hurting ability, but really bad heal rate and revive rate
		}
		"Der Übermensch" // stock / kritzkrieg uberweapon
		{
			OriginalItemName "Upgradeable tf_weapon_medigun"
			"custom name attr" "Der Übermensch"

			"special item description" "Übercharge grants both invulnerability and crit boost. Also boosts sentry firing speed."
			"effect cond override" 8709
			"damage bonus HIDDEN" 2.5
			"healing mastery" 3
			"mult_player_movespeed_active" 1.2

			"ubercharge rate penalty" 0.1
			"max health additive penalty" -50
			"uber duration bonus" -2
			"heal rate penalty" 0.45
			
			"Paintkit_proto_def_index" 241
			"set_item_texture_wear" 0
			"attach particle effect" 701
			"killstreak idleeffect" 2
			"is_festivized" 1

			// oh this one's a li~ttle too on the nose isn't it?
			// one of my most broken custom weapons to ever exist, a lethal combination of invincibility and kritz
			// also one of the first custom weapons i made in my personal history of dabbling in rafmod popfile wizardry as a hobby
			// of course it's been adjusted for nfn because such a medi gun is way too powerful otherwise
		}
		"Heavy-Duty Armor"
		{
			OriginalItemName "Die Regime-Panzerung"
			"custom name attr" "The Heavy-Duty Armor"
			"cannot be upgraded" 1

			"special item description"		"Immunity to Mad Milk, Corroder Zombie's gas, and Screamer Zombie's stun"
			"special item description 2"    "Weapons have +75% damage bonus, 35% faster fire rate, and +25% max secondary ammo"

			"mult stun resistance" 0
			"mult max health" 1.25
			"maxammo secondary increased" 1.25
			"addcond immunity" "27|87|123"

			// heavy passive weapon that replaces his minigun
			// one of the first custom weapons i made in my personal history of dabbling in rafmod popfile wizardry as a hobby
			// if you're familiar with the mann of steel custom item from one of those rare coaltown cataclysm weapons testing back in mid-2025, this is that same item
			// only that it is now custom-tailored for nfn instead of being more "regular mvm-oriented"
		}
		"Tainted Knife"
		{
			OriginalItemName "Upgradeable TF_WEAPON_KNIFE"
			"custom name attr" "The Tainted Knife"
			"provide on active" 1
			"damage bonus HIDDEN" 2
			"fire rate penalty" 1.25
			"crit from behind" 1

			"add attributes on hit" "healing received penalty|0.01|6|mod_maxhealth_drain_rate|75|6"
			"bleeding duration" 6
			// "mult bleeding dmg" 1.1
			"add cond on hit" 28696
			"add cond on hit duration" 6

			"speed_boost_on_hit" 3.5
			// "self mark for death" 1

			"paintkit_proto_def_index" 255
			"attach particle effect" 702
			"killstreak idleeffect" 4 // mean green

			"special item description" "Once an otherworldly knife casted aside after the calamity, now remade by Mann Co. with a new look and wielded by Teufort's local deadly saboteur."
			"special item description 2" "Despite being reforged and reshaped, it will still inflict the plague upon those on the business end of the knife."
			"special item description 3" "On Hit: Inflicts the plague upon zombies for 6 seconds"

			// basically, the now-removed yanmei's knife from terraria calamity mod
			// inflict plague-like debuff(s) and gain great buffs on hit
			// funnily enough this weapon straight up demolishes bosses with ease so i will have to either nerf it massively (like i did with gearshift) or turn it into an uberweapon and nerf it slightly
		}
		"The Witcher's Hour"
		{
			OriginalItemName "three-rune blade"
			"custom name attr" "The Witcher's Hour"
			"damage bonus HIDDEN" 5.29
			"fire rate penalty HIDDEN" 1.35
			"mult bleeding dmg" 1.51

			"bleeding duration" 0
			"hit self on miss" 0
			"killstreak idleeffect" 2
			"loot rarity" 2
			"is_festivized" 1

			"special item description" "Cannot be overclocked, but has a unique enhancement system inspired by The Witcher 2"
			"special item description 2" "Unequip all custom primary & secondary weapons to access its unique rune enhancements"

			// the witcher 2's own three-runed silver blades in full recreated force.
			// the weapon cannot be overclocked, instead using a unique enhancing system in place
			// also uniquely the only custom weapon to have its mechanics greatly differ from its original source (cw_project_rubicon.pop)
		}
		"Remerged Equalizer" // equalizer / escape plan uberweapon
		{
			OriginalItemName "the escape plan"
			"custom name attr" "Remerged Equalizer"
			"damage bonus HIDDEN" 2.308

			"move speed as health decreases" 1.6
			"mult dmg with reduced health" 2.6
			"dmg current health" 0.2
			"damage returns as health" 0.25
			"mod shovel speed boost" 1
			"attribute immunity" "healing received penalty" // probably wont take effect as this weapon naturally has "provide on active"

			"self mark for death" 0
			"health from packs decreased" 0.5
			"reduced_healing_from_medics" 0
			// "hit self on miss" 1 // commented out because it hurts as hell with full upgrades + OC1 over a simple misswing

            "killstreak idleeffect" 1 // team spirit
			"is_festivized" 1

			// equalizer / escape plan's the one weapon that's just not very useful in nfn on account of anti-heal
			// so why not spice it up a bit with an uberweapon that's extremely deadly when soldier's at low health?
			// in other news, demoman also gets access to the equalizer
		}
		// "The Almanac" // saving this here in case i want to bring back the almanac again.
		// {
		// 	OriginalItemName "Rocko"
		// 	"custom item model" "models/player/items/all_class/hwn_spellbook_complete.mdl"
		// 	"custom name attr" "The Almanac"

		// 	"max health additive bonus" 100
		// 	"health regen" 5
		// 	"dmg taken increased" 0.85

		// 	"special item description" "Press [ACTION] key while not nearby a Reanimator or Vending Machine to open the Almanac"
		// }
		"Ignis Fatuus" // not yet ready, do not make available
		{
			OriginalItemName "The Ullapool Caber"
			"custom name attr" "Ignis Fatuus"
			"single wep deploy time increased" 1
			"fire rate penalty" 1

			"damage bonus HIDDEN" 1.308
			"set damagetype ignite" 1
			"blast dmg to self increased" 0
			"self dmg push force decreased" 0
			"no self effect" 1
			"regenerate stickbomb" 1
			"is_festivized" 1
		}
		"The Fourth Degree" // not yet ready, and probably will be perpetually unready
		{
            OriginalItemName "The Nostromo Napalmer"
            "custom name attr" "The Fourth Degree"

			"damage bonus hidden" 6
            "damage penalty" 0.25
			"weapon burn dmg increased" 5

            "airblast cost increased" 1.8
			"airblast cost scale hidden" 5
			"airblast pushback scale" 3
            "airblast functionality flags" 31

            "killstreak idleeffect" 3 // deadly daffodil
		}
		"Subatomic Swarmer" // atom launcher uberweapon
		{
			OriginalItemName "concealedkiller_rocketlauncher_woodlandwarrior"

			"reload time increased" 3.35
			"fire rate penalty" 3.65
			"mini rockets" 1

			"mod projectile heat seek power" 270
			"mod projectile heat aim error" 90
			"mod projectile heat aim time" 10
			// "mod projectile heat no predict target speed" 1
			// "mod projectile heat follow crosshair" 1

			"custom impact sound" "=55|ambient/explosions/explode_5.wav"
			// "custom item model" "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl"
			"projectile trail particle" eyeboss_projectile
			// "projectile trail particle" passtime_beam
			
			"Blast radius decreased" 0.6
			"damage bonus HIDDEN" 1.15
			// "mult dmg vs giants" 0.8
			"clip size penalty" 1.75
			"fire full clip at once" 1
			"hold fire until full reload" 1
			"rocket specialist" 2
			"force damage falloff" 1
			
			// "mult projectile count" 3
			"ignores other projectiles" 1
			"projectile spread angle penalty" 9

			// "maxammo primary reduced" 2
			"maxammo primary reduced" 0.5
			"projectile speed decreased" 0.25
			"self dmg push force decreased" 0

			"projectile lifetime" 15
			// "fire input on kill" "popscript^$atomKill^"
			// "special item description" "Reload full clip at once after every 10 kills"

            "killstreak idleeffect" 3 // deadly daffodil
			"kill eater" 16
			"is_festivized" 1
			"set_item_texture_wear" 0 // for the longest time this was not set to 0, in fact this didnt exist in the item at all lmao
		}
		"Golden Eyelander" // eyelander uberweapon
		{
			OriginalItemName "The Eyelander"
			"custom name attr" "The Golden Eyelander"
			// "custom item model" "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl"

			"damage bonus HIDDEN" 3
			"dmg taken increased" 0.75
			"fire rate bonus" 0.9

			"max health additive penalty" -50
			"move speed penalty" 0.6

			"is australium item" 1
			"is_festivized" 1
			"turn to gold" 1
			"item style override" 1

			"special item description" "+15 max health, +8% move speed, +10% weapon damage and +15% melee damage for every head, up to 10 heads."
			"special item description 2" "When equipped, gain an additional 10 credits per head on every kill with this sword, up to 100 credits."
			"special item description 3" "Cannot apply the Mercenary's Cut overclock with this weapon."

			"fire input on kill" "popscript^$extendedEyelander^"
		}
		"Golden Cashback"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN"
			"custom name attr" "The Golden Cashback"
			// "custom item model"	"models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl"
			"special item description" "When equipped, gain an additional 450 credits per kill with this gun."
			"damage bonus HIDDEN" 6.7 // i dont understand this at all (i am too old for it) but i am not sorry for this.
			"clip size penalty" 0.34
			"Reload time increased" 1.35
			//"maxammo primary reduced" 0.3125
			"maxammo primary reduced" 0.46875
			"dmg taken from fire increased" 1.2
			"mult dmgtaken from melee" 0.9

			"is australium item" 1
			"is_festivized" 1
			"turn to gold" 1
			"item style override" 1
		}
		// bison & pomson uberweapon
		// in the future, if i am insane enough, and if it's possible, i might attempt to change the projectile model into a black hole
		// side note, i've been making uberweapons instead of regular weapons nowadays
		// idk it's sorta concerning, i guess
		"Undying Macula M" // soldier's version
		{
			OriginalItemName "the righteous bison"
			"custom name attr" "The Undying Macula"
			"override projectile type extra" "spelllightningorb"
			"custom kill icon" righteous_bison
			"dmg pierces resists absorbs" 1

			"damage bonus HIDDEN" 1.1 // this thing has phenomenal crowd control anyways
			"projectile lifetime" 7.16

			"fire full clip at once" 1
			// "reload full clip at once" 1
			"hold fire until full reload" 1
			"fire rate bonus HIDDEN" 4.5
			"Reload time increased" 2
			"projectile explode on destroy" 2
			"Projectile speed decreased" 0.5
			"no crit boost" 1
			"is_festivized" 1
			"SPELL: set item tint RGB" 5 // taken from trespasser remaster because i think it's cool

			"special item description" "Fires lightning orbs that pull zombies with it"
			"special item description 2" "No credits on hit, but gain an additional 50 credits on kill"
			"special item description 3" "Not related with the vital part of your eyes"
		}
		"Undying Macula V" // engineer's model
		{
			OriginalItemName "the pomson 6000"
			"custom name attr" "The Undying Macula"
			"override projectile type extra" "spelllightningorb"
			"custom kill icon" pomson
			"dmg pierces resists absorbs" 1

			"damage bonus Hidden" 1.1 // this thing has phenomenal crowd control anyways
			"projectile lifetime" 7.16

			"fire full clip at once" 1
			// "reload full clip at once" 1
			"hold fire until full reload" 1
			"fire rate bonus HIDDEN" 4.5
			"Reload time increased" 2
			"projectile explode on destroy" 2
			// "Projectile speed decreased" 0.9
			"no crit boost" 1
			"is_festivized" 1
			"SPELL: set item tint RGB" 5 // taken from trespasser remaster because i think it's cool

			"special item description" "Fires lightning orbs that pull zombies with it"
			"special item description 2" "No credits on hit, but gain an additional 50 credits on kill"
			"special item description 3" "Not related with the vital part of your eyes"
		}
		"ZMBKLR" // do not make available
		{
			OriginalItemName tf_weapon_shotgun_primary
		}
		// from uberweapon to standalone weapon
		"DNA Rejuvenator" // whatever medic melee. used to be primary
		{
			OriginalItemName "Upgradeable TF_WEAPON_BONESAW"
			"special item description" "On 'Kill': Invasively resurrects a regular Zombie, which will then die after 10 seconds"
			"special item description 2" "No credit on 'kill' when resurrecting a regular Zombie; when an ally Zombie dies naturally, earn 75 credits"
			"damage bonus HIDDEN" 2.308
			"fire rate penalty" 1.35
			// "damage bonus HIDDEN" 0.01
			"custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl"
			// "fire input on hit" "popscript^$rejuvenatorHit^"
			"paintkit_proto_def_index" 296 
			"set_item_texture_wear" 0
			// "cannot be upgraded" 1
			//"special damage type" 1
		}
		"Jenova" // dna rejuvenator uberweapon, do not make available
		{
			OriginalItemName "the ubersaw"
			"special item description" "On Hit: Brainwash a regular Zombie for 5 seconds"
			"special item description 2" "On 'Kill': Invasively resurrects a regular Zombie, which will then die after 20 seconds"
			"special item description 3" "No credit on 'kill' when resurrecting a regular Zombie; when an ally Zombie dies naturally, earn 75 credits"
			"damage bonus HIDDEN" 2.308
			"fire rate penalty" 1.8
			"add uber charge on hit" 0
			// "custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl"
			// "fire input on hit" "popscript^$jenovaShenanigans^"
			"paintkit_proto_def_index" 261 
			"set_item_texture_wear" 0
			"attach particle effect" 703
		}
		"Lethal Resurrector" // spy passive item, goes to the sapper/building slot instead of the usual action slot
		{ // do not make available, its functionality isn't even implemented yet
			OriginalItemName "Buttler"

			"special item description" "On Backstab: Invasively resurrects a regular Zombie, which will then die after 15 seconds"
			"special item description 2" "May or may not work with on-kill or on-backstab effects"

			"cloak consume rate decreased" 0.67
			"max health additive penalty" -25
		}
		"Holy Marlin"
		{
			OriginalItemName "the eyelander"

			"damage bonus HIDDEN" 4.616 // 150x2 = 300 base damage (that is one lethal fish)
			"max health additive penalty" 0

			"custom hit sound" "Weapon_HolyMackerel.HitFlesh"
			"custom damage type override" 39 // FISH KILL!
		}
		"Steel Commanders" // it dawned on me that this is my first all-class weapon i added here
		{
            OriginalItemName "The Bootlegger"
            "custom name attr" "The Steel Commanders"
            "custom item model" "models/workshop/player/items/all_class/sbox2014_armor_shoes/sbox2014_armor_shoes_demo.mdl"
            "cannot be upgraded" 1
			"move speed bonus shield required" 1

			"max health additive bonus" 75
            "move speed bonus" 1.1
            "maxammo primary increased" 1.33 // applies to scout, pyro, heavy & engineer
            "maxammo secondary increased" 1.33 // applies to soldier, demoman, sniper & spy (the latter because his revolver is technically a secondary)
			"heal rate bonus" 2.5 // applies to medic, because he can't use any ranged weaponry
		}
		"Classified Tranquilizer" // from tf2 classified, as i realized it might be possible to replicate it in the potato servers
		{
			OriginalItemName "L'Etranger"
			"custom item model"	"models\weapons\c_models\c_tranquilizer\c_revolver.mdl"
		}
		// LUNAR CYCLE-POWERED ITEMS
		// DO NOT MAKE AVAILABLE EACH AND EVERY ONE OF THESE WEAPONS UNLESS IT'S COMPLETED
		// NOTE: ALWAYS RESERVE "special item description" (and only that) FOR THESE ITEMS. DO NOT USE IT UNDER ANY CIRCUMSTANCES AS IT WILL BE OVERRIDEN BY THE LUA.
		// will probably remain unusable for the foreseeable future as it needs a shitton of brainstorming for each individual items' moon phase-based effects
		// when making any of these items available, ALWAYS set the cost to 1 in divine delusions.
		"Moonlight Runner" // scout primary
		{
			OriginalItemName "upgradeable tf_weapon_scattergun"

			"special item description 2" "Changes the HYPE effect based on the current lunar phase"
		}
		"Saturn V" // soldier primary
		{
			OriginalItemName "the air strike"
		}
		"Moonman's Torch" // pyro primary, will be retroactively added to the moonman set buff
		{
			OriginalItemName "the degreaser"
		}
		"Dirge of Syzygy" // demoman primary (grenade launcher)
		{
			OriginalItemName "upgradeable tf_weapon_grenadelauncher"
		}
		"Moonwalker" // demoman primary (boots)
		{
			OriginalItemName "ali baba's wee booties"

			// allows demo to double jump
			// something something effects based on current lunar phase
		}
		"Selenium Saber" // demoman melee
		{
			OriginalItemName "the persian persuader"

			// cannot buy the mini-crit on kill effect with this sword
			// that's because the sword gives various effects on kill based on the current lunar phase
			// - new moon: 
			// - waxing crescent: 
			// - first quarter: 
			// - waxing gibbous: 
			// - full moon: 
			// - waning gibbous: 
			// - last quarter: 
			// - waning crescent: 
		}
		"Luna 2" // heavy primary
		{
			OriginalItemName "tomislav"

			// applies on-hit effects based on the current lunar phase
		}
		"Synodic Crescent" // engineer melee
		{
			OriginalItemName "the jag"
		}
		"Lunistice" // engineer pda, the first to be implemented
		{
			OriginalItemName "Upgradeable TF_WEAPON_PDA_ENGINEER_BUILD"

			"mvm sentry ammo" 1.5
			"engy sentry radius increased" 0.67 // -33% shorter sentry range

			"special item description 2" "Changes the ammo type of the sentry based on the current lunar phase"
		}
		"Soothing Lunacy" // medic medi-gun
		{
			OriginalItemName "upgradeable tf_weapon_medigun"

			"special item description 2" "Ubercharge cycles between existing Medi Guns' Ubercharge effects based on the current lunar phase"
			// new moon: stock medigun (invulnerability)
			// waxing crescent: vaccinator (damage resistance)
			// first quarter: strahlblitz (banner boosts)
			// waxing gibbous: quick-fix (megaheal & kb immunity)
			// full moon: der ubermensch (invuln & critboost)
			// waning gibbous: feathered flight (speed boost)
			// last quarter: kritzkrieg (critboost)
			// waning crescent: soothing lunacy (condition 73 + 79 + 113)
		}
		"Nocturnal Frost" // sniper secondary
		{
			OriginalItemName "the cleaner's carbine"

			"special item description 2" "Changes the CRIKEY effect based on the current lunar phase"
		}
		"Lunar Vigil" // spy revolver
		{
			OriginalItemName "upgradeable tf_weapon_revolver"

			// main effect: can revive the spy but requires dealing damage firsthand WITH the revolver
			// maximum total damage is 100000; the higher the total damage, the higher the chance of revival
			//	- in-game you can either see your current total damage with the right-side text HUD or by inspecting
			// upon taking fatal damage when the revive is triggered:
			//	- the total damage is reset
			//	- the spy gets overhealed as if he had ostarion's reserve effect, but the amount is dependent on total damage
			// leaving the game mid-wave resets the total damage but dying without reviving will not reset it
			// at 100000 total damage dealt (100% chance), additional effects occur upon revival
			// the extra effects from reviving with 100% chance are based on the current lunar phase:
			// - new moon: 
			// - waxing crescent: 
			// - first quarter: 
			// - waxing gibbous: 
			// - full moon: 
			// - waning gibbous: 
			// - last quarter: 
			// - waning crescent: 
		}
		"Moonlight Prowler" // spy knife
		{
			OriginalItemName "upgradeable tf_weapon_knife"

			// cannot buy the mini-crit on kill effect with this knife
			// that's because the knife gives various effects on kill based on the current lunar phase
			// - new moon: 
			// - waxing crescent: 
			// - first quarter: 
			// - waxing gibbous: 
			// - full moon: 
			// - waning gibbous: 
			// - last quarter: 
			// - waning crescent: 
		}
		"Silvermoon Wing" // all-class melee (except demoman, engineer and spy)
		{
			OriginalItemName "the freedom staff"
		}
	}
	ExtraLoadoutItems // in here so the dumpster can call them into your pockets
	{
		AllowEquipOutsideSpawn 1
		Scout
		{
			Primary
			{
				Item "The Punch Packer"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Baby Face's Blaster 2012"
				Hidden 1
			}
			Primary
			{
				Item "Roamin' Ranger"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "The Payoff"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Gamma Gazer"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Silenced Pistol"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Bong! Atomic Punch"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Stun Baton"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "The Witcher's Hour"
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "The Milkman" Hidden 1 }
			Head { Item "The Fed-Fightin' Fedora" Hidden 1 }
			Misc { Item "Dillinger's Duffel" Hidden 1 }
			Misc { Item "Bonk Boy" Hidden 1 }
		}
		Soldier
		{
			Primary
			{
				Item "Atom Launcher"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Mortar Rocket Launcher"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Ali Baba's Wee Booties (Soldier)"
				Hidden 0
			}
			Primary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "M16A1"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Double Barrel"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Nighthawk"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Thunder Gun"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Frag Grenade"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Paratrooper Knife"
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "The Grenadier's Softcap" Hidden 1 }
			Head { Item "Lord Cockswain's Pith Helmet" Hidden 1 }
			Misc { Item "Lord Cockswain's Novelty Mutton Chops and Pipe" Hidden 1 }
			Head { Item "Jumper's Jeepcap" Hidden 1 }
			Head { Item "Armored Authority" Hidden 1 }
			Misc { Item "Fancy Dress Uniform" Hidden 1 }
		}
		Pyro
		{
			Primary
			{
				Item "Cryo Cannon"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Ember Extender"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "The Airblaster"
				Cost 1
				Hidden 0
			}
			Primary
			{
				Item "Flare Launcher"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "the phlogistinator"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Thunder Gun"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Sharp Shooter"
				Cost 1
				Hidden 0
			}
			Secondary
			{
				Item "Stream Shooter"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Incendiary Cannon"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Incendiary Grenade"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Cozy Camper"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "The Attendant" Hidden 1 }
			Head { Item "The Bubble Pipe" Hidden 1 }
			Misc { Item "The Moonman Backpack" Hidden 1 }
		}
		Demoman
		{
			Primary
			{
				Item "Titanium Bomber"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Celtic Cluster"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Howitzer"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Assault and Battering Ram"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Gearshift"
				Cost 1
				Hidden 0
			}
			Secondary
			{
				Item "The Highland Howitzer"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Demolition Frenzy"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Hellbent Axe"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Reclaimed Glory"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "The Equalizer"
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "Sultan's Ceremonial" Hidden 1 }
			Head { Item "Scotch Bonnet" Hidden 1 }
			Head { Item "The Buccaneer's Bicorne" Hidden 1 }
			Misc { Item "A Whiff of the Old Brimstone" Hidden 1 }
		}
		Heavyweapons
		{
			Primary
			{
				Item "Miniraygun"
				Cost 0
				Hidden 1
			}
			Primary
			{
				Item "Machine Cannon"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Bolshevik's Brew"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Vanguard Minigun"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Chainsaw"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "M240"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Heavy-Duty Armor"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Thunder Gun"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Tactigatling"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Full Throttle"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Tesla Shotgun"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Health Pack Launcher"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Ammo Box Launcher"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "The Lead Pipe"
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "Big Chief" Hidden 1 }
			Head { Item "Capone's Capper" Hidden 1 }
		}
		Engineer
		{
			Primary
			{
				Item "Blunderbuss"
				Hidden 0
			}
			Primary
			{
				Item "Drummed Devastator"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "The Full Throttle"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Big Buck Blaster"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Beam Rifle"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Ray Gun"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Silenced Pistol"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Mechanical Glock"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Stun Hammer"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			PDA
			{
				Item "Lunistice"
				Cost 1
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Misc { Item "The Brainiac Goggles" Hidden 1 }
			Misc2 { Item "The Brainiac Hairpiece" Hidden 1 }
		}
		Medic
		{
			Primary
			{
				Item "Tranquilizer Gun"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Das Maschinenpistole"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "The Clinical Trial"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "FG 42"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Booster Shot"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Feathered Flight"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Strahlblitz"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "S.A.W"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Hypodermic Injector"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "DNA Rejuvenator"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "The Half-Zatoichi"
				Cost 0
				Hidden 0
			}
			Action
			{
				Item "Safety Precaution" 
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "Berliner's Bucket Helm" Hidden 1 }
		}
		Sniper
		{
			Primary
			{
				Item "Rail Gun"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "50th Caliber"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Hunting Rifle"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "Astral Assassin"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "The Ol' Hunter"
				Cost 0
				Hidden 0
			}
			Primary
			{
				Item "AK-47"
				Cost 0
				Hidden 1
			}
			Primary
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "Tommy Gun"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Buff Banner"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Concheror"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "The Battalion's Backup"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "The Wildman´s Cutlery"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Falcata"
				Cost 0
				Hidden 0
			}
			Action
			{
				Item "Blue Goggles"
				Cost 0
				Hidden 0
			}
			Action
			{	
				Item "Ammo Backpack (for Primary)"
			}
			Action
			{	
				Item "Ammo Backpack (for Secondary)"
			}

			Head { Item "Desert Marauder" Hidden 1 }
			Head { Item "Ol' Snaggletooth" Hidden 1 }
			Head { Item "Liquidator's Lid" Hidden 1 }
		}
		Spy
		{
			Secondary
			{
				Item "Injuste"
				Hidden 0
			}
			Secondary
			{
				Item "Rustler's Revolver"
				Hidden 0
			}
			Secondary
			{
				Item "Flintlock"
				Cost 0
				Hidden 0
			}
			Secondary
			{
				Item "One-hit Wonder"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "The Angel Blade"
				Cost 0
				Hidden 0
			}
			Melee
			{
				Item "Tainted Knife"
				Cost 0
				Hidden 0
			}
			// PDA2
			// {
			// 	Item "The Dead Ringer"
			// 	Cost 0
			// 	Hidden 0
			// }
			Building // am i crazy for putting it into the sapper slot? yes.
			{
				Item "Steel Commanders"
				Cost 0
				Hidden 0
			}

			Head { Item "Cosa Nostra Cap" Hidden 1 }
			Misc { Item "The Made Man" Hidden 1 }
		}
		Action
		{	
			Item "Fire Retardant Suit"
		}
		Action 
		{
			Item "Freelance Mercenary"
			Cost 0
		}
		Melee
		{
			Item "Crowbar"
			Cost 11000
		}
		Melee
		{
			Item "Super Shank"
			Cost 40000
		}
	}
	ExtendedUpgrades
	{
		MaxUpgradesTier
		{
			1 99999999999
			2 99999999999
			3 99999999999
			4 99999999999
			5 99999999999
		}
		MinUpgradesTier
		{
			1 5
			2 7
			3 6
			4 1
		}
		// player upgrades
		PU_ExtraHealth
		{
			Name "+25 max health"
			Attribute "max health additive bonus"
			Increment 25
			Cap 100
			Cost 0
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Demoman
			AllowPlayerClass Pyro
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Medic
			AllowPlayerClass Sniper
		}
		PU_HeadRattle
		{
			Name "Explosive headshot"
			Attribute "explosive sniper shot"
			Increment 5
			Cap 5
			Cost 0
			Tier 1
			PlayerUpgrade 1
			Description "Only buy this if your weapon can headshot!"
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Demoman
			AllowPlayerClass Pyro
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Medic
			AllowPlayerClass Spy
		}
		PU_HeadRattle_Sniper
		{
			Name "Explosive headshot"
			Attribute "explosive sniper shot"
			Increment 2
			Cap 10
			Cost 0
			Tier 1
			PlayerUpgrade 1
			Description "Only buy this if your weapon can headshot!"
			AllowPlayerClass Sniper
		}
		PU_HealthReg
		{
			Name "+1 health regeneration"
			Attribute "health regen"
			Increment 1
			Cap 10
			Cost 0
			Tier 1
			PlayerUpgrade 1
		}
		//PU_AmmoReg
		//{
		//	Name "+5% ammo regeneration"
		//	Attribute "ammo regen"
		//	Increment 0.05
		//	Cap 0.1
		//	Cost 0
		//	Tier 1
		//	PlayerUpgrade 1
		//}
		PU_MetalReg
		{
			Name "+40 metal regeneration"
			Attribute "metal regen"
			Increment 40
			Cap 400
			Cost 0
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Engineer
		}
		PU_MoveSpeed
		{
			Name "+10% faster move speed"
			Attribute "CARD: move speed bonus"
			Increment 0.10
			Cap 1.8
			Cost 30000
			Tier 1
			PlayerUpgrade 1
		}
		PU_Special_Scout_1
		{
			Name "SPECIAL I: Scattergun Specialist"
			Description "Scatterguns (except the Shortstop) reload full clip at once like the FAN or Soda Popper. +200% max primary ammo."
			Attribute "reload full clip at once" // only matters to scatterguns because pistols already reload the whole clip
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Scout
			SecondaryAttributes
			{
				"hidden primary max ammo bonus" 2
				"damage bonus HIDDEN" 0.15
			}
		}
		PU_Special_Scout_2
		{
			Name "SPECIAL II: +100% faster weapon switch"
			Attribute "taunt attack name"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Scout
			SecondaryAttributes
			{
				"deploy time decreased" -0.99 // lmao false advertising
			}
		}
		PU_Special_Scout_3
		{
			Name "SPECIAL III: Screamer's stun + slow immunity"
			Attribute "tool needs giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Scout
			SecondaryAttributes
			{
				"mult stun resistance" -1
				"addcond immunity" "87" // 87?!
			}
		}
		PU_Special_Soldier_1
		{
			Name "SPECIAL I: +100% projectile speed and +75% blast radius"
			Attribute "Projectile speed increased"
			Increment 1
			Cap 2
			Cost 42000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Soldier
			SecondaryAttributes
			{
				"blast radius increased" 0.75
			}
		}
		PU_Special_Soldier_2
		{
			Name "SPECIAL II: +5s of Buff + Battalion effects on kill"
			Attribute "add cond on kill"
			Increment 6672
			Cap 6672
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Soldier
			SecondaryAttributes
			{
				"add cond on kill duration" 5
			}
		}
		PU_Special_Soldier_3
		{
			Name "SPECIAL III: Self-damage immunity"
			Attribute "no self blast dmg"
			Increment 2 // just to be on the safe side
			Cap 2
			Cost 75000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Soldier
		}
		PU_Special_Pyro_1
		{
			Name "SPECIAL I: +1.2s Ubercharge on kill"
			Attribute "add cond on kill"
			Increment 51
			Cap 51
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Pyro
			SecondaryAttributes
			{
				"add cond on kill duration" 1.2
			}
		}
		PU_Special_Pyro_2
		{
			Name "SPECIAL II: Minicrits vs burning zombies"
			Attribute "minicrit vs burning player"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Pyro
		}
		PU_Special_Pyro_3
		{
			Name "SPECIAL III: Corrosion-resistant suit"
			Description "Provides immunity to Corroder Zombie's gas. +65% fire damage resistance."
			Attribute "tool needs giftwrap"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Pyro
			SecondaryAttributes
			{
				"addcond immunity" 123
				"SET BONUS: dmg taken from fire reduced set bonus" -0.65
				"mult stun resistance" -1
			}
		}
		PU_Special_Demo_1
		{
			Name "SPECIAL I: +100% blast radius and +25% damage"
			Attribute "blast radius increased"
			Increment 1
			Cap 2
			Cost 47500
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Demoman
			SecondaryAttributes
			{
				"damage bonus HIDDEN" 0.25 // i am very delusional, yes
			}
		}
		PU_Special_Demo_2
		{
			Name "SPECIAL II: Grenades explode on impact"
			Description "WARNING: Non-functional on the Howitzer."
			Attribute "grenade explode on impact"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Demoman
			SecondaryAttributes // i am very delusional, yes
			{
				"fire rate bonus HIDDEN" -0.1
				"reload time increased HIDDEN" -0.1 // false downside
			}
		}
		PU_Special_Demo_3
		{
			Name "SPECIAL III: Self-damage immunity"
			Attribute "no self blast dmg"
			Increment 2 // just to be on the safe side
			Cap 2
			Cost 75000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Demoman
		}
		PU_Special_Heavy_1
		{
			Name "SPECIAL I: +50% max HP"
			Attribute "mult max health"
			Increment 0.5
			Cap 1.5
			Cost 35000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Heavyweapons
		}
		PU_Special_Heavy_2
		{
			Name "SPECIAL II: Piercing Offense"
			Description "Bullets penetrate multiple enemies. Attacks pierce resists."
			Attribute "is_operation_pass"
			Increment 29
			Cap 29
			Cost 45000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Heavyweapons
			SecondaryAttributes
			{
				"projectile penetration heavy" 5
				"dmg pierces resists absorbs" 1
			}
		}
		PU_Special_Heavy_3
		{
			Name "SPECIAL III: Mann of Steel"
			Description "Immune to anti-heals and infections. +1 health per hit."
			Attribute "heal on hit for rapidfire"
			Increment 1
			Cap 1
			Cost 75000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Heavyweapons
			SecondaryAttributes
			{
				"addcond immunity" "24|30"
				"attribute immunity" "healing received penalty|mod_maxhealth_drain_rate"
			}
		}
		PU_Special_Engineer_1
		{
			Name "SPECIAL I: +750% increased bullet damage to your sentry's target"
			Attribute "damage bonus bullet vs sentry target"
			Increment 7.5
			Cap 7.5
			Cost 35000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Engineer
		}
		PU_Special_Engineer_2
		{
			Name "SPECIAL II: +125% Sentry ammo, +50% sentry range"
			Attribute "multiple sentries"
			Increment 1
			Cap 1
			Cost 35000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Engineer
			Description "Normal sentry costs 1300 metals, drone costs 1000 metals"
			SecondaryAttributes
			{
				"mvm sentry ammo" 1.25
				"engy sentry radius increased" 1.5
				"mod sentry cost" 9
			}
		}
		PU_Special_Engineer_3
		{
			Name "SPECIAL III: Robust Engineering"
			Description "Massive buffs to overall building efficiency. +100% max metal."
			Attribute "tool needs giftwrap"
			Increment 1
			Cap 1
			Cost 60000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Engineer
			SecondaryAttributes
			{
				"maxammo metal increased" 1
				"Construction rate increased" 2
				"Repair rate increased" 4
				"engy building health bonus" 4.5
				"mvm sentry ammo" 1
				"engy dispenser radius increased" 1.33
				"engineer sentry build rate multiplier" 1.75
				"engineer teleporter build rate multiplier" 1.75
				// "engy sentry fire rate increased" -0.15
				"mult dispenser rate" 1.25
			}
		}
		PU_Special_Medic_1
		{
			Name "SPECIAL I: +50% bonus healing from all sources"
			Attribute "healing received bonus"
			Increment 1.5
			Cap 2
			Cost 30000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Medic
		}
		PU_Special_Medic_2
		{
			Name "SPECIAL II: Passive Amputator effect"
			Attribute "add cond when active"
			Increment 55
			Cap 55
			Cost 30000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Medic
		}
		PU_Special_Medic_3
		{
			Name "SPECIAL III: +5% Ubercharge per hit"
			Attribute "tool needs giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Medic
			SecondaryAttributes
			{
				"add uber charge on hit" 0.05
			}
		}
		PU_Special_Sniper_1
		{
			Name "SPECIAL I: +10s Jarate effect on hit"
			Attribute "add cond on hit"
			Increment 24
			Cap 24
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Sniper
			SecondaryAttributes
			{
				"add cond on hit duration" 10
			}
		}
		PU_Special_Sniper_2
		{
			Name "SPECIAL II: Slight increase in fire rate and reload speed"
			Attribute "projectile particle name"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			//Description "Do not use this with Bonus Room 4, cause you to slow down"
			SecondaryAttributes
			{
				"fire rate bonus HIDDEN" -0.15
				"halloween reload time decreased" -0.15
			}
			AllowPlayerClass Sniper
		}
		PU_Special_Sniper_3
		{
			Name "SPECIAL III: +150% max ammo and +15% damage"
			Attribute "tool needs giftwrap"
			Increment 1
			Cap 1
			Cost 55000
			Tier 1
			PlayerUpgrade 1
			SecondaryAttributes
			{
				"hidden primary max ammo bonus" 1.5
				"hidden secondary max ammo penalty" 1.5
				"damage bonus HIDDEN" 0.15
			}
			AllowPlayerClass Sniper
		}
		PU_Special_Spy_1
		{
			Name "SPECIAL I: Crits whenever it would normally mini-crit"
			Attribute "minicrits become crits"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Spy
		}
		PU_Special_Spy_2
		{
			Name "SPECIAL II: Backstabs instantly kill all non-boss enemies"
			Attribute "armor piercing"
			Increment 1000000
			Cap 1000000
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Spy
		}
		PU_Special_Spy_3
		{
			Name "SPECIAL III: -50% special ability cooldown and increased max HP"
			Description "Note: Does not retroactively apply the reduction to active cooldowns."
			Attribute "tool needs giftwrap"
			Increment 1
			Cap 1
			Cost 55000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Spy
			SecondaryAttributes
			{
				"mult max health" 0.55
			}
		}
		PU_Special_Universal_1_Scout
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs enemies of the same class (Regular Scout, Crawler)."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 45000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Scout
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Soldier
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs enemies of the same class (Regular Soldier, Jockey, Burning Men, Warden, Giant Corrupted)."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Soldier
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Pyro
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs enemies of the same class (Corroder, Snatcher, Charged, Giant Treadonator)."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Pyro
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Demoman
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs enemies of the same class (Regular Demoman, Spitter, Bruiser)."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Demoman
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Heavy
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs enemies of the same class (Headless, Tank, Giant Battlelord)."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Heavyweapons
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Sniper
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs enemies of the same class (Regular Sniper, Grappler, Plague)."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 50000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Sniper
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Spy
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs Camouflage Zombies."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 20000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Spy
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_1_Medic
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs Mad Doctors and Screamer Zombies. Attacks pierce resistances."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 40000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Medic
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
				"dmg pierces resists absorbs" 1
			}
		}
		PU_Special_Universal_1_Engineer
		{
			Name "SPECIAL A: Class Conflict"
			Description "+100% damage vs Tiny Desk Zombies and Tomb Detonators."
			Attribute "cannot giftwrap"
			Increment 1
			Cap 1
			Cost 20000
			Tier 1
			PlayerUpgrade 1
			AllowPlayerClass Engineer
			SecondaryAttributes
			{
				"mult dmg vs same class" 1
			}
		}
		PU_Special_Universal_2
		{
			// this was originally demoman's special 4 but that idea got scrapped when i realized i could not give some classes their own special 4
			// i mean, it took me weeks to even give sniper and spy their special 3's since they're so hard to give really good upgrades to on par with other classes
			Name "SPECIAL B: Melee Mastery"
			Description "+15% melee fire rate and +75% melee range. Disables money penalty from melee hits."
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 55000
			Tier 1
			PlayerUpgrade 1
			// AllowPlayerClass Demoman
			SecondaryAttributes
			{
				"melee attack rate bonus" -0.15
				"melee range multiplier" 0.75
				"melee bounds multiplier" 0.25
				// "loot rarity" 1 // lua detection or something, idk
			}
		}
		PU_Special_Universal_3
		{
			Name "SPECIAL C: Cashback Coupon"
			Description "Return 75% of money used on past and future vending machine purchases."
			Attribute "cannot trade" // changed attribute from "is australium item" because i forgot it alters the killfeed
			Increment 7
			Cap 7
			Cost 12000
			Tier 1
			PlayerUpgrade 1
			OnApply
            {
                Output "popscript,$CashbackInterestPayout,,0"
			}
		}
		PU_Special_Universal_4
		{
			Name "SPECIAL D: Uninterruptible Chant"
			Description "Become Ubercharged for a short time while revive-taunting a dead player."
			Attribute "purchased"
			Increment 4
			Cap 4
			Cost 75000
			Tier 1
			PlayerUpgrade 1
		}
		PU_Special_Universal_5
		{
			Name "SPECIAL E: +1 Lucky Bonus chances per wave"
			Attribute "cannot pick up intelligence" // this attribute is useless in regular/zombie-mode mvm anyways (bauernhof says otherwise).
			Increment 2
			Cap 2 // 4
			Cost 90000
			Tier 1
			PlayerUpgrade 1
		}
		// canteen
		CT_Crit
		{
			Name "Crit Boost Canteen (blacklisted)"
			Attribute "critboost"
			Increment 0
			Cap 0
			Cost 1000000
			Tier 1
			UIGroup 2
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			AllowPlayerClass Spy
			AllowedWeapons
			{
				ClassName "tf_powerup_bottle"
			}
			DisallowedUpgrade
			{
				Upgrade CT_Uber
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Recall
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Refill
				Level 1
			}
			OnUpgrade
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnApply
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnDowngrade
            {
                Output "canteen_count_update,$FireUser5,"
                Output "on_canteen_empty,Trigger,,0"
            }
			OnRestore 
            {
                Output "canteen_count_update,$FireUser5,"
            }
		}
		CT_Crit_Medic
		{
			Name "Crit Boost Canteen"
			Attribute "critboost"
			Increment 1
			Cap 6
			Cost 50000
			Tier 1
			UIGroup 2
			AllowPlayerClass Medic
			AllowedWeapons
			{
				ClassName "tf_powerup_bottle"
			}
			DisallowedUpgrade
			{
				Upgrade CT_Uber_Medic
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Recall
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Refill
				Level 1
			}
			OnUpgrade
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnApply
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnDowngrade
            {
                Output "canteen_count_update,$FireUser5,"
                Output "on_canteen_empty,Trigger,,0"
            }
			OnRestore 
            {
                Output "canteen_count_update,$FireUser5,"
            }
		}
		CT_Uber
		{
			Name "Ubercharge Canteen (blacklisted)"
			Attribute "ubercharge"
			Increment 0
			Cap 0
			Cost 1000000
			Tier 1
			UIGroup 2
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			AllowPlayerClass Spy
			AllowedWeapons
			{
				ClassName "tf_powerup_bottle"
			}
			DisallowedUpgrade
			{
				Upgrade CT_Crit
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade CT_Recall
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Refill
				Level 1
			}
			OnUpgrade
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnApply
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnDowngrade
            {
                Output "canteen_count_update,$FireUser5,"
                Output "on_canteen_empty,Trigger,,0"
            }
			OnRestore 
            {
                Output "canteen_count_update,$FireUser5,"
            }
		}
		CT_Uber_Medic
		{
			Name "Ubercharge Canteen"
			Attribute "ubercharge"
			Increment 1
			Cap 6
			Cost 50000
			Tier 1
			UIGroup 2
			AllowPlayerClass Medic
			AllowedWeapons
			{
				ClassName "tf_powerup_bottle"
			}
			DisallowedUpgrade
			{
				Upgrade CT_Crit_Medic
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade CT_Recall
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Refill
				Level 1
			}
			OnUpgrade
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnApply
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnDowngrade
            {
                Output "canteen_count_update,$FireUser5,"
                Output "on_canteen_empty,Trigger,,0"
            }
			OnRestore 
            {
                Output "canteen_count_update,$FireUser5,"
            }
		}
		CT_Recall
		{
			Name "Recall Canteen"
			Attribute "recall"
			Increment 1
			Cap 6
			Cost 0
			Tier 1
			UIGroup 2
			Description "Will remove your Mannpower! Drop it before consuming the canteen"
			AllowedWeapons
			{
				ClassName "tf_powerup_bottle"
			}
			DisallowedUpgrade
			{
				Upgrade CT_Crit
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Crit_Medic
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Uber
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade CT_Uber_Medic
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade CT_Refill
				Level 1
			}
			OnUpgrade
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnApply
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnDowngrade
            {
                Output "canteen_count_update,$FireUser5,"
                Output "on_canteen_empty,Trigger,,0"
            }
			OnRestore 
            {
                Output "canteen_count_update,$FireUser5,"
            }
		}
		CT_Refill
		{
			Name "Refill Ammo Canteen"
			Attribute "refill_ammo"
			Increment 1
			Cap 6
			Cost 0
			Tier 1
			UIGroup 2
			AllowedWeapons
			{
				ClassName "tf_powerup_bottle"
			}
			DisallowedUpgrade
			{
				Upgrade CT_Crit
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Crit_Medic
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade CT_Uber
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade CT_Uber_Medic
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade CT_Recall
				Level 1
			}
			OnUpgrade
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnApply
            {
                Output "canteen_count_update,$FireUser5,"
			}
			OnDowngrade
            {
                Output "canteen_count_update,$FireUser5,"
                Output "on_canteen_empty,Trigger,,0"
            }
			OnRestore 
            {
                Output "canteen_count_update,$FireUser5,"
            }
		}
		// gun upgrades
		WU_Payoff_Uberweapon
		{
			Name "Upgrade to Golden Cashback"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "the payoff"
			}
			OnApply
			{
				Output "!activator,$giveitem,Golden Cashback,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Bison_Uberweapon
		{
			Name "Upgrade to Undying Macula"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "the righteous bison"
			}
			OnApply
			{
				Output "!activator,$giveitem,Undying Macula M,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Pomson_Uberweapon
		{
			Name "Upgrade to Undying Macula"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "the pomson 6000"
			}
			OnApply
			{
				Output "!activator,$giveitem,Undying Macula V,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Clipsize
		{
			Name "+25% clip size"
			Attribute "clip size bonus upgrade"
			Increment 0.25
			Cap 3.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Primary
				Slot Secondary
				Classname tf_weapon_revolver // you special child, you
			}
			DisallowedWeapons
			{
				Classname tf_weapon_grenadelauncher
				Classname tf_weapon_grenadelauncher
				Classname tf_weapon_pipebomblauncher
				Classname tf_weapon_rocketlauncher
				Classname tf_weapon_buff_item
				Classname tf_weapon_minigun
				Classname tf_weapon_flamethrower
				Classname tf_weapon_rocketlauncher_fireball
				Classname tf_weapon_flaregun
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_sniperrifle
				Classname tf_weapon_sniperrifle_classic
				Classname tf_weapon_sniperrifle_decap
				Classname tf_weapon_compound_bow
				Classname tf_weapon_mechanical_arm
				Classname tf_weapon_medigun
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_wearable_demoshield
				Classname tf_weapon_crossbow
				Classname tf_weapon_laser_pointer
				ItemName "The B.A.S.E. Jumper"
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Injuste"
				ItemName "Prototype X3"
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
				ItemName "The Widowmaker"
				ItemName "Double Barrel"
				ItemName "The Direct Hit"
				ItemName "The Manmelter"
				ItemName "The Cow Mangler 5000"
				ItemName "The Loose Cannon"
				ItemName "Tranquilizer Gun"
				ItemName "Gamma Gazer"
				ItemName "Drummed Devastator"
				ItemName "Ali Baba's Wee Booties (Soldier)"
				ItemName "Big Buck Blaster"
				ItemName "Beam Rifle"
				ItemName "Undying Macula M"
				ItemName "Undying Macula V"
			}
		}
		WU_MedicClipsize_Crossbow
		{
			Name "+1 clip size"
			Attribute "clip size upgrade atomic"
			Increment 1
			Cap 5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_crossbow
			}
		}
		WU_Misc_Ammo
		{
			Name "+100% max misc ammo"
			Attribute "maxammo grenades1 increased"
			Increment 1
			Cap 6
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ClassName tf_weapon_bat_wood
				ClassName tf_weapon_bat_giftwrap
			}
		}
		WU_ReRate_Throw
		{
			Name "+10% recharge rate"
			Attribute "effect bar recharge rate increased"
			Increment -0.10
			Cap 0.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_jar
				Classname tf_weapon_gas
				ClassName tf_weapon_bat_wood
				ClassName tf_weapon_bat_giftwrap
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
			}
			DisallowedWeapons
			{
				Classname tf_weapon_jar_milk
				ItemName "Frag Grenade"
			}
		}
		WU_ReRate_ThrowMilk
		{
			Name "+5% recharge rate"
			Attribute "effect bar recharge rate increased"
			Increment -0.05
			Cap 0.8
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_jar_milk
			}
			DisallowedWeapons
			{
				ItemName "Frag Grenade"
			}
		}
		WU_Damage_FlyingGui
		{
			Name "+500% Damage bonus"
			Attribute "dmg penalty vs players"
			Increment 5
			Cap 26
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
			}
		}
		WU_ReRate_Lunchbox
		{
			Name "+10% recharge rate"
			Attribute "mult_item_meter_charge_rate"
			Increment -0.1
			Cap 0.4
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
			}
		}
		// WU_Steak_TauntSpeed
		// {
		// 	Name "+30% taunt speed"
		// 	Attribute "gesture speed increase"
		// 	Increment 0.3
		// 	Cap 2.8
		// 	Cost 0
		// 	Tier 2
		// 	AllowedWeapons
		// 	{
		// 		ItemName "The Buffalo Steak Sandvich"
		// 	}
		// 	SecondaryAttributes
		// 	{
		// 		"provide on active" 1 // necessry evil, otherwise big man's gonna go fast
		// 	}
		// }
		WU_Steak_NoMelee
		{
			Name "Better Quality Steak"
			Description "Removes melee restriction and replaces speed boost with Concheror effect."
			Attribute "effect cond override"
			Increment 7443
			Cap 7443
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Buffalo Steak Sandvich"
			}
			OnApply
			{
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_RARE,0,-1"
			}
			SecondaryAttributes
			{
				"energy buff dmg taken multiplier" -0.4
				"effect add attributes" "fire rate bonus HIDDEN|0.7"
			}
		}
		WU_Snare_Throw
		{
			Name "-35% speed on target"
			Attribute "applies snare effect"
			Increment -0.35
			Cap 0.65
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
			}
			DisallowedWeapons
			{
				ItemName "Frag Grenade"
			}
		}
		WU_CozyCamper_Blast
		{
			Name "+15% blast resistance"
			Attribute "dmg taken from blast reduced"
			Increment -0.15
			Cap 0.25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cozy Camper"
			}
		}
		WU_CozyCamper_Bullet
		{
			Name "+15% bullet resistance"
			Attribute "dmg taken from bullets reduced"
			Increment -0.15
			Cap 0.25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cozy Camper"
			}
		}
		WU_CozyCamper_Fire
		{
			Name "+15% fire resistance"
			Attribute "dmg taken from fire reduced"
			Increment -0.15
			Cap 0.25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cozy Camper"
			}
		}
		WU_CozyCamper_Crit
		{
			Name "+15% crit resistance"
			Attribute "dmg taken from crit reduced"
			Increment -0.15
			Cap 0.25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cozy Camper"
			}
		}
		WU_CozyCamper_Melee
		{
			Name "+10% melee resistance"
			Attribute "mult dmgtaken from melee"
			Increment -0.1
			Cap 0.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cozy Camper"
			}
		}
		WU_CozyCamper_Regen
		{
			Name "+5 health regen"
			Attribute "health regen"
			Increment 5
			Cap 25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cozy Camper"
			}
		}
		WU_AtomUpgrade
		{
			Name "Upgrade to Subatomic Swarmer"
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Atom Launcher"
			}
			OnApply
			{
				Output "!activator,$giveitem,Subatomic Swarmer,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Clipsize_Soldemo
		{
			Name "+1 clip size"
			Attribute "clip size upgrade atomic"
			Increment 1
			Cap 10
			Cost 0
			Tier 1
			AllowPlayerClass Soldier
			AllowPlayerClass Demoman
			AllowedWeapons
			{
				Classname tf_weapon_grenadelauncher
				//Classname tf_weapon_pipebomblauncher
				Classname tf_weapon_rocketlauncher
				ItemName "The Direct Hit"
			}
			DisallowedWeapons
			{
				Classname tf_weapon_pipebomblauncher
				ItemName "Mortar Rocket Launcher"
				ItemName "The Loose Cannon"
				ItemName "The Cow Mangler 5000"
				ItemName "Celtic Cluster"
				ItemName "Howitzer"
				ItemName "Subatomic Swarmer"
			}
		}
		WU_Clipsize_Stickies
		{
			Name "+1 clip size"
			Attribute "clip size bonus"
			Increment 0.125
			Cap 2.25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_pipebomblauncher
			}
			DisallowedWeapons
			{
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "The Highland Howitzer"
			}
		}
		WU_Clipsize_LooseCannon
		{
			Name "+1 clip size"
			Attribute "clip size bonus"
			Increment 0.25
			Cap 3.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Loose Cannon"
			}
		}
		WU_Clipsize_CM5000
		{
			Name "+1 clip size"
			Attribute "clip size bonus upgrade"
			Increment 0.25
			Cap 3.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Cow Mangler 5000"
			}
		}
		WU_Firerate
		{
			Name "+15% fire rate" // changed due to rounding error with +10%
			Attribute "fire rate bonus"
			Increment -0.15
			Cap 0.4
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Primary
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_revolver
				Classname tf_weapon_flamethrower
				Classname tf_weapon_pistol
				Classname tf_weapon_pistol_scout
				Classname tf_weapon_buff_item
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_mechanical_arm
				Classname tf_weapon_medigun
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_parachute
				Classname tf_wearable_demoshield
				Classname tf_weapon_rocketlauncher_fireball
				Classname tf_weapon_sniperrifle
				Classname tf_weapon_sniperrifle_classic
				Classname tf_weapon_sniperrifle_decap
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_compound_bow
				Classname tf_weapon_smg
				Classname tf_weapon_syringegun_medic
				ItemName "The B.A.S.E. Jumper"
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Tactigatling"
				ItemName "Chainsaw"
				ItemName "AK-47"
				ItemName "Prototype X3"
				ItemName "Titanium Bomber"
				ItemName "The Inferno"
				ItemName "Needle Shotgun"
				ItemName "Bio-Breaker"
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
				ItemName "Blast Handcannon"
				ItemName "The Crusader's Crossbow"
				ItemName "Festive Crusader's Crossbow"
				ItemName "The Widowmaker"
				ItemName "The Cleaner's Carbine"
				ItemName "Mortar Rocket Launcher"
				ItemName "The Winger"
				ItemName "Pretty Boy's Pocket Pistol"
				ItemName "Miniraygun"
				ItemName "L'Etranger"
				ItemName "the ambassador"
				ItemName "the diamondback"
				ItemName "the enforcer"
				ItemName "Injuste"
				ItemName "Atom Launcher"
				ItemName "Subatomic Swarmer"
				ItemName "Machine Cannon"
				ItemName "FG 42"
				ItemName "Drummed Devastator"
				ItemName "Stream Shooter"
				ItemName "M240"
				ItemName "Ali Baba's Wee Booties (Soldier)"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "The Highland Howitzer"
			}
		}
		WU_FirerateSmall
		{
			Name "+7.5% fire rate"
			Attribute "fire rate bonus"
			Increment -0.075
			Cap 0.7
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_syringegun_medic
				Classname tf_weapon_smg
				Classname tf_weapon_pistol
				Classname tf_weapon_pistol_scout
				Classname tf_weapon_revolver
				ItemName "The Winger"
				ItemName "Pretty Boy's Pocket Pistol"
				ItemName "L'Etranger"
				ItemName "the ambassador"
				ItemName "the diamondback"
				ItemName "the enforcer"
				ItemName "Injuste"
				ItemName "Drummed Devastator"
				ItemName "The Widowmaker"
				ItemName "The Cleaner's Carbine"
			}
			DisallowedWeapons
			{
				ItemName "Desert Eagle"
				ItemName "M16A1"
				ItemName "AK-47"
			}
		}
		WU_FirerateTgat
		{
			Name "+15% fire rate"
			Attribute "fire rate bonus"
			Increment -0.15
			Cap 0.10
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Tactigatling"
			}
		}
		WU_FirerateHHowitzer
		{
			Name "+10% fire rate"
			Attribute "fire rate bonus"
			Increment -0.10
			Cap 0.7
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Highland Howitzer"
			}
		}
		WU_AmmoPrim
		{
			Name "+25% max ammo"
			Attribute "maxammo primary increased"
			Increment 0.25
			Cap 2.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_compound_bow
				Classname weapon_demoman_boots
				Classname tf_weapon_flamethrower
				ItemName "The Dragon's Fury"
				ItemName "The Phlogistinator"
				ItemName "The B.A.S.E. Jumper"
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
				ItemName "The Pomson 6000"
				ItemName "The Widowmaker"
				ItemName "The Cow Mangler 5000"
				ItemName "Tranquilizer Gun"
				ItemName "Mortar Rocket Launcher"
				ItemName "Ali Baba's Wee Booties (Soldier)"
				ItemName "The Ol' Hunter"
				ItemName "Undying Macula V"
			}
		}
		WU_AmmoSecond
		{
			Name "+25% max ammo"
			Attribute "maxammo secondary increased"
			Increment 0.25
			Cap 2.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Secondary
				ItemName "The Ol' Hunter"
			}
			DisallowedWeapons
			{
				Classname tf_weapon_buff_item
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_mechanical_arm
				Classname tf_weapon_medigun
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_wearable_demoshield
				Classname tf_weapon_laser_pointer
				ItemName "The B.A.S.E. Jumper"
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
				ItemName "The Righteous Bison"
				ItemName "The Manmelter"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Gamma Gazer"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "Undying Macula M"
			}
		}
		WU_AmmoBow
		{
			Name "+25% max ammo"
			Attribute "maxammo primary increased"
			Increment 0.25
			Cap 2.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_compound_bow
			}
		}
		WU_AmmoGazer
		{
			Name "+10 max ammo"
			Attribute "maxammo secondary increased"
			Increment 0.2
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Gamma Gazer"
			}
		}
		WU_Revspeed
		{
			Name "+10% faster while deployed"
			Attribute "aiming movespeed increased"
			Increment 0.1
			Cap 1.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_minigun
			}
			DisallowedWeapons
			{
				ItemName "Chainsaw"
				ItemName "Bio-Breaker"
				ItemName "M240"
			}
		}
		WU_Spinupspeed
		{
			Name "+10% faster spin up time"
			Attribute "minigun spinup time decreased"
			Increment -0.1
			Cap 0.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_minigun
			}
			DisallowedWeapons
			{
				ItemName "Chainsaw"
				ItemName "Bio-Breaker"
				ItemName "M240"
			}
		}
		WU_BolshevikBurnTime
		{
			Name "+50% afterburn duration"
			Attribute "weapon burn time increased"
			Increment 0.5
			Cap 3.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Bolshevik's Brew"
			}
		}
		WU_BolshevikBurnDmg
		{
			Name "+100% afterburn damage bonus"
			Attribute "weapon burn dmg increased"
			Increment 1
			Cap 8
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Bolshevik's Brew"
			}
		}
		WU_Reloadspeed
		{
			Name "+10% faster reload"
			Attribute "faster reload rate"
			Increment -0.1
			Cap 0.7
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Primary
				Slot Secondary
				Classname tf_weapon_revolver
			}
			DisallowedWeapons
			{
				Classname tf_weapon_buff_item
				Classname tf_weapon_flamethrower
				Classname tf_weapon_minigun
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_mechanical_arm
				Classname tf_weapon_medigun
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_wearable_demoshield
				Classname tf_weapon_rocketlauncher_fireball
				Classname tf_weapon_laser_pointer
				ItemName "The B.A.S.E. Jumper"
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Tactigatling"
				ItemName "Double Barrel"
				ItemName "Prototype X3"
				ItemName "Titanium Bomber"
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
				ItemName "Blast Handcannon"
				ItemName "The Widowmaker"
				ItemName "The Manmelter"
				ItemName "Rail Gun"
				ItemName "Mortar Rocket Launcher"
				ItemName "The Crusader's Crossbow"
				ItemName "Festive Crusader's Crossbow"
				ItemName "The Shortstop"
				ItemName "The Force-a-Nature"
				ItemName "Gamma Gazer"
				ItemName "Drummed Devastator"
				ItemName "Ali Baba's Wee Booties (Soldier)"
				ItemName "Flare Launcher"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
		}
		WU_ReloadspeedCrossbow
		{
			Name "+30% faster reload"
			Attribute "faster reload rate"
			Increment -0.3
			Cap 0.3
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Crusader's Crossbow"
				ItemName "Festive Crusader's Crossbow"
			}
		}
		WU_ProjSpeed
		{
			Name "+15% projectile speed"
			Attribute "Projectile speed decreased"
			Increment 0.15
			Cap 1.75
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_syringegun_medic
				Classname tf_weapon_grenadelauncher
				ItemName "Flare Launcher"
			}
		}
		WU_ProjSpeedGazer
		{
			Name "+10% projectile speed"
			Attribute "Projectile speed increased"
			Increment 0.1
			Cap 1.4
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Gamma Gazer"
			}
		}
		WU_ArrowMaster
		{
			Name "[*] +2 arrows per shot"
			Attribute "arrow mastery"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			DisallowedUpgrade
			{
				Upgrade WU_Penetration_Bow
				Level 1
			} 
			AllowedWeapons
			{
				Classname tf_weapon_compound_bow
			}
		}
		WU_Penetration_Bow
		{
			Name "[*] Projectile penetration"
			Attribute "projectile penetration"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			DisallowedUpgrade
			{
				Upgrade WU_ArrowMaster
				Level 1
			} 
			AllowedWeapons
			{
				ClassName tf_weapon_compound_bow
			}
		}
		//WU_BurstFireAK
		//{
		//	Name "Burst fire mode"
		//	Attribute "burst fire count"
		//	Increment -3
		//	Cap -3
		//	Cost 0
		//	Tier 1
		//	SecondaryAttributes
		//	{
		//		"burst fire rate mult" 1.5
		//		"fire rate penalty" 0.1
		//	}
		//	AllowedWeapons
		//	{
		//		ItemName "AK-47"
		//	}
		//}
		WU_PhlogUpgrade
		{
			Name "Upgrade to Der Übermensch"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "tf_weapon_medigun"
				ItemName "upgradeable tf_weapon_medigun"
				ItemName "The Kritzkrieg"
			}
			OnApply
			{
				Output "!activator,$giveitem,Der Übermensch,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_MedicHealRate
		{
			Name "+10% heal rate"
			Attribute "unique craft index"
			Increment 1
			Cap 10
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_medigun
			}
			DisallowedWeapons
			{
				// ItemName "The Quick-Fix"
				ItemName "Booster Shot"
			}
			SecondaryAttributes
			{
				"heal rate bonus" 0.1
			}
		}
		// WU_MedicHealRate_QuickFix
		// {
		// 	Name "+10% heal rate"
		// 	Attribute "heal rate bonus"
		// 	Increment 0.1
		// 	Cap 2.4
		// 	Cost 0
		// 	Tier 1
		// 	AllowedWeapons
		// 	{
		// 		ItemName "The Quick-Fix"
		// 	}
		// }
		WU_MedicRange
		{
			Name "+15% Medi Gun range"
			Attribute "mult medigun range"
			Increment 0.15
			Cap 2.35
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_medigun
			}
		}
		WU_MedicUber
		{
			Name "+20% übercharge rate"
			Attribute "always tradable"
			Increment 1
			Cap 10
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_medigun
			}
			DisallowedWeapons
			{
				ItemName "Booster Shot"
				ItemName "The Rescue Angel"
			}
			SecondaryAttributes
			{
				"ubercharge rate bonus" 0.2
			}
		}
		WU_MedicDur
		{
			Name "+2s übercharge duration"
			Attribute "uber duration bonus"
			Increment 2 
			Cap 6
			Cost 0
			Tier 1
			Description "Bugged number, the upgrade does work. Max 6 seconds"
			AllowedWeapons
			{
				ItemName "The Quick-Fix"
				ItemName "The Kritzkrieg"
				ItemName "Feathered Flight"
				ItemName "Strahlblitz"
			}
			DisallowedWeapons
			{
				ItemName "Booster Shot"
				ItemName "The Vaccinator"
			}
		}
		WU_MedicRevRate
		{
			Name "+10% revive rate"
			Attribute "revive rate"
			Increment 0.1 
			Cap 2
			Cost 0
			Tier 2
			AllowedWeapons
			{
				Classname tf_weapon_medigun
			}
			DisallowedWeapons
			{
				ItemName "Booster Shot"
				ItemName "Feathered Flight"
				ItemName "Strahlblitz"
			}
		}
		WU_MedicRevRate_Strahlblitz
		{
			Name "+10% revive rate"
			Attribute "revive rate"
			Increment 0.1 
			Cap 1.1
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "Strahlblitz"
			}
		}
		WU_MedicRevRate_FeatheredFlight
		{
			Name "+10% revive rate"
			Attribute "revive rate"
			Increment 0.1 
			Cap 0.5
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "Feathered Flight"
			}
		}
		WU_MedicRevRate_BoosterShot
		{
			Name "+10% revive rate"
			Attribute "revive rate"
			Increment 0.1 
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Booster Shot"
			}
		}
		WU_MedicQuickFixShield
		{
			Name "Projectile Shield module"
			Attribute "generate rage on heal"
			Increment 2
			Cap 2
			Cost 0
			Tier 2
			Description "Does not damage enemies on impact"
			AllowedWeapons
			{
				ItemName "The Quick-Fix"
			}
		}
		//WU_MedicAggMedigun
		//{
		//	Name "Medigun can damage zombies"
		//	Attribute "medigun attack enemy"
		//	Increment 1
		//	Cap 20
		//	Cost 0
		//	Tier 3
		//	Description "+100% damage equal to heal rate per point"
		//	DisallowedUpgrade
		//	{
		//		Upgrade WU_MedicSupMedigun
		//		Level 1
		//	}
		//	AllowedWeapons
		//	{
		//		Classname tf_weapon_medigun
		//	}
			//DisallowedWeapons
			//{
			//	ItemName "The Quick-Fix"
			//}
		//}
		WU_MedicSupMedigun
		{
			Name "Medigun can heal building"
			Attribute "medic machinery beam"
			Increment 1
			Cap 20
			Cost 0
			Tier 1
			Description "+10% building heal rate per point"
			//DisallowedUpgrade
			//{
			//	Upgrade WU_MedicAggMedigun
			//	Level 1
			//}
			AllowedWeapons
			{
				Classname tf_weapon_medigun
			}
			//DisallowedWeapons
			//{
			//	ItemName "The Quick-Fix"
			//}
		}
		WU_EngieBuildSpeed
		{
			Name "+20% construction rate"
			Attribute "Construction rate increased"
			Increment 0.2
			Cap 3
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Slot Melee
			}
		}
		WU_EngieBuildingHP 
		{
			Name "+50% building health"
			Attribute "engy building health bonus"
			Increment 0.5
			Cap 6
			Cost 0
			Tier 2
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Slot Melee
			}
		}
		WU_EngieRepairRate 
		{
			Name "+20% repair rate"
			Attribute "Repair rate increased"
			Increment 0.2
			Cap 3
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Slot Melee
			}
		}
		WU_EngieBuildingDmg
		{
			Name "+100% sentry damage (bullet sentry only)"
			Attribute "engy sentry damage bonus"
			Increment 1
			Cap 11
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Slot Melee
			}
		}
		WU_Equalizer_Uberweapon
		{
			Name "Upgrade to Remerged Equalizer"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "the equalizer"
				ItemName "the escape plan"
			}
			OnApply
			{
				Output "!activator,$giveitem,Remerged Equalizer,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Eyelander_Uberweapon
		{
			Name "Upgrade to Golden Eyelander"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Eyelander"
				ItemName "Festive Eyelander"
				ItemName "The Horseless Headless Horseman's Headtaker"
				ItemName "Nessie's Nine Iron"
			}
			OnApply
			{
				Output "!activator,$giveitem,Golden Eyelander,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Zatoichi_Uberweapon
		{
			Name "Upgrade to Tempered Honor"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "the half-zatoichi"
			}
			OnApply
			{
				Output "!activator,$giveitem,Tempered Honor,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_JENOVA
		{
			Name "Upgrade to Jenova"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "DNA Rejuvenator"
			}
			OnApply
			{
				Output "!activator,$giveitem,Jenova,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_MeleeDmg1
		{
			Name "+10% melee damage"
			Attribute "CARD: damage bonus"
			Increment 0.1
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				Classname tf_weapon_knife
				ItemName "Falcata"
			}
		}
		WU_MeleeDmg1_Falcata
		{
			Name "+10% melee damage"
			Attribute "CARD: damage bonus"
			Increment 0.1
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Falcata"
			}
			SecondaryAttributes
			{
				"dmg taken from self reduced" -0.095
			}
		}
		WU_MeleeDmg1_ParaKnife
		{
			Name "+10% melee damage"
			Attribute "CARD: damage bonus"
			Increment 0.1
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Paratrooper Knife"
			}
		}
		WU_MeleeDmg2
		{
			Name "+100% melee damage"
			Attribute "damage bonus"
			Increment 1
			Cap 8
			Cost 0
			Tier 2
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				Classname tf_weapon_knife
				ItemName "The Eyelander"
				ItemName "Festive Eyelander"
				ItemName "The Horseless Headless Horseman's Headtaker"
				ItemName "Nessie's Nine Iron"
				ItemName "The Persian Persuader"
				ItemName "The Scotsman's Skullcutter"
				ItemName "The Claidheamohmor"
				ItemName "The Half-Zatoichi"
				ItemName "Falcata"
			}
		}
		WU_MeleeDmg2_Falcata
		{
			Name "+100% melee damage"
			Attribute "damage bonus"
			Increment 1
			Cap 8
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "Falcata"
			}
			SecondaryAttributes
			{
				"dmg taken from self reduced" -0.01
			}
		}
		WU_MeleeDmg_LongRange_Melee
		{
			Name "+100% melee damage"
			Attribute "damage bonus"
			Increment 1
			Cap 8
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "The Eyelander"
				ItemName "Festive Eyelander"
				ItemName "The Horseless Headless Horseman's Headtaker"
				ItemName "Nessie's Nine Iron"
				ItemName "The Persian Persuader"
				ItemName "The Scotsman's Skullcutter"
				ItemName "The Claidheamohmor"
				ItemName "The Half-Zatoichi"
			}
		}
		WU_MeleeDmg_Spy
		{
			Name "+100% melee damage"
			Attribute "damage bonus"
			Increment 1
			Cap 11
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_knife
			}
		}
		WU_MeleeBackStab_Spy
		{
			Name "+500% backstab damage"
			Attribute "armor piercing"
			Increment 500
			Cap 2000
			Cost 0
			Tier 2
			AllowedWeapons
			{
				Classname tf_weapon_knife
			}
			DisallowedWeapons
			{
				ItemName "Paratrooper Knife"
			}
		}
		WU_MeleeBackStab_ParaKnife
		{
			Name "+1500% backstab damage"
			Attribute "armor piercing"
			Increment 1500
			Cap 7500
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "Paratrooper Knife"
			}
		}
		WU_Melee_BleedDmg
		{
			Name "+100% bleeding damage"
			Attribute "mult bleeding dmg"
			Increment 1
			Cap 8
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Boston Basher"
				ItemName "Three-Rune Blade"
				ItemName "The Southern Hospitality"
				ItemName "The Tribalman's Shiv"
				ItemName "The Wrap Assassin"
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
				ItemName "The Pain Train"
				ItemName "Falcata"
			}
		}
		WU_Minicrit_Melee
		{
			Name "+1s Mini-crits on kill"
			Attribute "minicritboost on kill"
			Increment 1
			Cap 6
			Cost 0
			Tier 3
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "The Lead Pipe"
				ItemName "The Sharp Shooter (Melee)"
				ItemName "S.A.W"
				ItemName "the killing gloves of boxing"

				// both dna rejuvenator and jenova have a unique kill-altering quirk that this upgrade functionally does not work 95% of the time
				ItemName "DNA Rejuvenator" 
				ItemName "Jenova"
			}
		}
		WU_Range_Melee
		{
			Name "+50% melee range"
			Attribute "tag__summer2014"
			Increment 1
			Cap 3
			Cost 0
			Tier 1
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Medic
			AllowPlayerClass Sniper
			AllowedWeapons
			{
				Slot Melee
			}
			SecondaryAttributes
			{
				"melee range multiplier" 0.9
				"melee bounds multiplier" 0.1
			}
		}
		WU_Range_Melee
		{
			Name "+50% melee range"
			Attribute "melee range multiplier"
			Increment 0.9
			Cap 4.6
			Cost 0
			Tier 1
			AllowPlayerClass Spy
			AllowedWeapons
			{
				Slot Melee
			}
			SecondaryAttributes
			{
				"melee bounds multiplier" 0.075 // 4 * 0.75 = 3
			}
		}
		WU_MeleeCleave
		{
			Name "Melee cleave attack"
			Attribute "melee cleave attack"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "The Ullapool Caber"
			}
		}
		WU_FireRate_Melee
		{
			Name "+10% fire rate"
			Attribute "melee attack rate bonus"
			Increment -0.10
			Cap 0.8
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Melee
			}
		}
	//	WU_MeleeHoK
	//	{
	//		Name "+10% lifesteal"
	//		Attribute "damage returns as health"
	//		Increment 0.1
	//		Cap 0.5
	//		Cost 0
	//		Tier 1
	//		AllowedWeapons
	//		{
	//			Slot Melee
	//		}
	//	}
		WU_PhlogUpgrade
		{
			Name "Upgrade to Incinerator"
			Description "WARNING: While this weapon is equipped, all meters build very slowly."
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Phlogistinator"
			}
			OnApply
			{
				Output "!activator,$giveitem,Incinerator,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
	//	WU_FlamerAirblast
	//	{
	//		Name "+25% airblast strength"
	//		Attribute "airblast pushback scale"
	//		Increment 0.25
	//		Cap 2
	//		Cost 0
	//		Tier 1
	//		AllowedWeapons
	//		{
	//			Classname tf_weapon_flamethrower
	//			ItemName "The Dragon's Fury"
	//		}
	//		DisallowedWeapons
	//		{
	//			ItemName "The Phlogistinator"
	//		}
	//	}
		WU_AmmoFlame
		{
			Name "+25% max ammo"
			Attribute "maxammo primary increased"
			Increment 0.25
			Cap 2.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_flamethrower
				ItemName "The Dragon's Fury"
				ItemName "The Phlogistinator"
			}
		}
		WU_FlamerABTime
		{
			Name "+25% afterburn duration"
			Attribute "weapon burn time increased"
			Increment 0.25
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_flamethrower
				ItemName "The Dragon's Fury"
				ItemName "Flare Launcher"
			}
			DisallowedWeapons
			{
				ItemName "Cryo Cannon"
				ItemName "The Airblaster"
				ItemName "Ember Extender"
			}
		}
		WU_FlamerABDmg
		{
			Name "+25% afterburn damage bonus"
			Attribute "weapon burn dmg increased"
			Increment 0.25
			Cap 2.25
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_flamethrower
				ItemName "The Dragon's Fury"
				ItemName "The Huo Long Heatmaker"
				ItemName "Flare Launcher"
			}
			DisallowedWeapons
			{
				ItemName "Cryo Cannon"
				ItemName "The Airblaster"
				ItemName "Ember Extender"
			}
		}
		WU_FlamerAmmoUsage
		{
			Name "-10% flamethrower ammo consumed per second"
			Attribute "flame ammopersec decreased"
			Increment -0.1
			Cap 0.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_flamethrower
			}
			DisallowedWeapons
			{
				ItemName "The Airblaster"
			}
		}
		//WU_Flame_Range
		//{
		//	Name "+50% flamethrower range"
		//	Attribute "flame_drag"
		//	Increment -1
		//	Cap 4.5
		//	Cost 0
		//	Tier 1
		//	AllowedWeapons
		//	{
		//		//ClassName TF_WEAPON_FLAMETHROWER
		//		ItemName "The Nostromo Napalmer"
		//		ItemName "The Phlogistinator"
		//		ItemName "The Degreaser"
		//		ItemName "The Backburner"
		//		ItemName "The Rainblower"
		//	}
		//}
		//WU_Flame_Range_Stock
		//{
		//	Name "+100% flamethrower range"
		//	Attribute "crit mod disabled"
		//	Increment 1
		//	Cap 2
		//	Cost 7000
		//	Tier 1
		//	AllowedWeapons
		//	{
		//		ClassName TF_WEAPON_FLAMETHROWER
		//		ItemName "Festive Flamethrower 2011"
		//	}
		//	DisallowedWeapons
		//	{
		//		ItemName "The Nostromo Napalmer"
		//		ItemName "The Phlogistinator"
		//		ItemName "The Degreaser"
		//		ItemName "The Backburner"
		//		ItemName "The Rainblower"
		//	}
		//}
		WU_EngieMigrationNotice
		{
			Name "NOTE: The Wrangler / Giger Counter now has new upgrades related to the Sentry Gun."
			Description "All the old upgrades the Wrangler had have been moved to the Construction PDA."
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_laser_pointer
			}
		}
		WU_EngieBuildingHP 
		{
			Name "+75% building health"
			Attribute "engy building health bonus"
			Increment 0.75
			Cap 10
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_laser_pointer
			}
		}
		WU_EngieSentryRange
		{
			Name "+10% sentry range"
			Attribute "engy sentry radius increased"
			Increment 0.1
			Cap 1.5
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_laser_pointer
			}
		}
		WU_EngieSentryAmmo
		{
			Name "+100% sentry max ammo"
			Description "WARNING: Triggers an autokill and destroys your existing buildings when this upgrade is refunded."
			Attribute "mvm sentry ammo"
			Increment 1
			Cap 6
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_laser_pointer
			}
			SecondaryAttributes
			{
				"Repair rate increased" 0.5
			}
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
		}
		WU_EngieSentryFireRate
		{
			Name "+10% sentry firing speed"
			Attribute "engy sentry fire rate increased"
			Increment -0.1
			Cap 0.9
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_laser_pointer
			}
		}
		WU_EngieDispenserRange
		{
			Name "+100% dispenser range"
			Attribute "engy dispenser radius increased"
			Increment 1
			Cap 6
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
		}
		WU_EngieMetalCap
		{
			Name "+50% max metal capacity"
			Attribute "maxammo metal increased"
			Increment 0.5
			Cap 7.5
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
		}
		WU_EngieDispenserHeal
		{
			Name "+10% dispenser health/ammo regen"
			Attribute "mult dispenser rate"
			Increment 0.1
			Cap 2
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
		}
		WU_EngieBiTele
		{
			Name "Two-way Teleporters"
			Attribute "bidirectional teleport"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
		}
		WU_EngieSeparator
		{
			Name "----------------------------------------"
			Description "WARNING: Refunding the upgrades in the next page will trigger an autokill and destroy your existing buildings."
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
		}
		WU_EngieSentryMaxLvl
		{
			Name "[*] +1 Building Max Level"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			Description "Buying this upgrade before all the other upgrades locks you to the default bullet sentry."
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
			SecondaryAttributes
			{
				"building max level" 1
			}
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
		}
		WU_EngieSentryMaxLvl_Lunistice
		{
			Name "+1 Building Max Level"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			Description "WARNING: Triggers an autokill and destroys your existing buildings when this upgrade is refunded."
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				ItemName "Lunistice"
			}
			SecondaryAttributes
			{
				"building max level" 1
			}
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
		}
		WU_EngieSentryType1
		{
			Name "[*] Change Sentry type: Arrow"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType2
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType3
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType4
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType5
				Level 1
			} 
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
			SecondaryAttributes
			{
				"sentry bullet weapon" "Arrow Sentry"
				"engy sentry fire rate increased" 2
				"building color rgb" 16777113
			}
		}
		WU_EngieSentryType2
		{
			Name "[*] Change Sentry type: Flaming"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType1
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType3
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType4
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType5
				Level 1
			} 
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
			SecondaryAttributes
			{
				"sentry bullet weapon" "Fire Sentry"
				"engy sentry fire rate increased" 2.5
				"engy sentry radius increased" -0.7
				"mvm sentry ammo" -0.5
				"building color rgb" 16711680
			}
		}
		WU_EngieSentryType3
		{
			Name "[*] Change Sentry type: Bomb"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType1
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType2
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType4
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType5
				Level 1
			} 
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
			SecondaryAttributes
			{
				"sentry bullet weapon" "Bomb Sentry"
				"engy sentry fire rate increased" 8
				"engy sentry radius increased" -0.2
				"mvm sentry ammo" -0.5
				"building color rgb" 255
			}
		}
		WU_EngieSentryType4
		{
			Name "[*] Change Sentry type: Rocket"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType1
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType2
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType3
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType5
				Level 1
			} 
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
			SecondaryAttributes
			{
				"sentry bullet weapon" "Rocket Sentry"
				"engy sentry fire rate increased" 5
				"engy sentry radius increased" 2
				"building color rgb" 65280
			}
		}
		WU_EngieSentryType5
		{
			Name "[*] Change Sentry type: Jarate Bolt"
			Attribute "unlimited quantity hidden"
			Increment 1
			Cap 2
			Cost 0
			Tier 1
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname tf_weapon_pda_engineer_build
			}
			DisallowedWeapons
			{
				ItemName "Lunistice"
			}
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType1
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType2
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType3
				Level 1
			} 
			DisallowedUpgrade
			{
				Upgrade WU_EngieSentryType4
				Level 1
			} 
			OnDowngrade
            {
                Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0"
				Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0"
				Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5"
            }
			SecondaryAttributes
			{
				"sentry bullet weapon" "Jarate Bolt Sentry"
				"engy sentry fire rate increased" 3
				"engy sentry radius increased" 1.5
				"building color rgb" 65535
			}
		}
		WU_SniperCharge
		{
			Name "+25% charge rate"
			Attribute "SRifle Charge rate increased"
			Increment 0.25
			Cap 3.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_sniperrifle
				Classname tf_weapon_sniperrifle_classic
				Classname tf_weapon_sniperrifle_decap
			}
			DisallowedWeapons
			{
				ItemName "Rail Gun"
				ItemName "Hunting Rifle"
			}
		}
		WU_SniperHeadshotDamage
		{
			Name "+25% headshot damage"
			Attribute "headshot damage increase"
			Increment 0.25
			Cap 3
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_sniperrifle
				Classname tf_weapon_sniperrifle_classic
				Classname tf_weapon_sniperrifle_decap
			}
			DisallowedWeapons
			{
				ItemName "50th Caliber"
				ItemName "Hunting Rifle"
				ItemName "Flintlock"
			}
		}
		WU_SniperBodyshotDamage
		{
			Name "+25% bodyshot damage"
			Attribute "damage penalty on bodyshot"
			Increment 0.25
			Cap 3
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_sniperrifle
				Classname tf_weapon_sniperrifle_classic
				Classname tf_weapon_sniperrifle_decap
			}
			DisallowedWeapons
			{
				ItemName "50th Caliber"
				ItemName "Hunting Rifle"
				ItemName "Flintlock"
			}
		}
		WU_RevolverHeadshotDamage
		{
			Name "+25% headshot damage"
			Attribute "headshot damage increase"
			Increment 0.25
			Cap 3
			Cost 0
			Tier 1
			AllowedWeapons
			{
		//		Classname tf_weapon_sniperrifle
		//		Classname tf_weapon_sniperrifle_classic
		//		Classname tf_weapon_sniperrifle_decap
		//		Classname tf_weapon_compound_bow
				ItemName tf_weapon_revolver
				ItemName "L'Etranger"
				ItemName "the ambassador"
				ItemName "the diamondback"
				ItemName "the enforcer"
				ItemName "Big Iron"
			}
			DisallowedWeapons
			{
				ItemName "50th Caliber"
				ItemName "Hunting Rifle"
				ItemName "Flintlock"
			}
		}
		WU_MedicMilkbolt
		{
			Name "Secondary fire: Milk Bolt"
			Attribute "fires milk bolt"
			Increment 5
			Cap 5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_crossbow
			}
		}
	//	WU_ImpactBlast
	//	{
	//		Name "Grenades explode on impact"
	//		Attribute "grenade explode on impact"
	//		Increment 1 
	//		Cap 1
	//		Cost 0
	//		Tier 1
	//		AllowedWeapons
	//		{
	//			Classname tf_weapon_grenadelauncher
	//		}
	//	}
		WU_RayGunExplosive
		{
			Name "Explosive bullets"
			Attribute "explosive bullets"
			Increment 116
			Cap 116
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Ray Gun"
				ItemName "Blunderbuss"
			}
			SecondaryAttributes
			{
				"rocket jump damage reduction HIDDEN" -0.85
			}
		}
		Sol_BuffDuration
		{
			Name "+50% buff duration"
			Attribute "increase buff duration"
			Increment 0.5 
			Cap 3.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ClassName tf_weapon_buff_item
			}
			DisallowedWeapons
			{
				ItemName "The Concheror"
			}
		}
		Sol_BuffRange
		{
			Name "+20% buff range"
			Attribute "mod soldier buff range"
			Increment 0.2 
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ClassName tf_weapon_buff_item
			}
		}
		WU_ShieldCharge
		{
			Name "+15% charge rate"
			Attribute "charge recharge rate increased"
			Increment 0.15
			Cap 2.2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ClassName "tf_wearable_demoshield"
			}
			DisallowedWeapons
			{
				ItemName "Vault Vanguard"
			}
		}
		WU_ShieldCharge_VaultVanguard
		{
			Name "+25% charge rate"
			Attribute "charge recharge rate increased"
			Increment 0.25
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Vault Vanguard"
			}
		}
		WU_MortarAmmo
		{
			Name "+1 max ammo"
			Attribute "maxammo primary increased"
			Increment 0.1
			Cap 1.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Mortar Rocket Launcher"
			}
		}
		WU_MortarFalloff
		{
			Name "[*] No damage falloff"
			Attribute "no damage falloff"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			DisallowedUpgrade
			{
				Upgrade WU_MortarSpecialist
				Level 1
			} 
			AllowedWeapons
			{
				ItemName "Mortar Rocket Launcher"
			}
		}
		WU_MortarSpecialist
		{
			Name "[*] Rocket Specialist"
			Attribute "rocket specialist"
			Increment 4
			Cap 4
			Cost 0
			Tier 1
			DisallowedUpgrade
			{
				Upgrade WU_MortarFalloff
				Level 1
			} 
			AllowedWeapons
			{
				ItemName "Mortar Rocket Launcher"
			}
		}
		WU_MortarRocket
		{
			Name "Fire 3 rockets at once, -150% fire rate (disabled)"
			Attribute "mult projectile count"
			Increment 0
			Cap 0
			Cost 120000
			Tier 1
			SecondaryAttributes
			{
				"projectile spread angle penalty" 5
				"fire rate bonus" 0.5
				"ignores other projectiles" 1
				"mod ammo per shot" 3
			}
			AllowedWeapons
			{
				ItemName "Mortar Rocket Launcher"
			}
		}
		WU_ShortCircuitPene
		{
			Name "Projectile penetration"
			Attribute "projectile penetration"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Short Circuit"
			}
		}
		WU_ShortCircuitDamage
		{
			Name "+1000% damage bonus"
			Attribute "dmg penalty vs players"
			Increment 10
			Cap 61
			Cost 0
			Tier 1
			Description "+25 metal drained per 5 seconds while active, per point"
			AllowedWeapons
			{
				ItemName "The Short Circuit"
			}
			SecondaryAttributes
			{
				"metal regen" -25
			}
			OnApply
			{
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_PaP_T3_Generic // for guns that don't support skins save for DF
		{
			Name "+100% damage bonus"
			Attribute "dmg penalty vs players"
			Increment 1
			Cap 8
			Cost 0
			Tier 2
			AllowedWeapons
			{
				Slot Primary
				Slot Secondary
			}
			DisallowedWeapons // ban weapons with 'unique' versions
			{
		//		Classname tf_weapon_syringegun_medic
				Classname tf_weapon_buff_item
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_medigun
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				ClassName tf_wearable_demoshield
				ItemName "Darwin's Danger Shield"
				ItemName "Ali baba's Wee Booties"
				ItemName "The Bootlegger"
				ItemName "The Cozy Camper"
				ItemName "The Razorback"
				ItemName "The Gas Passer" // can't be upgraded all the way
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "The Flying Guillotine"
				ItemName "Promo Flying Guillotine"
				ItemName "Das Maschinenpistole" // has its own for some reason but lets just accept it
				ItemName "The Widowmaker"
				ItemName "The Short Circuit"
				ItemName "The Airblaster"
				ItemName "Flintlock"
				ItemName "Ali Baba's Wee Booties (Soldier)"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "Miniraygun"
				ItemName "Bolshevik's Brew"
			}
			OnApply
			{
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Armtime_Stickies // the new sticky upgrades are snatched from endless nightmare (thanks timo & maw)
		{
			Name "-0.1 seconds sticky arm time"
			Attribute "sticky arm time bonus"
			Increment -0.1
			Cap -0.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_pipebomblauncher
			}
			DisallowedWeapons
			{
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "The Highland Howitzer"
				ItemName "The Demolition Frenzy" // has it set to -1
				ItemName "The Quickiebomb Launcher" // extended
			}
		}
		WU_Armtime_Stickies_Quickiebomb
		{
			Name "-0.1 seconds sticky arm time"
			Attribute "sticky arm time bonus"
			Increment -0.1
			Cap -1.5
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Quickiebomb Launcher"
			}
		}
		WU_Max_Stickies
		{
			Name "+1 max stickybombs active"
			Attribute "max pipebombs increased"
			Increment 1
			Cap 6
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_pipebomblauncher
			}
			DisallowedWeapons
			{
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "The Highland Howitzer"
				ItemName "The Demolition Frenzy"
				ItemName "The Scottish Resistance"
			}
		}
		WU_Faster_Charge
		{
			Name "+10% faster sticky charge"
			Attribute "stickybomb charge rate"
			Increment -0.1
			Cap 0.2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_pipebomblauncher
			}
			DisallowedWeapons
			{
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "The Quickiebomb Launcher"	// already had it applied so it doesn't matter
			}
		}
		WU_Faster_Charge_Quickiebomb
		{
			Name "+10% faster sticky charge"
			Attribute "stickybomb charge rate"
			Increment -0.1
			Cap 0.1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Quickiebomb Launcher"
			}
		}
		WU_Damage_Charge
		{
			Name "+100% more charge-dependent damage"
			Attribute "stickybomb_charge_damage_increase"
			Increment 1
			Cap 8
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Classname tf_weapon_pipebomblauncher
			}
			DisallowedWeapons
			{
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
				ItemName "The Quickiebomb Launcher"
			}
		}
		WU_Damage_Charge_Quickiebomb // more expensive than other stickies
		{
			Name "+100% more charge-dependent damage"
			Attribute "stickybomb_charge_damage_increase"
			Increment 1
			Cap 8.35
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "The Quickiebomb Launcher"
			}
		}
		WU_PaP_T3_Generic_SMG // for medic SMG
		{
			Name "+100% Damage bonus"
			Attribute "dmg penalty vs players"
			Increment 1
			Cap 8
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "Das Maschinenpistole"
			}
		}
		WU_PaP_T3_Generic_Widow // for Widowmaker
		{
			Name "+100% Damage bonus"
			Attribute "dmg penalty vs players"
			Increment 1
			Cap 8
			Cost 0
			Tier 2
			Description "Consume an additional 25 metals per shot, per point"
			AllowedWeapons
			{
				ItemName "The Widowmaker"
			}
			SecondaryAttributes
			{
				"mod ammo per shot" 25
			}
			OnApply
			{
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_Engie_Telepickup // picked up (lmao) from upgrades_kalosian282.pop, thanks past me!
		{
			Name "Tele-pickup Chip"
			Attribute "engineer building teleporting pickup"
			Description "Pick up your buildings from afar for 150 metal using this weapon."
			Increment 150
			Cap 150
			Cost 0
			Tier 2
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				Classname "tf_weapon_shotgun" // literally most of engie's shotguns
				Classname "tf_weapon_shotgun_primary" // literally most of engie's shotguns 2
				Classname "tf_weapon_sentry_revenge" // frontier justice & beam rifle
				Classname tf_weapon_drg_pomson // pomson 6000 & undying macula
				ItemName "The Widowmaker"
			}
		}
		WU_RescRang_LessMetalForTelepickup // picked up (lmao) from upgrades_kalosian282.pop, thanks past me!
		{
			Name "-25 metal consumption on building tele-pickup"
			Attribute	"engineer building teleporting pickup"
			Increment -25
			Cap 25
			Cost 0
			Tier 2
			AllowPlayerClass Engineer
			AllowedWeapons
			{
				ItemName "The Rescue Ranger"
			}
		}
		WU_PaP_Frag
		{
			Name "+200% Damage bonus"
			Attribute "dmg penalty vs players"
			Increment 2
			Cap 21
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Frag Grenade"
			}
		}
		WU_Damage_Miniraygun
		{
			Name "+500% Damage bonus"
			Attribute "dmg penalty vs players"
			Increment 5
			Cap 36
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Miniraygun"
			}
		}
		WU_PaP_T3_Generic_Flintlock
		{
			Name "+100% Headshot damage bonus"
			Attribute "headshot damage increase"
			Increment 1
			Cap 28
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Flintlock"
			}
		}
		WU_PaP_T3_M16A2
		{
			Name "Upgrade to M16A2"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "M16A1"
			}
			SecondaryAttributes
			{
				"maxammo primary reduced" 0.1333333334
				"clip size bonus" 0.25
			}
			OnApply
			{
				Output "!activator,$displaytextcenter,Press reload button to toggle between automatic and burst mode,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_PaP_T3_Tgun
		{
			Name "Upgrade to Zeus Cannon"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Thunder Gun"
			}
			OnApply
			{
				Output "!activator,$giveitem,Zeus Cannon,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_PaP_T2_HPLauncher
		{
			Name "Upgrade to Health Pack Launcher MKII"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Health Pack Launcher"
			}
			OnApply
			{
				Output "!activator,$giveitem,Health Pack Launcher MKII,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_PaP_T2_AmmoLauncher
		{
			Name "Upgrade to Ammo Box Launcher MKII"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Ammo Box Launcher"
			}
			OnApply
			{
				Output "!activator,$giveitem,Ammo Box Launcher MKII,0"
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1"
			}
		}
		WU_PaP_Skin_Chainsaw
		{
			Name "Change skin to Bio-Breaker (will reset upgrades)"
			Attribute "weapon_allow_inspect"
			Increment 2
			Cap 2
			Cost 0
			Tier 1
			AllowedWeapons
			{
				ItemName "Chainsaw"
			}
			OnApply
			{
				Output "!activator,$giveitem,Bio-Breaker,0"
			}
		}
		WU_PaP_FullReload
		{
			Name "Reload full clip at once"
			Attribute "reload full clip at once"
			Increment 1
			Cap 1
			Cost 1000000
			Tier 3
			Description "Blacklisted, lags the server with high fire rate"
			AllowedWeapons
			{
				ClassName tf_weapon_drg_pomson
				ItemName "The Righteous Bison"
				ItemName "The Crusader's Crossbow"
				ItemName "Festive Crusader's Crossbow"
			}
			DisallowedWeapons
			{
				ItemName "Undying Macula M"
				ItemName "Undying Macula V"
			}
		}
		WU_ShieldChargeDuration
		{
			Name "+0.1s charge duration"
			// Attribute "tool needs giftwrap"
			Attribute "charge time increased"
			Increment 0.1
			Cap 2.5
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ClassName "tf_wearable_demoshield"
			}
			DisallowedWeapons
			{
				ItemName "Vault Vanguard"
			}
		}
		WU_ShieldChargeDuration_VaultVanguard
		{
			Name "+0.1s charge duration"
			Attribute "charge time increased"
			Increment 0.1
			Cap 0.5
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "Vault Vanguard"
			}
		}
		WU_ShieldDamage
		{
			Name "+200% shield bash damage"
			// Attribute "cannot giftwrap"
			Attribute "charge impact damage increased"
			Increment 2
			Cap 121
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ClassName "tf_wearable_demoshield"
			}
			// SecondaryAttributes
			// {
			// 	"charge impact damage increased" 2
			// }
		}
		WU_ShieldControl
		{
			Name "Full charge turn control"
			Attribute "full charge turn control"
			Increment 10
			Cap 10
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ClassName "tf_wearable_demoshield"
			}
			DisallowedWeapons
			{
				ItemName "The Tide Turner" // it has it set at 50 by default
			}
			OnApply
			{
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_RARE,0,-1"
			}
		}
		WU_TideTurnerSpecial
		{
			Name "No charge loss on damage"
			Attribute "lose demo charge on damage when charging"
			Increment -1
			Cap 0
			Cost 0
			Tier 2
			AllowedWeapons
			{
				ItemName "The Tide Turner" // seriously, the poor thing needs a glowup.
			}
			OnApply
			{
				Output "!activator,speakresponseconcept,TLK_MVM_LOOT_RARE,0,-1"
			}
		}
//----------------------------------------------OVERCLOCK------------------------------------------------------------
		WU_OC_Menu_Primary
		{
			Name "----------------------------------------"
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			AllowPlayerClass Medic
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
		}
		WU_OC_Primary_SCOUT_1
		{
			Name "[Overclock] Hyper Agility"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+15% movement speed, -30% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"move speed bonus" 0.15
				"damage penalty" -0.30
			}
		}
		WU_OC_Primary_SCOUT_2
		{
			Name "[Overclock] Rapid Recovery"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+25 HP per kill, -50 max HP"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"heal on kill" 25
				"max health additive penalty" -50
			}
		}
		WU_OC_Primary_SCOUT_3
		{
			Name "[Overclock] Extended Reserves"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+50% ammo capacity, -80% holster speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"maxammo primary reduced" 0.5
				"single wep holster time increased" 0.8
			}
		}
		WU_OC_Primary_SCOUT_4
		{
			Name "[Overclock] Focused Fire"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "-40% spread, -20% reload speed, -20% clip size"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"weapon spread bonus" -0.4
				"Reload time increased" 0.2
				"clip size penalty" -0.2
			}
		}
		WU_OC_Primary_SCOUT_5
		{
			Name "[Overclock] Light Frame"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+35% reload speed, -14% clip size"
			AllowedWeapons
			{
				ItemName "The Force-a-Nature"
				ItemName "The Soda Popper"
				ItemName "Golden Cashback"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"Reload time decreased" -0.35
				"clip size penalty" -0.14
			}
		}
		WU_OC_Primary_SCOUT_5
		{
			Name "[Overclock] Light Frame"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+35% reload speed, -33% clip size"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Force-a-Nature"
				ItemName "The Soda Popper"
				ItemName "Golden Cashback"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"Reload time decreased" -0.35
				"clip size penalty" -0.33
			}
		}
		WU_OC_Primary_SCOUT_6
		{
			Name "[Overclock] Heavy Barrel"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+30% weapon damage, -15% fire rate, -35% holster speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"damage bonus" 0.3
				"fire rate penalty" -0.15
				"single wep holster time increased" 0.35
			}
		}
		WU_OC_Primary_SCOUT_7
		{
			Name "[Overclock] Slugshot"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+900% weapon damage, -90% bullets per shot"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"damage bonus" 9
				"bullets per shot bonus" -0.9
			}
		}
		WU_OC_Primary_SCOUT_8
		{
			Name "[Overclock] Last Stand"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+100% clip size, -15% movement speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_9
				Level 1
			}
			SecondaryAttributes
			{
				"clip size bonus" 1
				"move speed penalty" -0.15
			}
		}
		WU_OC_Primary_SCOUT_9
		{
			Name "[Overclock] Risk Runner"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			Description "+100% damage when <50% HP, -25% ammo capacity"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SCOUT_8
				Level 1
			}
			SecondaryAttributes
			{
				"dmg bonus while half dead" 1
				"maxammo primary reduced" -0.25
			}
		}
		//---------------------------------------------
		WU_OC_Primary_SOLDIER_1
		{
			Name "[Overclock] Explosive Carnage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+50% splash radius, -25% projectile speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"Blast radius increased" 0.5
				"Projectile speed decreased" -0.25
			}
		}
		WU_OC_Primary_SOLDIER_2
		{
			Name "[Overclock] Heavy Ordinance"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+100% damage bonus, +5000% damage to self"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"damage bonus" 1
				"blast dmg to self increased" 50
			}
		}
		WU_OC_Primary_SOLDIER_3
		{
			Name "[Overclock] Reinforced Rounds"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+8 clip size, -20% fire rate"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"clip size bonus" 2
				"fire rate penalty" 0.2
			}
		}
		WU_OC_Primary_SOLDIER_4
		{
			Name "[Overclock] Blast Booster"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+30% projectile speed, -15% splash radius, -15% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"Projectile speed increased" 0.3
				"Blast radius decreased" -0.15
				"damage penalty" -0.15
			}
		}
		WU_OC_Primary_SOLDIER_5
		{
			Name "[Overclock] Rocket Racer"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+15% move speed while active, -20% clip size, -10% reload speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"provide on active" 1
				"move speed bonus" 0.15
				"clip size penalty" -0.2
				"Reload time increased" 0.1
			}
		}
		WU_OC_Primary_SOLDIER_6
		{
			Name "[Overclock] Incendiary Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "Set target on fire, -20% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"Set DamageType Ignite" 1
				"no self effect" 1
				"damage penalty" -0.2
			}
		}
		WU_OC_Primary_SOLDIER_7
		{
			Name "[Overclock] Direct Impact"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+35% damage on direct hit, -20% splash radius"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"mult dmg direct hit" 0.35
				"Blast radius decreased" -0.2
			}
		}
		WU_OC_Primary_SOLDIER_8
		{
			Name "[Overclock] Burst Salvo"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "Fire 2 rockets at once, -25% weapon damage, -25% fire rate"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_9
				Level 1
			}
			SecondaryAttributes
			{
				"projectile spread angle penalty" 2
				"fire rate penalty" -0.25
				"damage penalty" -0.25
				"ignores other projectiles" 1
				"mult projectile count" 2
				"mod ammo per shot" 2
			}
		}
		WU_OC_Primary_SOLDIER_9
		{
			Name "[Overclock] Supersonic Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Soldier
			Description "+50% fire rate, -35% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "M16A1"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SOLDIER_8
				Level 1
			}
			SecondaryAttributes
			{
				"fire rate penalty" -0.5
				"damage penalty" -0.35
				"projectile spread angle penalty" 3
			}
		}
		//---------------------------------------------
		WU_OC_Primary_PYRO_1
		{
			Name "[Overclock] Fuel Efficiency"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Pyro
			Description "+10% ammo regen, -20% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_3
				Level 1
			}
			SecondaryAttributes
			{
				"provide on active" 1
				"ammo regen" 0.1
				"damage penalty" -0.2
			}
		}
		WU_OC_Primary_PYRO_2
		{
			Name "[Overclock] Inferno Sprayer"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Pyro
			Description "+100% flame range, -35% ammo capacity"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_3
				Level 1
			}
			SecondaryAttributes
			{
				"flame_drag" -4
				"maxammo primary reduced" -0.35
			}
		}
		WU_OC_Primary_PYRO_3
		{
			Name "[Overclock] Blazing Sprint"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Pyro
			Description "+15% movement speed, no secondary fire (can still taunt if using Phlog)"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Airblaster"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_2
				Level 1
			}
			SecondaryAttributes
			{
				"provide on active" 1
				"move speed bonus" 0.15
				"alt-fire disabled" 1
			}
		}
		WU_OC_Primary_PYRO_3
		{
			Name "[Overclock] Blazing Sprint"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Pyro
			Description "+15% movement speed, +150% airblast cost"
			AllowedWeapons
			{
				ItemName "The Airblaster"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_PYRO_2
				Level 1
			}
			SecondaryAttributes
			{
				"provide on active" 1
				"move speed bonus" 0.15
				"airblast cost increased" 1.5
			}
		}
		//---------------------------------------------
		WU_OC_Primary_DEMO_1
		{
			Name "[Overclock] Rapid Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+10% firing speed, -20% ammo capacity"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"fire rate penalty" -0.1
				"maxammo primary reduced" -0.2
			}
		}
		WU_OC_Primary_DEMO_2
		{
			Name "[Overclock] Tactical Ricochet"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+100% grenade bounce damage, -50% explosion radius"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"grenade bounce speed" 1
				"grenade bounce damage" 1
				"blast radius decreased" -0.5
			}
		}
		WU_OC_Primary_DEMO_3
		{
			Name "[Overclock] Gravity Breaker"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "Drastically increase velocity, +100% fuse time"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"grenade no drag" 1
				"Projectile speed increased" 10
				"fuse bonus" 1
			}
		}
		WU_OC_Primary_DEMO_4
		{
			Name "[Overclock] Explosive Yield"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+35% splash radius, -20% damage on direct hit, -15% projectile speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"Blast radius increased" 0.35
				"mult dmg direct hit" -0.2
				"Projectile speed increased" -0.15
			}
		}
		WU_OC_Primary_DEMO_5
		{
			Name "[Overclock] Focused Detonation"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+35% damage on direct hit, -20% splash radius"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"mult dmg direct hit" 0.35
				"Blast radius decreased" -0.2
			}
		}
		WU_OC_Primary_DEMO_6
		{
			Name "[Overclock] Rapid Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+50% fire rate, -50% clip size"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"fire rate penalty" -0.5
				"clip size penalty" -0.5
			}
		}
		WU_OC_Primary_DEMO_7
		{
			Name "[Overclock] Demolition Core"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+25% weapon damage, -15% projectile speed, -10% reload speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"damage bonus" 0.25
				"Projectile speed increased" -0.15
				"Reload time increased" 0.1
			}
		}
		WU_OC_Primary_DEMO_8
		{
			Name "[Overclock] Timed Fury"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "-70% fuse time, -15% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_9
				Level 1
			}
			SecondaryAttributes
			{
				"fuse bonus" -0.7
				"damage penalty" -0.15
			}
		}
		WU_OC_Primary_DEMO_9
		{
			Name "[Overclock] Titan Shells"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Demoman
			Description "+30% projectile hitbox size, -15% clip size, -15% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "Ali Baba's Wee Booties"
				ItemName "The Bootlegger"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_DEMO_8
				Level 1
			}
			SecondaryAttributes
			{
				"custom projectile size" 30
				"damage penalty" -0.15
				"clip size penalty" -0.15
			}
		}
		//---------------------------------------------
		WU_OC_Primary_HEAVY_1
		{
			Name "[Overclock] Endless Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "+500% ammo capacity, -300% longer weapon switch"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"maxammo primary reduced" 5
				"deploy time increased" 3
			}
		}
		WU_OC_Primary_HEAVY_2
		{
			Name "[Overclock] Fortified Stance"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "+30% damage resistance when below 50% health and spun up, -10% movement speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"spunup_damage_resistance" -0.3
				"move speed penalty" -0.1
			}
		}
		WU_OC_Primary_HEAVY_3
		{
			Name "[Overclock] Suppressing Fire"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "Slows down enemy on hit, -30% move speed while deployed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"add attributes on hit" "move speed penalty|0.75|1"
				"aiming movespeed decreased" -0.3
			}
		}
		WU_OC_Primary_HEAVY_4
		{
			Name "[Overclock] Titan's Tread"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "+20% move speed while deployed, -150% spin up time"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"aiming movespeed decreased" 0.2
				"minigun spinup time increased" 1.5
			}
		}
		WU_OC_Primary_HEAVY_5
		{
			Name "[Overclock] Leadstorm"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "+50% bullets per shot, -30% fire rate"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"bullets per shot bonus" 0.5
				"fire rate penalty" 0.3
			}
		}
		WU_OC_Primary_HEAVY_6
		{
			Name "[Overclock] Thunderous Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "Penetrate +1 enemy target, +15% spread"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"projectile penetration heavy" 1
				"weapon spread bonus" 0.15
			}
		}
		WU_OC_Primary_HEAVY_7
		{
			Name "[Overclock] Sharpshot Sentinel"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "-30% spread, -15% fire rate, -15% move speed while deployed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"weapon spread bonus" -0.3
				"fire rate penalty" 0.15
				"aiming movespeed decreased" 0.15
			}
		}
		WU_OC_Primary_HEAVY_8
		{
			Name "[Overclock] Whirlwind Warrior"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "Can holster while spinning, -20% holster speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_9
				Level 1
			}
			SecondaryAttributes
			{
				"mod minigun can holster while spinning" 1
				"single wep holster time increased" 0.2
			}
		}
		WU_OC_Primary_HEAVY_9
		{
			Name "[Overclock] Class Cannon"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Heavyweapons
			Description "+200% weapon damage against same class (Headless, Tank & Battlelord), -50% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_HEAVY_8
				Level 1
			}
			SecondaryAttributes
			{
				"mult dmg vs same class" 2
				"damage penalty" -0.5
			}
		}
		//---------------------------------------------
		WU_OC_Primary_ENGI_1
		{
			Name "[Overclock] Piercing Shots"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "Bullets penetrate enemies, -30% slower reload time"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"projectile penetration" 1
				"Reload time increased" 0.3
			}
		}
		WU_OC_Primary_ENGI_2
		{
			Name "[Overclock] Scatterburst"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "+75% damage bonus, fires in bursts of 3 shots"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"burst fire count" -3
				"burst fire rate mult" 2.9
				"fire rate penalty" -0.2
				"damage bonus" 0.75
			}
		}
		WU_OC_Primary_ENGI_3
		{
			Name "[Overclock] Velocity Rounds"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "No damage falloff, -25% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"no damage falloff" 1
				"damage penalty" -0.25
			}
		}
		WU_OC_Primary_ENGI_4
		{
			Name "[Overclock] Slug Specialist"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "-50% spread, -25% clip size, -20% reload speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"weapon spread bonus" -0.5
				"clip size penalty" -0.25
				"Reload time increased" 0.2
			}
		}
		WU_OC_Primary_ENGI_5
		{
			Name "[Overclock] Sustained Fire"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "+15% fire rate, -30% reload speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"fire rate penalty" -0.15
				"Reload time increased" 0.3
			}
		}
		WU_OC_Primary_ENGI_6
		{
			Name "[Overclock] Shell-Saving Efficiency"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "+50% bullets per shot, consumes +4 ammo per shot"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"bullets per shot bonus" 0.5
				"mod ammo per shot" 5
			}
		}
		WU_OC_Primary_ENGI_7
		{
			Name "[Overclock] (Projectile) Pressurized Burst"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "Fire 3 projectiles at once, -50% clip size, -33% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"mult projectile count" 2
				"projectile spread angle penalty" 5
				"clip size penalty" -0.5
				"damage penalty" -0.33
			}
		}
		WU_OC_Primary_ENGI_8
		{
			Name "[Overclock] (Projectile) Overclocked Velocity"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "+75% projectile speed, -15% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_9
				Level 1
			}
			SecondaryAttributes
			{
				"Projectile speed increased" 0.75
				"damage penalty" -0.15
			}
		}
		WU_OC_Primary_ENGI_9
		{
			Name "[Overclock] (Projectile) Spectral Barrage"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Engineer
			Description "Projectiles pass through walls, -50% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_ENGI_8
				Level 1
			}
			SecondaryAttributes
			{
				"noclip projectiles" 1
				"projectile hit radius" 5
				"damage penalty" -0.5
			}
		}
		//---------------------------------------------
		WU_OC_Primary_SNIPER_1
		{
			Name "[Overclock] Bodyshotter"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "+15% body shot damage, -15% headshot damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"damage penalty on bodyshot" 0.15
				"headshot damage increase" -0.15
			}
		}
		WU_OC_Primary_SNIPER_2
		{
			Name "[Overclock] Silent Stalker"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "+100% move speed while scoped, -50% charge rate"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"sniper aiming movespeed decreased" 1
				"SRifle Charge rate decreased" -0.5
			}
		}
		WU_OC_Primary_SNIPER_3
		{
			Name "[Overclock] (Sniper Rifle only) Toxic Ammunition"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "Shots apply damage over time (doesn't affect bosses), -75% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				//"add cond on hit" 112
				//"add cond on hit duration" 15
				"damage penalty" -0.75			
				"fire input on hit" "popscript^$OCHit^"
			}
		}
		WU_OC_Primary_SNIPER_4
		{
			Name "[Overclock] Piercing Shot"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "Penetrate +3 enemy target, -25% weapon damage for penetrated zombies"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"projectile penetration heavy" 3			
				"penetration damage penalty" -0.25
			}
		}
		WU_OC_Primary_SNIPER_5
		{
			Name "[Overclock] High-Impact Rounds (Disabled)"
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 999999
			Tier 3
			AllowPlayerClass Sniper
			Description "Apply a brief stun on hit, -250% reload speed, -250% fire rate"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"add cond on hit" 71
				"add cond on hit duration" 1.2
				"Reload time increased" 2.5
				"fire rate penalty" 2.5
			}
		}
		WU_OC_Primary_SNIPER_6
		{
			Name "[Overclock] (Sydney Sleeper only) Radius Sleeper"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "Restores the old Jarate explosion on headshot and fully-charged bodyshot, no tradeoff"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"radius sleeper" 1
			}
		}
		WU_OC_Primary_SNIPER_7
		{
			Name "[Overclock] (Projectile) Anti-gravity Arrows"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "Disable arrow's gravity, -35% projectile speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"Projectile speed decreased" -0.35
				"projectile gravity" -1
			}
		}
		WU_OC_Primary_SNIPER_8
		{
			Name "[Overclock] (Projectile) Thermite Arrows"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "Automatically ignite arrows, +100% afterburn damage, -50% weapon damage"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_9
				Level 1
			}
			SecondaryAttributes
			{
				"arrow ignite" 1
				"weapon burn dmg increased" 1
				"damage penalty" -0.5
			}
		}
		WU_OC_Primary_SNIPER_9
		{
			Name "[Overclock] (Projectile) Hyper Propellant Arrows"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Sniper
			Description "+100% projectile speed, -25% reload speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedWeapons
			{
				ItemName "The Ol' Hunter"
				ItemName "AK-47"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_SNIPER_8
				Level 1
			}
			SecondaryAttributes
			{
				"projectile speed increased" 1
				"Reload time increased" 0.25
			}
		}
		//---------------------------------------------
		WU_OC_Primary_MEDIC_1
		{
			Name "[Overclock] Experimental Projectiles"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			Description "+3 HP on hit, -25% fire rate, -25% reload speed"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_MEDIC_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_MEDIC_3
				Level 1
			}
			SecondaryAttributes
			{
				"heal on hit for slowfire" 3
				"fire rate penalty" 0.25
				"Reload time increased" 0.25
			}
		}
		WU_OC_Primary_MEDIC_2
		{
			Name "[Overclock] Overdose Therapy"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			Description "+2% Ubercharge added on hit, -66% fire rate"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_MEDIC_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_MEDIC_3
				Level 1
			}
			SecondaryAttributes
			{
				"add uber charge on hit" 0.02
				"fire rate penalty" 0.66
			}
		}
		WU_OC_Primary_MEDIC_3
		{
			Name "[Overclock] Vital Exchange"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			Description "Shoot at teammates to heal them for 50 HP, drain your own HP"
			AllowedWeapons
			{
				Slot Primary
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_MEDIC_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Primary_MEDIC_2
				Level 1
			}
			SecondaryAttributes
			{
				"add give health to teammate on hit" 50
			}
		}
		//--------------------------------------------- secondary
		WU_OC_Menu_Secondary
		{
			Name "----------------------------------------"
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			AllowPlayerClass Medic // good news: medi guns now have overclocks!
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				// Classname tf_wearable_demoshield // good news: shields have overclocks now!
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
		}
		WU_OC_Secondary_1
		{
			Name "[Overclock] Overcharged Rounds"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+20% reload speed, -15% weapon damage"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"Reload time decreased" -0.2
				"damage penalty" -0.15
			}
		}
		WU_OC_Secondary_2
		{
			Name "[Overclock] Quickfire Chambers"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+15% firing speed, -50% clip size"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"fire rate penalty" -0.15
				"clip size penalty" -0.5
			}
		}
		WU_OC_Secondary_3
		{
			Name "[Overclock] Power Shots"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+50% weapon damage, -35% reload speed"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"damage bonus" 0.5
				"reload time increased" 0.35
			}
		}
		WU_OC_Secondary_4
		{
			Name "[Overclock] Mega Spares"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+500% ammo capacity, -20% movement speed while active"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"provide on active" 1
				"maxammo secondary reduced" 5
				"move speed penalty" -0.2
			}
		}
		WU_OC_Secondary_5
		{
			Name "[Overclock] Blazing Cadence"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+20% firing speed, +25% damage vulnerability"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"fire rate penalty" -0.2
				"mult_dmgtaken_active" 0.25
			}
		}
		WU_OC_Secondary_6
		{
			Name "[Overclock] Hardened Munitions"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "Bullets penetrate enemies, -25% reload speed"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"projectile penetration" 1
				"reload time increased" 0.25
			}
		}
		WU_OC_Secondary_7
		{
			Name "[Overclock] Frostbite Rounds"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "Slow enemies by 30% for 3s, -15% weapon damage"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"slow enemy on hit" 1
				"damage penalty" -0.15
			}
		}
		WU_OC_Secondary_8
		{
			Name "[Overclock] Overloaded Magazine"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+100% clip size, -10% reload speed, -10% firing speed"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_9
				Level 1
			}
			SecondaryAttributes
			{
				"clip size bonus" 1
				"reload time increased" 0.10
				"fire rate penalty" 0.10
			}
		}
		WU_OC_Secondary_9
		{
			Name "[Overclock] Glass Rounds"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Scout
			AllowPlayerClass Soldier
			AllowPlayerClass Pyro
			AllowPlayerClass Demoman
			AllowPlayerClass Heavyweapons
			AllowPlayerClass Engineer
			AllowPlayerClass Sniper
			Description "+200% damage when <50% HP, -50% damage when >50% HP"
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				Classname tf_weapon_sapper
				Classname tf_weapon_jar
				Classname tf_weapon_jar_milk
				Classname tf_weapon_jar_gas
				Classname tf_weapon_buff_item
				Classname tf_weapon_invis
				Classname tf_weapon_parachute
				Classname tf_weapon_lunchbox
				Classname tf_weapon_lunchbox_drink
				Classname tf_weapon_laser_pointer
				Classname tf_weapon_cleaver
				Classname tf_wearable_demoshield
				Classname tf_wearable_razorback
				ItemName "The Bootlegger"
				ItemName "The Gunboats"
				ItemName "The Mantreads"
				ItemName "The Razorback"
				ItemName "Darwin's Danger Shield"
				ItemName "The Cozy Camper"
				ItemName "Thunder Gun"
				ItemName "Zeus Cannon"
				ItemName "Health Pack Launcher"
				ItemName "Health Pack Launcher MKII"
				ItemName "Ammo Box Launcher"
				ItemName "Ammo Box Launcher MKII"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_5
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_6
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_7
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_8
				Level 1
			}
			SecondaryAttributes
			{
				"dmg bonus while half dead" 2
				"dmg penalty while half alive" 0.5
			}
		}
		WU_OC_Secondary_Demoshield_1
		{
			Name "[Overclock] Resistant Force"
			Description "-80% slow duration on wearer, -0.8s charge duration"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowedWeapons
			{
				Classname tf_wearable_demoshield
			}
			DisallowedWeapons
			{
				ItemName "Gearshift"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_4
				Level 1
			}
			SecondaryAttributes
			{
				"mult stun resistance" -0.8
				"charge time decreased" -0.8
			}
		}
		WU_OC_Secondary_Demoshield_1
		{
			Name "[Overclock] Resistant Force"
			Description "-30% slow duration on wearer, -0.8s charge duration"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowedWeapons
			{
				ItemName "Gearshift"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_4
				Level 1
			}
			SecondaryAttributes
			{
				"mult stun resistance" -0.3
				"charge time decreased" -0.8
			}
		}
		WU_OC_Secondary_Demoshield_2
		{
			Name "[Overclock] Desperation"
			Description "Damage, fire rate and move speed increase on decreasing health, -50 max health"
			Attribute "loot rarity"
			Increment 4
			Cap 4
			Cost 0
			Tier 3
			AllowedWeapons
			{
				Classname tf_wearable_demoshield
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_4
				Level 1
			}
			SecondaryAttributes
			{
				"move speed as health decreases" 0.25
				// "mult dmg with reduced health" 2.5
				// "mult crit when health is below percent" 0.33
				"max health additive penalty" -50
			}
		}
		WU_OC_Secondary_Demoshield_3
		{
			Name "[Overclock] Luckluster"
			Description "Random powerups never activate negative effects, -20 max health"
			Attribute "loot rarity"
			Increment 29 // lua detection
			Cap 29
			Cost 0
			Tier 3
			AllowedWeapons
			{
				Classname tf_wearable_demoshield
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_4
				Level 1
			}
			SecondaryAttributes
			{
				"max health additive penalty" -20
			}
		}
		WU_OC_Secondary_Demoshield_4
		{
			Name "[Overclock] Heavy-duty Reinforcement"
			Description "+50% damage resistance, -15% move speed"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowedWeapons
			{
				Classname tf_wearable_demoshield
			}
			DisallowedWeapons
			{
				ItemName "Gearshift"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_3
				Level 1
			}
			SecondaryAttributes
			{
				"dmg taken increased" -0.5
				"move speed penalty" -0.15
			}
		}
		WU_OC_Secondary_Demoshield_4
		{
			Name "[Overclock] Vitality Booster"
			Description "+125 max health, +25% melee vulnerability"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowedWeapons
			{
				ItemName "Gearshift"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Demoshield_3
				Level 1
			}
			SecondaryAttributes
			{
				"max health additive bonus" 125
				"mult dmgtaken from melee" 0.25
			}
		}
		WU_OC_Secondary_Medigun_1
		{
			Name "[Overclock] Hypocritical Oath"
			Description "Can damage and heal from enemies with Medi Gun, healing teammates with Medi Gun drains health from user"
			Attribute "loot rarity"
			Increment 9
			Cap 9
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				ItemName "Strahlblitz"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_4
				Level 1
			}
			SecondaryAttributes
			{
				"medigun attack enemy" 35
				"medigun attack enemy heal mult" 0.5
				"custom kill icon" "giger_counter"
				"medigun self drain" 0.15
				"medigun particle enemy" ~bombonomicon_spell_trail
			}
		}
		WU_OC_Secondary_Medigun_1 // strahlblitz
		{
			Name "[Overclock] Hippocratic Oath"
			Description "+150% heal rate, damage dealt with Strahlblitz is halved"
			Attribute "loot rarity"
			Increment 9
			Cap 9
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				ItemName "Strahlblitz"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_4
				Level 1
			}
			SecondaryAttributes
			{
				"heal rate bonus" 1.5
				// damage-halving is handled at the lua
			}
		}
		WU_OC_Secondary_Medigun_2
		{
			Name "[Overclock] Supercharged Medication"
			Description "+100% heal rate, -50% overheal build rate"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				ItemName "The Vaccinator"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_4
				Level 1
			}
			SecondaryAttributes
			{
				"heal rate bonus" 1
				"overheal fill rate reduced" -0.5
			}
		}
		WU_OC_Secondary_Medigun_2 // vaccinator
		{
			Name "[Overclock] Supercharged Medication"
			Description "+100% heal rate, -15% overheal build rate"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				ItemName "The Vaccinator"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_4
				Level 1
			}
			SecondaryAttributes
			{
				"heal rate bonus" 1
				"overheal fill rate reduced" -0.15
			}
		}
		WU_OC_Secondary_Medigun_3
		{
			Name "[Overclock] Insurance Policy"
			Description "Patients have +40% damage resistance, no overheal"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				ItemName "Booster Shot"
				ItemName "The Quick-Fix"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_4
				Level 1
			}
			SecondaryAttributes
			{
				"medigun passive attributes" "dmg taken increased|0.6"
				"overheal penalty" -1
			}
		}
		WU_OC_Secondary_Medigun_3 // quick-fix
		{
			Name "[Overclock] Insurance Policy"
			Description "Patients have +40% damage resistance, no overheal"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				ItemName "The Quick-Fix"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_4
				Level 1
			}
			SecondaryAttributes
			{
				"medigun passive attributes" "dmg taken increased|0.6"
				"overheal penalty" -0.5
			}
		}
		WU_OC_Secondary_Medigun_4
		{
			Name "[Overclock] Overheal Expert"
			Description "Applies 5 points of Overheal Expert, -50% Übercharge rate on overhealed patients"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 3
			AllowPlayerClass Medic
			AllowedWeapons
			{
				Slot Secondary
			}
			DisallowedWeapons
			{
				ItemName "Feathered Flight"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Secondary_Medigun_3
				Level 1
			}
			SecondaryAttributes
			{
				"overheal expert" 5
				"overheal decay disabled" -1
				"ubercharge overheal rate penalty" -0.5
			}
		}
		//--------------------------------------------- melee
		WU_OC_Menu_Melee
		{
			Name "----------------------------------------"
			Attribute "loot rarity"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "Crowbar"
				ItemName "Super Shank"
			}
		}
		WU_OC_Melee_1
		{
			Name "[Overclock] Crushing Blow"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			Description "+500% melee damage, -50% swing speed"
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "Crowbar"
				ItemName "Super Shank"
				ItemName "The Witcher's Hour"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_4
				Level 1
			}
			SecondaryAttributes
			{
				"damage bonus HIDDEN" 4
				"fire rate penalty" 0.5
			}
		}
		WU_OC_Melee_2
		{
			Name "[Overclock] Forceful Impact"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			Description "Add knockback damage, can't be crit boosted"
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "Crowbar"
				ItemName "Super Shank"
				ItemName "The Witcher's Hour"
				ItemName "Reclaimed Glory"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_4
				Level 1
			}
			SecondaryAttributes
			{
				"damage causes airblast" 1
				"no crit boost" 1
			}
		}
		WU_OC_Melee_2
		{
			Name "[Overclock] Light Metal"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			Description "+33% fire rate, -15% damage, cannot deal knockback damage"
			AllowedWeapons
			{
				ItemName "Reclaimed Glory"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_3
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_4
				Level 1
			}
			SecondaryAttributes
			{
				"damage causes airblast" -1
				"damage penalty" -0.15
				"fire rate penalty" -0.33
			}
		}
		WU_OC_Melee_3
		{
			Name "[Overclock] Mercenary's Cut"
			Attribute "loot rarity"
			Increment 2 // for lua detection
			Cap 2
			Cost 0
			Tier 1
			Description "Disable money penalty on melee kill, -50% total ammo"
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "Crowbar" // cannot be overclocked
				ItemName "Super Shank" // cannot be upgraded
				ItemName "The Witcher's Hour" // uses an entirely different overclocking mechanic
				ItemName "Golden Eyelander" // overclock is forbidden for it
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_4
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade PU_Special_Universal_2
				Level 1
			}
			SecondaryAttributes
			{
				"maxammo primary reduced" -0.5
				"maxammo secondary reduced" -0.5
			}
		}
		WU_OC_Melee_4
		{
			Name "[Overclock] Armor Breaker"
			Attribute "loot rarity"
			Increment 1
			Cap 1
			Cost 0
			Tier 1
			Description "Melee attacks pierce resistances, -20% damage penalty"
			AllowedWeapons
			{
				Slot Melee
			}
			DisallowedWeapons
			{
				ItemName "Crowbar"
				ItemName "Super Shank"
				ItemName "The Witcher's Hour"
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_1
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_2
				Level 1
			}
			DisallowedUpgrade
			{
				Upgrade WU_OC_Melee_3
				Level 1
			}
			SecondaryAttributes
			{
				"dmg pierces resists absorbs" 1
				"damage penalty" -0.2
			}
		}
		TWH_Enhancement_Notice
		{
			Name "Unique Overclocking System: Rune Enhancement"
			Attribute "cannot pick up intelligence"
			Increment 0
			Cap 0
			Cost 0
			Tier 1
			Description "Up to 3 Runes can be applied to this weapon."
			AllowedWeapons
			{
				ItemName "The Witcher's Hour"
			}
		}
		TWH_Enhancement_Earth_Rune
		{
			Name "[Enhancement] Earth Rune"
			Attribute "cannot pick up intelligence"
			Increment 1
			Cap 3
			Cost 0
			Tier 1
			Description "+25 max health, +15% damage resistance"
			AllowedWeapons
			{
				ItemName "The Witcher's Hour"
			}
			SecondaryAttributes
			{
				"max health additive bonus" 25
				"dmg taken increased" -0.15
			}
		}
		TWH_Enhancement_Fire_Rune
		{
			Name "[Enhancement] Fire Rune"
			Attribute "cannot pick up intelligence"
			Increment 1
			Cap 3
			Cost 0
			Tier 1
			Description "+33% fire damage resistance, +25% critical damage resistance"
			AllowedWeapons
			{
				ItemName "The Witcher's Hour"
			}
			SecondaryAttributes
			{
				"dmg taken from fire reduced" -0.333
				"dmg taken from crit reduced" -0.25
			}
		}
		TWH_Enhancement_Moon_Rune
		{
			Name "[Enhancement] Moon Rune"
			Attribute "cannot pick up intelligence"
			Increment 1
			Cap 3
			Cost 0
			Tier 1
			Description "+100% critical hit damage"
			AllowedWeapons
			{
				ItemName "The Witcher's Hour"
			}
			SecondaryAttributes
			{
				"mult crit dmg" 1
			}
		}
		TWH_Enhancement_Sun_Rune
		{
			Name "[Enhancement] Sun Rune"
			Attribute "cannot pick up intelligence"
			Increment 1
			Cap 3
			Cost 0
			Tier 1
			Description "+50% damage"
			AllowedWeapons
			{
				ItemName "The Witcher's Hour"
			}
			SecondaryAttributes
			{
				"damage penalty" 0.5 // false downside
			}
		}
		TWH_Enhancement_Ysgith_Rune
		{
			Name "[Enhancement] Ysgith Rune"
			Attribute "cannot pick up intelligence"
			Increment 1
			Cap 3
			Cost 0
			Tier 1
			Description "+8 seconds of bleed, +50% bleeding dmg, +85% damage, -20% damage resistance"
			AllowedWeapons
			{
				ItemName "The Witcher's Hour"
			}
			SecondaryAttributes
			{
				"bleeding duration" 8
				"mult bleeding dmg" 0.5
				"damage penalty" 0.85
				"dmg taken increased" 0.2
			}
		}
	}
	// HUMAN SPAWNPOINTS 
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"7953"                     
        Y	"-4260"                  
        Z	"-4842"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8289"                     
        Y	"-3801"                  
        Z	"-4842"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8373"                     
        Y	"-3291"                  
        Z	"-4842"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8012"                     
        Y	"-3521"                  
        Z	"-4842"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8300"                     
        Y	"-4336"                  
        Z	"-4842"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8128"                     
        Y	"-3564"                  
        Z	"-4670"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"7696"                     
        Y	"-3375"                  
        Z	"-4670"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8114"                     
        Y	"-3883"                  
        Z	"-4670"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"8143"                     
        Y	"-4202"                  
        Z	"-4670"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"7793"                     
        Y	"-4326"                  
        Z	"-4670"        
    }
	
	// -- extra spawn points beyond the main spawn -- //
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-7448"                     
        Y	"-1201"                  
        Z	"-4880"        
    }
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-7461"                     
        Y	"-1201"                  
        Z	"-4880"        
    }
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-6884"                     
        Y	"-1201"                  
        Z	"-4880"        
    }
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-7129"                     
        Y	"-1201"                  
        Z	"-4880"        
    }
	
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-685"                     
        Y	"1337"                  
        Z	"-4848"        
    }
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-229"                     
        Y	"1337"                  
        Z	"-4848"        
    }
	ExtraSpawnPoint    //Adds spawn points on specified location
    {
        Name "spawn_redteam"
        TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3
        X	"-15"                     
        Y	"1337"                  
        Z	"-4848"        
    }
	// ZOMBIE SPAWNPOINTS 
	ExtraSpawnPoint
    {
		Name "spawn_demo"
		StartDisabled 1
        TeamNum 2
        X	"-413"                     
        Y	"2282"                  
        Z	"42"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_tank"
		StartDisabled 0 
        TeamNum 3
        X	"-3693"                     
        Y	"-2305"                  
        Z	"-4820"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4352"             
        Y	"163"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4400"                    
        Y	"211"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4404"                    
        Y	"137"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4316"                  
        Y	"89"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4308"                   
        Y	"182"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4209"                 
        Y	"-7887"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"4287"                 
        Y	"-4867"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"3556"                
        Y	"-4987"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-2636"            
        Y	"-7402"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-2588"              
        Y	"-7354"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-2584"               
        Y	"-7428"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-2672"            
        Y	"-7476"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-2680"              
        Y	"-7383"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-8034"              
        Y	"-2478"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-7986"           
        Y	"-2430"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-7982"           
        Y	"-2504"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-8070"             
        Y	"-2552"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-8078"           
        Y	"-2459"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-3412"          
        Y	"2585"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-3364"         
        Y	"2633"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-3360"          
        Y	"2559"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-3448"         
        Y	"2511"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-3456"            
        Y	"2604"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"1156"          
        Y	"-773"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"6985"          
        Y	"241"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"7628"          
        Y	"-7642"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-4574"          
        Y	"5387"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-1040"          
        Y	"5913"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-8189"          
        Y	"3252"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-8118"          
        Y	"-7934"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-2770"          
        Y	"7689"                  
        Z	"-4904"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-5523"          
        Y	"-4168"                  
        Z	"-4629"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_zombie"
		StartDisabled 0 
        TeamNum 3
        X	"-7144"          
        Y	"-3715"                  
        Z	"-4629"        
    }
	ExtraSpawnPoint
    {
		Name "spawnbot_winbot"
		StartDisabled 0 
        TeamNum 3
        X	"2072"          
        Y	"-8818"                  
        Z	"-4904"        
    }
	
	PointTemplates
	{
		corelogic // this shit also needs to be here so things work properly
		{  
            NoFixup 1
			tf_point_nav_interface
			{
				"targetname" "nav_refresh"
			}
			$filter_keyvalue
			{
				"targetname" "filter_teamnum_is_2"
				"$name" "teamnum"
				"$value" "2"
				"$compare" "equal"
			}
			logic_auto 
			{
				"targetname" "mainrelay"
				
				"OnMapSpawn" "@f@filter_teamnum_is_2@info_player_teamspawn,Disable,,0,-1"
				
				"OnMapSpawn" "wave_finished_relay,Kill,,0,-1" // this relay is causing all kinds of shit!!!
				//"OnMapSpawn" "trigger_multiple,Kill,,0,-1"
				"OnMapSpawn" "crawlerpush,Kill,,0,-1"
				//"OnMapSpawn" "dumpster_push,Kill,,0,-1"
				//"OnMapSpawn" "dumpster_push1,Kill,,0,-1"
				//"OnMapSpawn" "dumpster_push2,Kill,,0,-1"
				//"OnMapSpawn" "dumpster_push3,Kill,,0,-1"
				//"OnMapSpawn" "dumpster_push4,Kill,,0,-1"
				//"OnMapSpawn" "dumpster_push5,Kill,,0,-1"
				"OnMapSpawn" "ufo_*,Kill,,0,-1"
				"OnMapSpawn" "trigger_catapult,Kill,,0,-1"
				//"OnMapSpawn" "red_respawnroom1,Kill,,0,-1" 
				"OnMapSpawn" "bombpath_arrows_*,Kill,,0,-1"
				"OnMapSpawn" "m0*,Kill,,0,-1"
				"OnMapSpawn" "m10,Kill,,0,-1"
				//"OnMapSpawn" "@bb144 -584 0 472 384 160@func_respawnroomvisualizer,Kill,,0,-1"
				"OnMapSpawn" "relay_attributes,Kill,,0,-1"
				"OnMapSpawn" "relay_invisible,Kill,,0,-1"
				"OnMapSpawn" "player,$RemoveOutput,effects,1,-1"
				"OnMapSpawn" "player,$RemoveOutput,effects,2,-1"
				"OnMapSpawn" "player,$RemoveOutput,renderfx,0,-1" // trying to undo shadows shit again
				"OnMapSpawn" "merasmus_*,Kill,,0,-1"
				//"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger gameover:Enable:0:-1"
				"OnMapSpawn" "realtimer,trigger,,0,-1"
				"OnMapSpawn" "ee_bool,disable,,0,-1"
				"OnMapSpawn" "stage_start*,AddOutput,OnTrigger respawn_relay:Trigger:0:-1"
				"OnMapSpawn" "bossstage_start*,AddOutput,OnTrigger respawn_relay:Trigger:0:-1"
				"OnMapSpawn" "fog_controller,AddOutput,spawnflags 1:0:-1"
				"OnMapSpawn" "fog_controller,AddOutput,farz -1:0:-1"
				"OnMapSpawn" "player,$ResetExtraItems,,0,-1"
				// "OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Bauernhof City of Death,0,-1"
				"OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,(INFCASH) Stadt der Toten,0,-1"
				"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger LMA:Enable:0:-1"
				"OnMapSpawn" "func_flagdetectionzone,AddOutput,alarm 0"
				//"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger tutorial_relay2:Disable:0:-1"
				//"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger hints_*:Kill:0:-1"
				//"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger tutorial_*:Kill:0:-1"
			//	"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger hologram_nuke_hurt:Disable:0:-1"
			//	"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger dumpster_hint:Show:2:-1"
				"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:0:-1"
				"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:1:-1"
				"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:2:-1"
				
				//"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger @f@filter_red@func_respawnroom:Disable:0:-1,0,-1"
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger @f@filter_red@func_respawnroomvisualizer:Disable:0:-1,0,-1"
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawn_red*:Kill:0:-1,0,-1"
				
				//"OnMapSpawn" "player,$AddCurrency,-30000,1,-1" // Anti 4X server extra money
				//"OnMapSpawn" "player,$AddCurrency,12000,2,-1"
				
				//"OnMapSpawn" "player,$DisplayTextChat,- If there are multiple music playing in the background or your audio is muffled -- Type snd_restart in console to fix it.,7,-1"
				"OnMapSpawn" "player,$DisplayTextChat,- Mission changelog can be found here (You may copy it from console): tinyurl.com/bdf5h366,7,-1"
				
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger nav_blocker*:Disable:0:-1,0,-1"
				
				"OnMapSpawn" "nav_refresh,RecomputeBlockers,,0.1,-1"
				
				"OnMapSpawn" "door_1*,Kill,,0,-1"
				
				"OnMapSpawn" "wallremoval_relay,Trigger,,0,-1"
				
				"OnMapSpawn" "red_spawn_warp,Disable,,0,-1"
				"OnMapSpawn" "red_spawn_warp2,Disable,,0,-1"
				"OnMapSpawn" "ff_mainspawn,Disable,,0,-1"
				"OnMapSpawn" "ff_jimstore,Disable,,0,-1"
				"OnMapSpawn" "ff_building,Disable,,0,-1"
				"OnMapSpawn" "mannperk_warp,Disable,,0,-1"
				
				"OnMapSpawn" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),0,-1"
				"OnMapSpawn" "fog_controller,SetStartDist,1,,-1"
				"OnMapSpawn" "fog_controller,SetEndDist,1500,,-1"
				"OnMapSpawn" "fog_controller,SetColor,0 0 0,,-1"
				"OnMapSpawn" "fog_controller,SetColorSecondary,0 0 0,,-1"
				"OnMapSpawn" "bossfog_dome,Disable,,5,-1"
				
				"OnMapSpawn" "trig_mission*,Kill,,0,-1"
				"OnMapSpawn" "trigger_rp_bonus*,Kill,,0,-1"
				"OnMapSpawn" "prop_rp_bonus*,Kill,,0,-1"
				"OnMapSpawn" "rp_bonus*,Kill,,0,-1"
				"OnMapSpawn" "rp_rp_bonus*,Kill,,0,-1"
				"OnMapSpawn" "sound_rp_bonus_start*,Kill,,0,-1"
				"OnMapSpawn" "sound_rp_bonus_end*,Kill,,0,-1"
				"OnMapSpawn" "trig_job*,Kill,,0,-1"
				"OnMapSpawn" "barr_mission_begin,Kill,,0,-1"
				"OnMapSpawn" "barr_mission1_finish,Kill,,0,-1"
				"OnMapSpawn" "trig_bonus_self*,Kill,,0,-1"
				"OnMapSpawn" "bonus_self_buff*,Kill,,0,-1"
				"OnMapSpawn" "prop_bonus_rare*,Kill,,0,-1"
				"OnMapSpawn" "bonus_rare*,Kill,,0,-1"
				"OnMapSpawn" "model_1_1,Kill,,0,-1"
				"OnMapSpawn" "prop_ragdoll,Kill,,0,-1"
				//"OnMapSpawn" "trig_hurt_job,Kill,,0,-1"
				
				"OnMapSpawn" "upgrade_button_effect_n,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_so,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_de,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_py,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_sn,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_sc,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_he,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_me,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_en,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_sp,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_p,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_po,Kill,,0,-1"
				"OnMapSpawn" "upgrade_button_effect_pa,Kill,,0,-1"
				
				"OnMapSpawn" "func_regenerate,Kill,,0,-1"
				"OnMapSpawn" "obj_teleporter,Kill,,0,-1"
				"OnMapSpawn" "rb_r1,Kill,,0,-1"
				"OnMapSpawn" "rb_r2,Kill,,0,-1"
				"OnMapSpawn" "time_bonus_job,Kill,,0,-1"
				"OnMapSpawn" "tim_enhance_bonus,Kill,,0,-1"
				
				//"OnMapSpawn" "rainparticles,Stop,,0,-1"
				//"OnMapSpawn" "rainparticles_audio,StopSound,0,0,-1"
				//"OnMapSpawn" "rainparticles_audio,Volume,0,0,-1"
				//"OnMapSpawn" "rainparticles_audio,Kill,,-1"
				
				"OnMapSpawn" "stopmusic,Trigger,,1,-1"
				"OnMapSpawn" "tp_newspawn,Disable,,2,-1"
				"OnMapSpawn" "roundcounter,SetValue,0,0,-1"
				
				//"OnMapSpawn" "startmusic_lobby,Trigger,,1,-1"
				
				"OnMapSpawn" "teleporter_breaktime,Enable,,0,-1"
				"OnMapSpawn" "teleporter_breaktime_prop,Enable,,0,-1"
				
				//"OnMapSpawn" "upgrade_glow_spawn,Enable,,0,-1"
				//"OnMapSpawn" "upgrade_glow_barn,Enable,,0,-1"
				//"OnMapSpawn" "upgrade_glow_store,Enable,,0,-1"
				
				//"OnMapSpawn" "ff_vampire,Enable,,0,-1"
				"OnMapSpawn" "ff_vampire,Disable,,0,-1"
				
				"OnMapSpawn" "stealthol_overlay,startoverlays,,0,-1"
				"OnMapSpawn" "stealthol_overlay,stopoverlays,,0.1,-1"
				
				"OnMapSpawn" "ff_vampire,Disable,,0,-1"
				
				"OnMapSpawn" "popscript,$LuckyBonusReset,,0,-1"
				"OnMapSpawn" "popscript,$StoredLuckyBonusReset,,0,-1"
				"OnMapSpawn" "popscript,$WaveMoneyAndKillReset,,0,-1"
			}
			tf_point_nav_interface
			{
				targetname navman
			}
			game_forcerespawn
			{
				targetname respawner
			}
			logic_relay // only for testing, never really use this
			{
				targetname respawn_relay
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0,-1"
			}
			trigger_hurt
			{
				damage 4500
				spawnflags 1
				mins "-9999 -9999 -9999"
				maxs "9999 9999 9999"
				startdisabled 1
				targetname hologram_nuke_hurt
				filtername filter_notred
				origin "0 0 0"
			}
			filter_activator_tfteam
			{
				targetname filter_notred
				teamnum 2
				negated 1 // anyone who isnt red passes
			}
			logic_relay // clear money logic as a failsafe against stacking
			{
				targetname wave_output_clear
				OnTrigger "player,$RemoveOutput,$OnDamageReceived,0,-1"
				OnTrigger "player,$RemoveOutput,$OnDeath,0,-1"
				OnTrigger "fog_controller,SetStartDist,1,,-1"
				OnTrigger "fog_controller,SetEndDist,1500,,-1"
				OnTrigger "fog_controller,SetColor,0 0 0,,-1"
				OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,0,,-1" // go back to zero when map resets
			}
			math_counter
            {
                "targetname" "roundscleared"
                "startvalue" 0
                "outValue" "survivalcheck,SetValueCompare,,0,-1"
			//	"outValue" "player,$DisplayTextChat,,0,-1"
            }
			logic_compare 
            {
                "targetname" "survivalcheck"
                "initialValue" 0
                "CompareValue" 4 // get a bonus four times for that 'start getting OP' money
                "OnEqualTo" "player,$AddCurrency,5000,,-1"
				"OnEqualTo" "player,$DisplayTextCenter,You've received a 5000 Stimulus Check!,,-1"
				"OnEqualTo" "roundscleared,SetValue,0,,-1"
				"OnEqualTo" "survivalcheck,SetValue,0,,-1"
            }
			prop_dynamic // easter egg demo
			{
				model "models/player/demo.mdl"
				disableshadows 1
				solid 0
				targetname ee_demo
				defaultanim crouch_LOSER
				origin "370 2120 75"
				angles "0 180 0"
			}
			prop_dynamic_ornament
			{
				targetname ee_bool
				spawnflags 256
				model models\weapons\c_models\c_bottle\c_bottle.mdl
				disableshadows 1
				startdisabled 1
				origin "370 2120 90"
				lightingorigin ee_demo
				InitialOwner ee_demo
			}
			prop_dynamic_ornament
			{
				targetname ee_shiv
				spawnflags 256
				model models/workshop_partner/weapons/c_models/c_prinny_knife/c_prinny_knife.mdl
				disableshadows 1
				startdisabled 0
				origin "370 2120 90"
				lightingorigin ee_demo
				InitialOwner ee_demo
			}
			func_flagdetectionzone
			{
				startdisabled 0
				targetname ee_detector
				mins "-5 -5 -24"
				maxs "5 5 24"
				origin "370 2120 90"
				
				OnStartTouchFlag "ee_beerflag,ForceResetAndDisableSilent,,-1"
				OnStartTouchFlag "ee_beerflag,Kill,,1,-1"
				OnStartTouchFlag "ee_demo,SetAnimation,taunt03,0,-1"
				OnStartTouchFlag "ee_bool,Enable,,0,-1"
				OnStartTouchFlag "ee_shiv,Disable,,0,-1"
				OnStartTouchFlag "ee_bool,Kill,,4,-1"
				OnStartTouchFlag "ee_shiv,Enable,,4,-1"
				OnStartTouchFlag "ee_demo,SetAnimation,taunt04,4,-1"
				OnStartTouchFlag "!activator,$PlaySoundToSelf,items/gunpickup2.wav,6.5,-1"
		//		OnStartTouchFlag "!activator,$GiveItem,Super Shank,6.5,-1"
				OnStartTouchFlag "popscript,$GiveSuperShank,!activator,6.5,-1"
				OnStartTouchFlag "!activator,$DisplayTextChat,Tavish has given you his Super Shank!,6.5,-1"
				OnStartTouchFlag "ee_shiv,Kill,,7,-1"
				OnStartTouchFlag "ee_demo,SetAnimation,taunt_woohoo,7,-1"
				OnStartTouchFlag "ee_demo,Kill,,8,-1"
			}
			item_teamflag
			{
				targetname ee_beerflag
				startdisabled 1
		//		gametype 1
				flag_model models/player/items/taunts/beer_crate/beer_crate.mdl
				origin "811 -731 -83"
				returntime 60000
		//		teamnum 3
				OnPickup "!self,setteam,3,,-1"
				OnDrop "!self,ForceResetAndDisableSilent,,-1"
				OnDrop "!self,Kill,,1,-1"
			}
		}
		GetOut 
		{
			NoFixup 1
			trigger_teleport
			{
				"targetname" "tp_newspawn"
				"mins" "-500 -500 -500"
				"maxs" "500 500 500"
				"origin" "2212 -7934 -4874"
				"spawnflags" "1"
				"StartDisabled" "0"
				"target" "info_tp_newspawn"
			}
			info_teleport_destination
			{
				"targetname" "info_tp_newspawn"
				"origin" "7953 -4260 -4842"
				"angles" "0 0 0"
			}
		}
		RedGlow 
		{
			tf_glow
            {
                "GlowColor" "255 49 49 200"
                "target" "!parent"
                "targetname" "red_glow"
            }
		}
		//UpgradeGlow
		//{
		//	tf_glow
        //    {
        //        "GlowColor" "0 255 0 200"
        //        "target" "upgradetable_spawn"
        //        "targetname" "upgrade_glow_spawn"
        //    }
		//	tf_glow
        //    {
        //        "GlowColor" "0 255 0 200"
        //        "target" "upgradetable_barn"
        //        "targetname" "upgrade_glow_barn"
        //    }
		//	tf_glow
        //    {
        //        "GlowColor" "0 255 0 200"
        //        "target" "upgradetable_store"
        //        "targetname" "upgrade_glow_store"
        //    }
		//}
		spy_reminder
        {
			logic_relay
			{
				"targetname" "spyreminder"
				"onspawn" "!parent,$displaytextcenter,READ THIS READ THIS READ THIS READ THIS READ THIS,0,-1"
				"onspawn" "!parent,$displaytextcenter,Spy abilities:,3,-1"
				"onspawn" "!parent,$displaytextcenter,+ Cannot upgrade max HP but start off with 200 base HP.,8,-1"
				"onspawn" "!parent,$displaytextcenter,+ Press middle mouse button to perform a hyper jump -- Cooldown: 60s.,13,-1"
				"onspawn" "!parent,$displaytextcenter,+ Press reload button to turn invisible for 5s -- Cooldown: 30s.,17,-1"
			}
		}
		stealthol
		{
			NoFixUp 1
			env_screenoverlay
            {
                "targetname" "stealthol_overlay"
                "OverlayName1" "effects/stealth_overlay.vmt"
                "OverlayTime1" "1.0"               
                "OverlayTime2" "1.0"
                "OverlayTime3" "1.0"
                "OverlayTime4" "1.0"
                "OverlayTime5" "1.0"
                "OverlayTime6" "1.0"
                "OverlayTime7" "1.0"
                "OverlayTime8" "1.0"
                "OverlayTime9" "1.0"
                "OverlayTime10" "1.0"       
            }
		}
		LaserOnAim
        {
            OnSpawnOutput
            {
                Target "popscript"
                Action "$LaserOnAim"
                Delay 0.01
            }
        }
		M16A1Reminder
        {
            OnSpawnOutput
            {
                Target "!activator"
                Action "$displaytextcenter"
				Param "Press reload button to toggle between full automatic and semi automatic mode"
                Delay 0.01
            }
        }
		M16A2Reminder
        {
            OnSpawnOutput
            {
                Target "!activator"
                Action "$displaytextcenter"
				Param "Press reload button to toggle between automatic and burst mode"
                Delay 0.01
            }
        }
		AK47Reminder
        {
            OnSpawnOutput
            {
                Target "!activator"
                Action "$displaytextcenter"
				Param "Press reload button to toggle grenade launcher mode"
                Delay 0.01
            }
        }
		SM2Reminder
        {
            OnSpawnOutput
            {
                Target "!activator"
                Action "$displaytextcenter"
				Param "Press reload button to toggle airblast mode"
                Delay 0.01
            }
        }
		BongReminder
        {
            OnSpawnOutput
            {
                Target "!activator"
                Action "$displaytextcenter"
				Param "Press reload button to toggle between energy types"
                Delay 0.01
            }
        }
		GearshiftInit
        {
            OnSpawnOutput
            {
                Target "popscript"
                Action "$gearshiftInit"
                Delay 0.0
            }
        }
		RotateShield
		{
			OnSpawnOutput
			{
				Target "rotate"
				Action "Start"
			}
			OnSpawnOutput
			{
				Target "rotate"
				Action "SetParent"
				Param ""
			}
			OnSpawnOutput
			{
				Target "rotate_position"
				Action "Trigger"
			}
			logic_relay
			{
				"targetname" "rotate_position"
				"spawnflags" "2"

				"OnTrigger" "rotate,$TeleportToEntity,!activator,0,-1"
				"OnTrigger" "!self,Trigger,,0.01,-1"
			}
			entity_medigun_shield
			{
				"parentname" "rotate"
				"targetname" "projectile_shield"
				"origin" "200 0 0"
				"spawnflags" "1"
				"teamnum" "2"
			}
			func_rotating
			{
				"targetname" "rotate"
				"origin" "0 0 0"

				"mins" "-0.1 -0.1 -0.1"
				"maxs" "0.1 0.1 0.1"

				"dmg" "0"
				"fanfriction" "100" 
				"maxspeed" "15"
				"spawnflags" "64"
				"volume" "0"
			}
		}
		filters_mini
		{
			NoFixup 1
			filter_activator_class
			{
				"targetname" "filter_sentrygun"
				"filterclass" "obj_sentrygun"
			}
		}
		DroneMini // credit: rev_adv_backup_security_protocol
		{
			OnSpawnOutput
			{
				Target "triggerrefresh"
				Action Open
			}
			OnSpawnOutput
			{
				Target "convertmini"
				Action SetParent
				Param "!activator"
			}
			func_door
			{
				"targetname" "triggerrefresh"
				"rendermode" "10"
				"spawnflags" "4108"
				"speed" "1"
				"wait" "0.01"
				"onfullyclosed" "!self,open,,0,-1"
			}
			trigger_multiple
			{
				"targetname" "sentryDetect"
				"parentname" "triggerrefresh"
				"mins" "-96 -96 -96"
				"maxs" "96 96 96"
				"filtername" "filter_sentrygun"
				"spawnflags" "64"
				"onstarttouch" "convertmini,SetValueCompare,$$=?(!activator.m_bMiniBuilding == 1 && !activator.m_nSolidType > 0,1,0),0,-1"
			}
			logic_compare
			{
				"targetname" "convertmini"
				"comparevalue" "1"
				"onequalto" "!activator,SetParent,droneLocation,0.1,-1"
				"onequalto" "!activator,SetParentAttachment,head,0.15,-1"
				//"onequalto" "!activator,$SetProp$m_iAmmoShells,50,0,-1"
				//"onequalto" "!activator,$SetProp$m_iAmmoShells,50,5,-1"
				"onequalto" "!activator,$SetProp$m_nSolidType,0,0,-1" //stops them blocking the player, also used to detect if mini has been turned into a drone
				"onequalto" "!activator,$SetModelOverride,models/rcat/rcat_level2.mdl,0,-1" // sets model | make sure to precache
				"onequalto" "!activator,$SetProp$m_nSkin,1,0,-1"
			}
			prop_dynamic
			{
				"targetname" "droneLocation"
				// invisible engineer doomed to carry the drone for all eternity
				"model" "models/player/engineer.mdl"
				"origin" "0 0 15"
				"disableshadows" "1"
				"rendermode" "9"
				"renderamt" "0"
			}
		}
		Goggles_Spawn
		{
			OnSpawnOutput
			{
				Target "!activator"
				Action "$AddItemAttribute"
				Param "fire input on hit|popscript^$glowOnHit^|0"
				Delay 0
			}

			OnParentKilledOutput 
			{
				Target "!activator"
				Action "$RemoveItemAttribute"
				Param "fire input on hit|0"
				Delay 0
			}
		}
		SharpShooterSet
		{	
			OnSpawnOutput
			{
				Target "!activator"
				Action "$WeaponStripSlot"
				Param "0"
				Delay 0
			}
			
			OnSpawnOutput
			{
				Target "!activator"
				Action "$giveitem"
				Param "The Sharp Shooter (Melee)"
				Delay 0
			}		
			
			OnParentKilledOutput 
			{
				Target "!activator"
				Action "$removeitem"
				Param "The Sharp Shooter (Melee)"
				Delay 0
			}	
			
			OnParentKilledOutput 
			{
				Target "!activator"
				Action "$WeaponStripSlot"
				Param "9"
				Delay 0
			}
		}
		SafetyPrec_Spawn
		{			
			OnSpawnOutput
			{
				Target "!activator"
				Action "$WeaponStripSlot"
				Param "0"
				Delay 0
			}
			
			OnParentKilledOutput 
			{
				Target "!activator"
				Action "$WeaponStripSlot"
				Param "9"
				Delay 0
			}
		}
		Ali_Spawn
		{			
			OnSpawnOutput
			{
				Target "!activator"
				Action "$WeaponStripSlot"
				Param "0"
				Delay 0
			}
			
			OnParentKilledOutput 
			{
				Target "!activator"
				Action "$WeaponStripSlot"
				Param "9"
				Delay 0
			}
		}
		health_crate_1
        {
			NoFixup 1
            item_healthkit_small
            {
				"targetname" "health_crate_1"
				"automaterialize" "0"
            }
        }
		health_pack_env_1
		{
			NoFixup 1
			env_entity_maker
			{   
				"targetname" "health_maker_1"
				"entitytemplate" "health_crate_1"
			}
		}
		health_pack_fake_1
        {
			//NoFixup 1
            KeepAlive 1
            prop_dynamic
            {
                "targetname" "health_pack_fake_1"
                "classname" "prop_dynamic"
                "disableshadows" "1"
                "model" "models/props_halloween/halloween_medkit_small.mdl"  
                "defaultanim" "idle"
            }
            info_target
            {
                "targetname" "launcher_target_hp_1"
            }
			OnSpawnOutput
			{
				Target health_pack_fake_1
				Action SetPlaybackRate
				Param 4
			}
            OnParentKilledOutput
            {
                Target health_pack_fake_1
                Action Kill
            }
            OnParentKilledOutput
            {
                Target launcher_target_hp_1
                Action Kill
                Delay 5
            }
            OnParentKilledOutput
            {
                Target health_maker_1           
                Action ForceSpawnAtEntityOrigin
                Param "launcher_target_hp_1"
            }
        }
		health_crate_2
        {
			NoFixup 1
            item_healthkit_medium
            {
				"targetname" "health_crate_2"
				"automaterialize" "0"
            }
        }
		health_pack_env_2
		{
			NoFixup 1
			env_entity_maker
			{   
				"targetname" "health_maker_2"
				"entitytemplate" "health_crate_2"
			}
		}
		health_pack_fake_2
        {
			//NoFixup 1
            KeepAlive 1
            prop_dynamic
            {
                "targetname" "health_pack_fake_2"
                "classname" "prop_dynamic"
                "disableshadows" "1"
                "model" "models/props_halloween/halloween_medkit_medium.mdl"  
                "defaultanim" "idle"
            }
            info_target
            {
                "targetname" "launcher_target_hp_2"
            }
			OnSpawnOutput
			{
				Target health_pack_fake_2
				Action SetPlaybackRate
				Param 4
			}
            OnParentKilledOutput
            {
                Target health_pack_fake_2
                Action Kill
            }
            OnParentKilledOutput
            {
                Target launcher_target_hp_2
                Action Kill
                Delay 5
            }
            OnParentKilledOutput
            {
                Target health_maker_2       
                Action ForceSpawnAtEntityOrigin
                Param "launcher_target_hp_2"
            }
        }
		ammo_crate_1
        {
			NoFixup 1
            item_ammopack_small
            {
				"targetname" "ammo_crate_1"
				"automaterialize" "0"
            }
        }
		ammo_box_env_1
		{
			NoFixup 1
			env_entity_maker
			{   
				"targetname" "ammo_maker_1"
				"entitytemplate" "ammo_crate_1"
			}
		}
		ammo_box_fake_1
        {
			//NoFixup 1
            KeepAlive 1
            prop_dynamic
            {
                "targetname" "ammo_box_fake_1"
                "classname" "prop_dynamic"
                "disableshadows" "1"
                "model" "models/items/ammopack_small.mdl"  
                "defaultanim" "idle"
            }
            info_target
            {
                "targetname" "launcher_target_ammo_1"
            }
			OnSpawnOutput
			{
				Target ammo_box_fake_1
				Action SetPlaybackRate
				Param 4
			}
            OnParentKilledOutput
            {
                Target ammo_box_fake_1
                Action Kill
            }
            OnParentKilledOutput
            {
                Target launcher_target_ammo_1
                Action Kill
                Delay 5
            }
            OnParentKilledOutput
            {
                Target ammo_maker_1                
                Action ForceSpawnAtEntityOrigin
                Param "launcher_target_ammo_1"
            }
        }
		ammo_crate_2
        {
			NoFixup 1
            item_ammopack_medium
            {
				"targetname" "ammo_crate_2"
				"automaterialize" "0"
            }
        }
		ammo_box_env_2
		{
			NoFixup 1
			env_entity_maker
			{   
				"targetname" "ammo_maker_2"
				"entitytemplate" "ammo_crate_2"
			}
		}
		ammo_box_fake_2
        {
			//NoFixup 1
            KeepAlive 1
            prop_dynamic
            {
                "targetname" "ammo_box_fake_2"
                "classname" "prop_dynamic"
                "disableshadows" "1"
                "model" "models/items/ammopack_medium.mdl"  
                "defaultanim" "idle"
            }
            info_target
            {
                "targetname" "launcher_target_ammo_2"
            }
			OnSpawnOutput
			{
				Target ammo_box_fake_2
				Action SetPlaybackRate
				Param 4
			}
            OnParentKilledOutput
            {
                Target ammo_box_fake_2
                Action Kill
            }
            OnParentKilledOutput
            {
                Target launcher_target_ammo_2
                Action Kill
                Delay 5
            }
            OnParentKilledOutput
            {
                Target ammo_maker_2          
                Action ForceSpawnAtEntityOrigin
                Param "launcher_target_ammo_2"
            }
        }
		FreelanceMercenary_Logic
		{
			OnSpawnOutput 
			{
				Target "freelance_action_check"
				Action "Trigger"
				Delay 0
			}

			OnSpawnOutput 
			{
				Target "!activator"
				Action "$SetVar$FreelanceEquipped"
				Param "1"
				// Delay 0
			}

			// OnSpawnOutput 
			// {
			// 	Target "!activator"
			// 	Action "$GetVar$PreFreelanceSwitchHealth"
			// 	Param "apply_last_health|$SetKey$CompareValue|-1"
			// 	Delay 0
			// }

			// OnSpawnOutput 
			// {
			// 	Target "apply_last_health"
			// 	Action "Compare"
			// 	Delay 0.06
			// }

			OnParentKilledOutput 
			{
				Target "!activator"
				Action "$SetVar$FreelanceEquipped"
				Param "0"
				Delay 0.1
			}
			
			//apply health from previous class if switched
			logic_compare
			{
				"targetname" "apply_last_health"

				"InitialValue" "-1"

				"OnNotEqualTo" "!activator,$SetKey$health,$$=!activator.PreFreelanceSwitchHealth,-1,-1"
				
				"OnNotEqualTo" "!activator,$SetVar$PreFreelanceSwitchHealth,,0,-1"
				"OnNotEqualTo" "!activator,$SetVar$FreelanceSwitched,1,-1,-1"
			}

			$filter_sendprop
			{
				"targetname" "using_action"
				"$name" "m_bUsingActionSlot"
				"$value" "0"
				"$compare" "equal"
				"Negated" "1"

				//"OnPass" "class_select_menu,$DisplayMenu,!activator,0,-1"
				// "OnPass" "!activator,$SetVar$PreFreelanceSwitchHealth,$$= !activator.m_iHealth ,-1,-1"
				"OnPass" "popscript,$FreelanceMerc_PromptMenu,$$=!activator.m_iClass,0,-1"

				// "OnPass" "!activator,$SetVar$PreFreelanceSwitchHealth,$$= !activator.m_iHealth ,-1,-1"
				// "OnPass" "!activator,$SwitchClassInPlace,$$= test ( !activator.m_iClass + 1 <= 9 , !activator.m_iClass + 1, 1 ) ,0,-1"
			}

			logic_relay
			{
				"targetname" "freelance_action_check"
				"spawnflags" "2"

				"OnTrigger" "using_action,TestActivator,,0,-1"
				"OnTrigger" "!self,Trigger,,0.1,-1"
			}
		}
		ExtraHealthKitsSmall
		{
			item_healthkit_small
			{
				"targetname" "health" //Entity name. Required if the entity is going to be referenced somewhere
				"origin" "0 0 0"
				"teamnum" "2" // 2 - Red team, 3 - Blu team
			}
		}
		ExtraHealthKitsMedium
		{
			item_healthkit_medium
			{
				"targetname" "health" //Entity name. Required if the entity is going to be referenced somewhere
				"origin" "0 0 0"
				"teamnum" "2" // 2 - Red team, 3 - Blu team
			}
		}
		ExtraHealthKitsFull
		{
			item_healthkit_full
			{
				"targetname" "health" //Entity name. Required if the entity is going to be referenced somewhere
				"origin" "0 0 0"
				"teamnum" "2" // 2 - Red team, 3 - Blu team
			}
		}
		ExtraAmmoPacksSmall
		{
			item_ammopack_small
			{
				"targetname" "ammo" //Entity name. Required if the entity is going to be referenced somewhere
				"origin" "0 0 0"
				"teamnum" "2" // 2 - Red team, 3 - Blu team
			}
		}
		ExtraAmmoPacksMedium
		{
			item_ammopack_medium
			{
				"targetname" "ammo" //Entity name. Required if the entity is going to be referenced somewhere
				"origin" "0 0 0"
				"teamnum" "2" // 2 - Red team, 3 - Blu team
			}
		}
		ExtraAmmoPacksFull
		{
			item_ammopack_full
			{
				"targetname" "ammo" //Entity name. Required if the entity is going to be referenced somewhere
				"origin" "0 0 0"
				"teamnum" "2" // 2 - Red team, 3 - Blu team
			}
		}
		SecretBuildingBlockade
		{
			NoFixup 1
			prop_dynamic
			{
				"model" "models/props_coalmines/wood_fence_128.mdl"
				"solid" "6" 
				"targetname" "sbgate"
			}		
		}
		RedWin
		{
			logic_relay //trigger this to win
			{
				"origin" "0 0 0"
				"targetname" "redwin_relay"
				"OnTrigger" "bots_win_red,RoundWin,,0,-1"
			}	
			game_round_win //do not interact with this
			{
				"origin" "0 0 0"
				"TeamNum" "2"
				"targetname" "bots_win_red"
				"switch_teams" "0"
				"force_map_reset" "1"
				"classname" "game_round_win"
			}
		}
		Music_Loop_Logic 
		{
			NoFixup 1
			ambient_generic
			{
				"targetname" "lobby_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#codlobby2.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_lobby"
				"spawnflags" "2"
				"OnTrigger" "lobby_music,PlaySound,,0,-1"
				"OnTrigger" "lobby_music,StopSound,,222,-1"
				"OnTrigger" "lobby_music,Volume,0,222.1,-1"
				"OnTrigger" "!self,Trigger,,223,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_lobby"
				"OnTrigger" "lobby_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_lobby,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "inwave_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#cod01.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_inwave"
				"spawnflags" "2"
				"OnTrigger" "inwave_music,PlaySound,,0,-1"
				"OnTrigger" "inwave_music,StopSound,,121,-1"
				"OnTrigger" "inwave_music,Volume,0,121.1,-1"
				"OnTrigger" "!self,Trigger,,122,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_inwave"
				"OnTrigger" "inwave_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_inwave,Trigger,,0,-1"		
				"OnTrigger" "music_loop_lobby,CancelPending,,0,-1"
				"OnTrigger" "lobby_music,StopSound,,0,-1"
			}
			ambient_generic
			{
				"targetname" "bosswave_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#*shadows/bossround_music.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_bosswave"
				"spawnflags" "2"
				"OnTrigger" "bosswave_music,PlaySound,,0,-1"
				"OnTrigger" "bosswave_music,StopSound,,174,-1"
				"OnTrigger" "bosswave_music,Volume,0,174.1,-1"
				"OnTrigger" "!self,Trigger,,175,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_bosswave"
				"OnTrigger" "bosswave_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_bosswave,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "wave8plus_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#cod08.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_wave8plus"
				"spawnflags" "2"
				"OnTrigger" "wave8plus_music,PlaySound,,0,-1"
				"OnTrigger" "wave8plus_music,StopSound,,182,-1"
				"OnTrigger" "wave8plus_music,Volume,0,182.1,-1"
				"OnTrigger" "!self,Trigger,,183,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_wave8plus"
				"OnTrigger" "wave8plus_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_wave8plus,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "wave13plus_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#cod13.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_wave13plus"
				"spawnflags" "2"
				"OnTrigger" "wave13plus_music,PlaySound,,0,-1"
				"OnTrigger" "wave13plus_music,StopSound,,265,-1"
				"OnTrigger" "wave13plus_music,Volume,0,265.1,-1"
				"OnTrigger" "!self,Trigger,,266,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_wave13plus"
				"OnTrigger" "wave13plus_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_wave13plus,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "wave16_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#*shadows/muzzleflashinthedark.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_wave16"
				"spawnflags" "2"
				"OnTrigger" "wave16_music,PlaySound,,0,-1"
				"OnTrigger" "wave16_music,StopSound,,222,-1"
				"OnTrigger" "wave16_music,Volume,0,222.1,-1"
				"OnTrigger" "!self,Trigger,,223,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_wave16"
				"OnTrigger" "wave16_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_wave16,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "wave17plus_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#cod17.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_wave17plus"
				"spawnflags" "2"
				"OnTrigger" "wave17plus_music,PlaySound,,0,-1"
				"OnTrigger" "wave17plus_music,StopSound,,248,-1"
				"OnTrigger" "wave17plus_music,Volume,0,248.1,-1"
				"OnTrigger" "!self,Trigger,,249,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_wave17plus"
				"OnTrigger" "wave17plus_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_wave17plus,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "wave21_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#cod21.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_wave21"
				"spawnflags" "2"
				"OnTrigger" "wave21_music,PlaySound,,0,-1"
				"OnTrigger" "wave21_music,StopSound,,1208,-1"
				"OnTrigger" "wave21_music,Volume,0,1208.1,-1"
				"OnTrigger" "!self,Trigger,,1209,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_wave21"
				"OnTrigger" "wave21_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_wave21,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "mini_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#codmini.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_mini"
				"spawnflags" "2"
				"OnTrigger" "mini_music,PlaySound,,0,-1"
				"OnTrigger" "mini_music,StopSound,,201,-1"
				"OnTrigger" "mini_music,Volume,0,201.1,-1"
				"OnTrigger" "!self,Trigger,,202,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_mini"
				"OnTrigger" "mini_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_mini,Trigger,,0,-1"
			}
			ambient_generic
			{
				"targetname" "finale_music"
				"spawnflags" "17"
				"radius" "99999"
				"message" "#*shadows/makeitcount.mp3" // swapping it back to bauernhof's final wave music
				// "message" "#codfinal.mp3"
				"health" "10"
				"channel" "CHAN_STATIC"
				"SourceEntityName" "worldspawn"
				"volume" "0.1"
			}
			logic_relay
			{
				"targetname" "music_loop_finale"
				"spawnflags" "2"
				"OnTrigger" "finale_music,PlaySound,,0,-1"
				"OnTrigger" "finale_music,StopSound,,221,-1"
				"OnTrigger" "finale_music,Volume,0,221.1,-1"
				"OnTrigger" "!self,Trigger,,222,-1"
			}
			logic_relay
			{
				"targetname" "startmusic_finale"
				"OnTrigger" "finale_music,Volume,1,0,-1"
				"OnTrigger" "music_loop_finale,Trigger,,0,-1"
			}
			logic_relay
			{
				"targetname" "stopmusic"
				"OnTrigger" "lobby_music,StopSound,,0,-1"
				"OnTrigger" "inwave_music,StopSound,,0,-1"
				"OnTrigger" "bosswave_music,StopSound,,0,-1"
				"OnTrigger" "wave8plus_music,StopSound,,0,-1"
				"OnTrigger" "wave13plus_music,StopSound,,0,-1"
				"OnTrigger" "wave16_music,StopSound,,0,-1"
				"OnTrigger" "wave17plus_music,StopSound,,0,-1"
				"OnTrigger" "wave21_music,StopSound,,0,-1"
				"OnTrigger" "mini_music,StopSound,,0,-1"
				"OnTrigger" "finale_music,StopSound,,0,-1"
				
				"OnTrigger" "lobby_music,Volume,,0.1,-1"
				"OnTrigger" "inwave_music,Volume,,0.1,-1"
				"OnTrigger" "bosswave_music,Volume,,0.1,-1"
				"OnTrigger" "wave8plus_music,Volume,,0.1,-1"
				"OnTrigger" "wave13plus_music,Volume,,0.1,-1"
				"OnTrigger" "wave16_music,Volume,,0.1,-1"
				"OnTrigger" "wave17plus_music,Volume,,0.1,-1"
				"OnTrigger" "wave21_music,Volume,,0.1,-1"
				"OnTrigger" "mini_music,Volume,,0.1,-1"
				"OnTrigger" "finale_music,Volume,,0.1,-1"
				
				"OnTrigger" "music_loop_*,CancelPending,,0,-1"
			}
		}
		Spawn_things
		{
			NoFixup 1
			prop_dynamic
			{
				model "models/props_viaduct_event/fog_plane03.mdl"
				disableshadows 1
				solid 0
				modelscale 2
				rendercolor "103 103 103"
				origin "-838 -2608 1634"
				angles "0 0 -180"
			}
			prop_dynamic
			{
				model "models/props_viaduct_event/fog_plane03.mdl"
				disableshadows 1
				solid 0
				modelscale 2
				rendercolor "103 103 103"
				origin "-854 2690 1634"
				angles "0 0 -180"
			}
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-1 -700 -200"
				maxs "40 10 200"
				origin "4500 -7421 -4927"
			}
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-1 -740 -200"
				maxs "40 10 200"
				origin "4500 -6433 -4927"
			}
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-1 -680 -200"
				maxs "40 10 200"
				origin "4500 -5500 -4927"
			}
			//func_forcefield // water forcefield
			//{
			//	StartDisabled 0
			//	TeamNum 2
			//	mins "-1 -700 -200"
			//	maxs "1 700 200"
			//	origin "6200 -6210 -4927"
			//}
			
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-690 -40 -100"
				maxs "10 1 100"
				origin "5252 -5488 -4862"
			}
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-730 -40 -100"
				maxs "10 1 100"
				origin "6239 -5488 -4862"
			}
			
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-40 -700 -200"
				maxs "1 10 200"
				origin "6280 -7421 -4927"
			}
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-40 -740 -200"
				maxs "1 10 200"
				origin "6280 -6433 -4927"
			}
			func_forcefield // water forcefield
			{
				StartDisabled 0
				TeamNum 2
				mins "-40 -700 -200"
				maxs "1 10 200"
				origin "6280 -5500 -4927"
			}
			//func_forcefield // water forcefield
			//{
			//	StartDisabled 0
			//	TeamNum 2
			//	mins "-1 -450 -200"
			//	maxs "1 450 200"
			//	origin "4590 -7640 -4927"
			//}
			//func_forcefield // water forcefield
			//{
			//	StartDisabled 0
			//	TeamNum 2
			//	mins "-1 -450 -200"
			//	maxs "1 450 200"
			//	origin "6200 -7640 -4927"
			//}
			trigger_teleport
			{
				StartDisabled 1
				filtername filter_redteam
				spawnflags 1
				target warp_target
				targetname red_spawn_warp
				mins "-440 -220 -500"
				maxs "500 220 500"
				origin "7934 -4350 -4874"
			}
			trigger_teleport
			{
				StartDisabled 1
				filtername filter_redteam
				spawnflags 1
				target warp_target
				targetname red_spawn_warp
				mins "-292 -350 -500"
				maxs "280 350 500"
				origin "8136 -3806 -4874"
			}
			trigger_teleport
			{
				StartDisabled 1
				filtername filter_redteam
				spawnflags 1
				target warp_target
				targetname red_spawn_warp
				mins "-440 -130 -500"
				maxs "500 160 500"
				origin "7934 -3387 -4874"
			}
			trigger_teleport
			{
				StartDisabled 1
				filtername filter_redteam
				spawnflags 1
				target warp_target
				targetname red_spawn_warp
				mins "-100 -400 -50"
				maxs "100 400 50"
				origin "7654 -3809 -4667"
			}
			trigger_teleport // store
			{
				StartDisabled 1
				filtername filter_redteam
				spawnflags 1
				target warp_target_store
				targetname red_spawn_warp
				mins "-550 -730 -500"
				maxs "550 560 500"
				origin "-7277 -1116 -4535"
			}
			trigger_teleport // mannpower entrance exploit
			{
				StartDisabled 1
				filtername filter_redteam
				spawnflags 1
				target warp_target
				targetname mannperk_warp
				mins "-30 -30 -50"
				maxs "30 10 50"
				origin "7411 -4493 -4851"
			}
			info_teleport_destination
			{
				targetname warp_target
				angles "0 -180 0"
				origin "7732 -3807 -4851"
			}
			info_teleport_destination
			{
				targetname warp_target_store
				angles "0 0 0"
				origin "-7103 -1963 -4859"
			}
			//ambient_generic 
			//{
			//	health 8
			//	message "ambient\atmosphere\thunder1.wav"
			//	radius 20
			//	spawnflags 49
			//	targetname atmos_1
			//}
			//ambient_generic 
			//{
			//	health 8
			//	message "ambient\atmosphere\thunder2.wav"
			//	radius 20
			//	spawnflags 49
			//	targetname atmos_2
			//}
			//ambient_generic 
			//{
			//	health 8
			//	message "ambient\atmosphere\thunder3.wav"
			//	radius 20
			//	spawnflags 49
			//	targetname atmos_3
			//}
			//ambient_generic 
			//{
			//	health 8
			//	message "ambient\wind_gust2.wav"
			//	radius 20
			//	spawnflags 49
			//	targetname atmos_4
			//}
			//logic_case
			//{
			//	targetname thunderpick
			//	"OnCase01" "atmos_1,PlaySound,,0,-1"
			//	"OnCase02" "atmos_2,PlaySound,,0,-1"
			//	"OnCase03" "atmos_3,PlaySound,,0,-1"
			//	"OnCase04" "atmos_4,PlaySound,,0,-1"
			//}
			//logic_timer
			//{
			//	userandomtime 1
			//	lowerrandombound 10
			//	upperrandombound 25
			//	
			//	"OnTimer" "thunderpick,PickRandom,,0,-1" 
			//}
			logic_relay // get out of here, you fucks
			{
				targetname stage_start
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "DUMMY_*,Kill,0,-1"
				"OnTrigger" "lobby_music,Volume,0,0,-1"
				"OnTrigger" "startmusic_inwave,Trigger,,8,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay // get out of here, you fucks
			{
				targetname stage_start_hudreminder
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,- Type hud_reloadscheme in console if you can't see the enemy counts on top left corner.,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "DUMMY_*,Kill,0,-1"
				"OnTrigger" "lobby_music,Volume,0,0,-1"
				"OnTrigger" "startmusic_inwave,Trigger,,8,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay 
			{
				targetname stage_start_wave8plus
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave8plus,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay 
			{
				targetname stage_start_wave11_camouflage
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave8plus,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "player,$DisplayTextChat,TIP: Beware of the Camouflage Zombie! Its glowing pink eyes are your only clue. Watch closely - aim carefully - and don't let it catch you off guard!,0,-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay
			{
				targetname stage_start_wave13plus
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave13plus,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay
			{
				targetname stage_start_wave13plus_screameralert
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,TIP: The Screamer Zombie is durable against ranged weaponry but is weak to melee -- Don't stick to your gun unless it can ignore resistances!,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave13plus,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay
			{
				targetname stage_start_wave17plus_vamptrigger
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "ff_vampire,Disable,,0,-1"
				//"OnTrigger" "vampunlock_relay,Trigger,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,TIP: The Screamer Zombie is durable against ranged weaponry but is weak to melee -- Don't stick to your gun unless it can ignore resistances!,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave17plus,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay
			{
				targetname stage_start_wave17plus
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave17plus,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay // wow weather in shadows
			{
				targetname stage_start_rain
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Enable,,0,-1"
				"OnTrigger" "ff_building,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_wave16,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
				"OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_chuckle.mp3,7,-1"
				//"OnTrigger" "rainparticles,Start,,3,-1"
				//"OnTrigger" "rainparticles_audio,PlaySound,,3,-1"
				//"OnTrigger" "rainparticles_audio,Volume,10,3,-1"
				//"OnTrigger" "the_thunderstrikes,Fade,,3,-1"
				//"OnTrigger" "tf_gamerules,PlayVO,ambient/halloween/thunder_06.wav,3,-1"
			}
			logic_relay
			{
				targetname a_little_warning
				"OnTrigger" "popscript,$ALittleWarning,,0,-1"
			}
			logic_relay // wow weather in shadows
			{
				targetname stage_start_mini
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Enable,,0,-1"
				"OnTrigger" "ff_building,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_mini,Trigger,,0,-1"
				"OnTrigger" "powerup_timer,Enable,,0,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
			}
			logic_relay // make it count
			{
				targetname stage_start_finale
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Enable,,0,-1"
				"OnTrigger" "ff_building,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
				"OnTrigger" "startmusic_finale,Trigger,,0,-1"
			}
			logic_relay // interval timer
			{
				targetname stage_clear
				// "OnTrigger" "player,$displaytexthint,Stage cleared - Get to the upgrade station\nYou have 60 seconds to prepare.,0,-1"
				"OnTrigger" "popscript,$StageClearText,,0,-1"
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"OnTrigger" "player,$AddCond,32 60,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "roundclear_snd,PlaySound,,-1"
				"OnTrigger" "upgradewaypoint60,Trigger,,0,-1"
				"OnTrigger" "cd60,Trigger,,0,-1"
				"OnTrigger" "relay_enemycount_reset,Trigger,,-1"
				"OnTrigger" "medicbonus_relay,Trigger,,-1"
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0.7,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "powerup_timer,Disable,,0,-1"
				"OnTrigger" "hologram_*,Disable,,0,-1"
				"OnTrigger" "plate,skin,0,0,-1"
				"OnTrigger" "roundscleared,Add,1,0,0"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
			}
			logic_relay // interval timer
			{
				targetname stage_clear_extended
				// "OnTrigger" "player,$displaytexthint,Stage cleared - Get to the upgrade station\nYou have 75 seconds to prepare.,0,-1"
				"OnTrigger" "popscript,$StageClearExtendedText,,0,-1"
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"OnTrigger" "player,$AddCond,32 75,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "roundclear_snd,PlaySound,,-1"
				"OnTrigger" "upgradewaypoint75,Trigger,,0,-1"
				"OnTrigger" "cd75,Trigger,,0,-1"
				"OnTrigger" "relay_enemycount_reset,Trigger,,-1"
				"OnTrigger" "medicbonus_relay,Trigger,,-1"
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0.7,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "powerup_timer,Disable,,0,-1"
				"OnTrigger" "hologram_*,Disable,,0,-1"
				"OnTrigger" "plate,skin,0,0,-1"
				"OnTrigger" "roundscleared,Add,1,0,0"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
			}
			logic_relay // interval timer
			{
				targetname stage_clear_mini
				// "OnTrigger" "player,$displaytexthint,Raid stage cleared - Get to the upgrade station\nYou have 60 seconds to prepare.,0,-1"
				"OnTrigger" "popscript,$StageClearMiniText,,0,-1"
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Disable,,0,-1"
				"OnTrigger" "ff_building,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"OnTrigger" "player,$AddCond,32 60,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "roundclear_snd,PlaySound,,-1"
				"OnTrigger" "upgradewaypoint60,Trigger,,0,-1"
				"OnTrigger" "cd60,Trigger,,0,-1"
				"OnTrigger" "relay_enemycount_reset,Trigger,,-1"
				"OnTrigger" "medicbonus_relay,Trigger,,-1"
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0.7,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "powerup_timer,Disable,,0,-1"
				"OnTrigger" "hologram_*,Disable,,0,-1"
				"OnTrigger" "plate,skin,0,0,-1"
				"OnTrigger" "roundscleared,Add,1,0,0"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
			}
			logic_relay // interval timer
			{
				targetname stage_clear_enableallbuilds
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Disable,,0,-1"
				"OnTrigger" "ff_building,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"OnTrigger" "player,$AddCond,32 45,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "roundclear_snd,PlaySound,,-1"
				"OnTrigger" "upgradewaypoint45,Trigger,,0,-1"
				"OnTrigger" "cd45,Trigger,,0,-1"
				"OnTrigger" "relay_enemycount_reset,Trigger,,-1"
				"OnTrigger" "medicbonus_relay,Trigger,,-1"
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0.7,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "powerup_timer,Disable,,0,-1"
				"OnTrigger" "hologram_*,Disable,,0,-1"
				"OnTrigger" "plate,skin,0,0,-1"
				"OnTrigger" "roundscleared,Add,1,0,0"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
			}
			logic_relay // interval timer
			{
				targetname stage_clear_finale
				// "OnTrigger" "player,$displaytexthint,Stage cleared - FINAL CHANCE TO UPGRADE\nYou have 75 seconds to before Hell takes over.,0,-1"
				"OnTrigger" "popscript,$StageClearFinaleText,,0,-1"
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Disable,,0,-1"
				"OnTrigger" "ff_building,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"OnTrigger" "player,$AddCond,32 75,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "roundclear_snd,PlaySound,,-1"
				"OnTrigger" "upgradewaypoint75,Trigger,,0,-1"
				"OnTrigger" "cd75,Trigger,,0,-1"
				"OnTrigger" "relay_enemycount_reset,Trigger,,-1"
				"OnTrigger" "medicbonus_relay,Trigger,,-1"
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0.7,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "powerup_timer,Disable,,0,-1"
				"OnTrigger" "hologram_*,Disable,,0,-1"
				"OnTrigger" "plate,skin,0,0,-1"
				"OnTrigger" "roundscleared,Add,1,0,0"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
			}
			logic_relay // blank, for callback bait
			{
				targetname medicbonus_relay
			}
			prop_dynamic // fog dome
			{
				model "models/props_viaduct_event/underworld_sky01.mdl"
				targetname bossfog_dome
				disableshadows 1
				startdisabled 1
				solid 0
				scale 1 // mess with later to ensure scale?
				angles "0 90 0"
				origin "0 0 0"
			}
			env_fog_controller // boss fog
			{
				targetname fog_bossround
			//	angles "0 143 0"
			//	use_angles 1
			//	fogblend 1
				fogcolor "129 130 180"
				fogcolor2 "131 132 177"
				fogenable 1
				fogstart -1000
				fogend 9000
			}
			env_fade
			{
				targetname bossfog_fadein
				duration 5
			//	hold 7.2 // doesn't work with alpha
				rendercolor "34 38 33"
				renderamt 255 // alpha
			}
			env_fade
			{
				targetname bossfog_fadeout
				duration 5
			//	hold 7.2 // doesn't work with alpha
				rendercolor "34 38 33"
				spawnflags 1
				renderamt 255 // alpha
			}
			logic_relay
			{
				targetname bossstage_start
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Enable,,0,-1"
				"OnTrigger" "ff_building,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "bossfog_fadein,Fade,0,-1"
				"OnTrigger" "bossfog_fadeout,Fade,,5,-1"
				"OnTrigger" "bossfog_dome,Enable,,5,-1"
				"OnTrigger" "stealthol_overlay,startoverlays,,5,-1"
				"OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1"
				"OnTrigger" "fog_controller,SetStartDist,1,5,-1"
				"OnTrigger" "fog_controller,SetEndDist,1500,5,-1"
				"OnTrigger" "fog_controller,SetColor,0 0 0,5,-1"
				"OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
				"OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_bossround.mp3,7,-1"
				"OnTrigger" "startmusic_bosswave,Trigger,,14,-1"
				"OnTrigger" "player,SpeakResponseConcept,TLK_MVM_TANK_CALLOUT,17.5,-1"
				"OnTrigger" "player,SpeakResponseConcept,TLK_MVM_ATTACK_THE_TANK ,35,-1"
			}
			logic_relay
			{
				targetname bossstage_start_tread
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Enable,,0,-1"
				"OnTrigger" "ff_building,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "bossfog_fadein,Fade,0,-1"
				"OnTrigger" "bossfog_fadeout,Fade,,5,-1"
				"OnTrigger" "bossfog_dome,Enable,,5,-1"
				"OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1"
				"OnTrigger" "fog_controller,SetStartDist,1,5,-1"
				"OnTrigger" "fog_controller,SetEndDist,1500,5,-1"
				"OnTrigger" "fog_controller,SetColor,0 0 0,5,-1"
				"OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
				"OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_chuckle.mp3,7,-1"
			}
			logic_relay
			{
				targetname bossstage_start_finale
				"OnTrigger" "popscript,$WaveCountAdd,,0,-1"
				"OnTrigger" "popscript,$LuckyBonusReset,,0,-1"
				"OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1"
				"OnTrigger" "red_spawn_warp,Enable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Enable,,0,-1"
				"OnTrigger" "ff_building,Enable,,0,-1"
				"OnTrigger" "ff_mainspawn,Enable,,0,-1"
				"OnTrigger" "ff_jimstore,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1"
				"OnTrigger" "roundcounter,add,1,0,-1"
				"OnTrigger" "realtimer,trigger,,0,-1"
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "bossfog_fadein,Fade,0,-1"
				"OnTrigger" "bossfog_fadeout,Fade,,5,-1"
				"OnTrigger" "bossfog_dome,Enable,,5,-1"
				"OnTrigger" "stealthol_overlay,startoverlays,,5,-1"
				"OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1"
				"OnTrigger" "fog_controller,SetStartDist,1,5,-1"
				"OnTrigger" "fog_controller,SetEndDist,1500,5,-1"
				"OnTrigger" "fog_controller,SetColor,0 0 0,5,-1"
				"OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1"
				"OnTrigger" "navman,RecomputeBlockers,,2,-1"
				"OnTrigger" "navman,RecomputeBlockers,,3,-1"
				"OnTrigger" "navman,RecomputeBlockers,,4,-1"
				"OnTrigger" "player,$PlaySoundToSelf,heavy_mvm_domination16.mp3,7,-1"
				"OnTrigger" "player,$PlaySoundToSelf,soldier_mvm_battlecry05.mp3,12,-1"
			}
			logic_relay // no more boss
			{
				targetname bossstage_clear
				// "OnTrigger" "player,$displaytexthint,Tank stage cleared - Get to the upgrade station\nYou have 60 seconds to prepare.,0,-1"
				"OnTrigger" "popscript,$StageClearTankText,,0,-1"
				"OnTrigger" "player,$PlaySoundToSelf,#*shadows/bossround_end.mp3,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "relay_enemycount_reset,Trigger,,-1"
				"OnTrigger" "medicbonus_relay,Trigger,,-1"
				// "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1"
				"OnTrigger" "popscript,$TeamRespawn,,0.7,-1"
				"OnTrigger" "bossround_music,volume,0,0,-1"
		//		"OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go
				"OnTrigger" "realtimer,trigger,,0.23,-1"
				"OnTrigger" "powerup_timer,Disable,,0,-1"
				"OnTrigger" "hologram_*,Disable,,0,-1"
				"OnTrigger" "plate,skin,0,0,-1"
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Disable,,0,-1"
				"OnTrigger" "ff_building,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				//"OnTrigger" "upgrade_glow_spawn,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_barn,Enable,,0,-1"
				//"OnTrigger" "upgrade_glow_store,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"OnTrigger" "upgradewaypoint60,Trigger,,0,-1"
				"OnTrigger" "cd60,Trigger,,0,-1"
				"OnTrigger" "player,$AddCond,32 60,0,-1"
				"OnTrigger" "bossfog_fadein,Fade,0,-1"
				"OnTrigger" "bossfog_fadeout,Fade,,5,-1"
				"OnTrigger" "bossfog_dome,Disable,,5,-1"
				"OnTrigger" "stealthol_overlay,stopoverlays,,5,-1"
				"OnTrigger" "roundscleared,Add,1,0,0"
				"OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1"
				"OnTrigger" "fog_controller,SetStartDist,1,5,-1"
				"OnTrigger" "fog_controller,SetEndDist,1500,5,-1"
				"OnTrigger" "ee_beerflag,Enable,,5,1"
				"OnTrigger" "fog_controller,SetColor,0 0 0,5,-1"
				"OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
			}
			logic_branch
			{
				targetname tgun_check // does someone already have thundergun
				InitialValue 0
				OnFalse "!activator,$AwardAndGiveExtraItem,Thunder Gun,-1"
				OnFalse "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnFalse "!activator,SpeakResponseConcept,TLK_MVM_LOOT_ULTRARARE,0.6,-1"
				OnFalse "!activator,$DisplayTextChat,You've received an Überweapon: The Thunder Gun!,0,-1"
				OnFalse "tgun_check,Toggle,,-1" // nothing toggles this back, so thundergun is a one-time-only UW
				OnTrue "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnTrue "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnTrue "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnTrue "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
			}
			prop_dynamic // stairs at stable
			{
				model "models/props_forest/wood_stairs96.mdl"
				disableshadows 1
				solid 6
				angles "0 180 0"
				origin "928 1544 96"
			}
			prop_dynamic // stairs at stable
			{
				model "models/props_forest/wood_stairs96.mdl"
				disableshadows 1
				solid 6
				angles "0 180 0"
				origin "-571 1924 87"
			}
			prop_dynamic // stairs at stable
			{
				model "models/props_forest/wood_stairs96.mdl"
				disableshadows 1
				solid 6
				angles "0 0 0"
				origin "-568 1914 87"
			}
	//		prop_dynamic // stairs next to barn tank
	//		{
	//			model "models/props_forest/wood_stairs96.mdl"
	//			disableshadows 1
	//			solid 6
	//			angles "0 0 0"
	//			origin "-846 -1790 60"
	//		}
			prop_dynamic // stairs next to barn tank
			{
				model "models/props_forest/wood_stairs96.mdl"
				disableshadows 1
				solid 6
				angles "0 12 0"
				origin "-1483 -1834 60"
			}
			prop_dynamic // stairs next to barn tank
			{
				model "models/props_forest/wood_stairs96.mdl"
				disableshadows 1
				solid 6
				angles "0 192 0"
				origin "-1492 -1827 60"
			}
		}
		Plate_Big // spawn powerups here
		{
			NoFixup 1
			prop_dynamic
			{
				model "models/props_gameplay/cap_point_base.mdl"
				disableshadows 1
				solid 6
				targetname plate
				origin "-540 -0 -182"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_spinner
				origin "-540 -0 -164"
			}
			prop_dynamic // nuke
			{
				model "models/props_trainyard/cart_bomb_separate.mdl"
				disableshadows 1
				solid 0
				targetname hologram_nuke
				rendermode 1 // hologram
				renderfx 15
				startdisabled 1
				rendercolor "255 0 0"
				parentname powerup_spinner
				angles "0 90 0"
				origin "-540 -0 -128"
			}
			env_shake
			{
				amplitude 16
				duration 3
				frequency 40
				radius 48
				spawnflags 1
				targetname nuke_shake
			}
			env_fade
			{
				targetname nuke_fade
				duration 1.3
				spawnflags 1
				rendercolor "255 255 255"
			}
			trigger_add_tf_player_condition
			{
				targetname hologram_nuke
				duration 1
				filtername filter_redteam
				spawnflags 1
				StartDisabled 1
				condition 23
				origin "-540 2 -128"
				mins "-26 -26 -26"
				maxs "26 26 26"
				
				"OnStartTouchAll" "hologram_nuke,Disable,,-1"
				"OnStartTouchAll" "hologram_nuke_snd,PlaySound,,-1"
				"OnStartTouchAll" "nuke_shake,StartShake,,-1"
				"OnStartTouchAll" "nuke_fade,Fade,,-1"
				"OnStartTouchAll" "hologram_nuke_hurt,Enable,,0,-1"
				"OnStartTouchAll" "hologram_nuke_hurt,Disable,,0.7,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_nuke_01.mp3,1,-1"
				"OnStartTouchAll" "powerup_timer,Enable,,-1"
				"OnStartTouchAll" "plate,skin,0,-1"
				"OnStartTouchAll" "!activator,$AddCurrency,400,3,-1"
			}
			ambient_generic 
			{
				health 10
				message )misc/doomsday_missile_explosion.wav
				radius 20
				pitch 100
				spawnflags 49
				targetname hologram_nuke_snd
			}
			prop_dynamic // instakill
			{
				model "models\props_mvm\mvm_human_skull.mdl"
				disableshadows 1
				skin 1
				solid 0
				modelscale 3
				targetname hologram_instakill
				rendermode 1 // hologram
				renderfx 15
				startdisabled 1
				parentname powerup_spinner
				rendercolor "255 0 0"
				angles "0 0 0"
				origin "-540 -0 -134"
			}
			trigger_add_tf_player_condition
			{
				targetname hologram_instakill
				duration 1
				filtername filter_redteam
				spawnflags 1
				StartDisabled 1
				condition 23
				origin "-540 2 -128"
				mins "-26 -26 -26"
				maxs "26 26 26"
				
				"OnStartTouchAll" "hologram_instakill,Disable,,-1"
				"OnStartTouchAll" "powerup_timer,Enable,,-1"
				"OnStartTouchAll" "plate,skin,0,-1"
				"OnStartTouchAll" "!activator,$DisplayTextCenter,Instakill!,0,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_crits.wav,0,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_instagib.mp3,1,-1"
				"OnStartTouchAll" "!activator,$AddPlayerAttribute,dmg current health|1,,-1"
				"OnStartTouchAll" "!activator,$AddCond,56,,-1" // redundant but for visual feedback
				"OnStartTouchAll" "!activator,$RemovePlayerAttribute,dmg current health,30,-1"
				"OnStartTouchAll" "!activator,$RemoveCond,56,30,-1"
			}
			prop_dynamic // resupply
			{
				model "models\props_gameplay\resupply_locker.mdl"
				disableshadows 1
				skin 1
				solid 0
				modelscale 1
				targetname hologram_maxammo
				rendermode 1 // hologram
				renderfx 15
				startdisabled 1
				parentname powerup_spinner
				rendercolor "255 0 0"
				angles "0 0 0"
				origin "-540 -0 -134"
			}
			trigger_add_tf_player_condition
			{
				targetname hologram_maxammo
				duration 1
				filtername filter_redteam
				spawnflags 1
				StartDisabled 1
				condition 23
				origin "-540 2 -128"
				mins "-26 -26 -26"
				maxs "26 26 26"
				
				"OnStartTouchAll" "hologram_maxammo,Disable,,-1"
				"OnStartTouchAll" "powerup_timer,Enable,,-1"
				"OnStartTouchAll" "plate,skin,0,-1"
				"OnStartTouchAll" "!activator,$DisplayTextCenter,Max Ammo!,0,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_agility.wav,0,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_resupply_01.mp3,1,-1"
				"OnStartTouchAll" "!activator,$RefillAmmo,,-1"
			}
			prop_dynamic // free money
			{
				model "models\items\currencypack_large.mdl"
				disableshadows 1
				skin 1
				solid 0
				modelscale 1
				targetname hologram_money
				rendermode 1 // hologram
				renderfx 15
				startdisabled 1
				parentname powerup_spinner
				rendercolor "255 0 0"
				angles "0 0 0"
				origin "-540 -0 -134"
			}
			trigger_add_tf_player_condition
			{
				targetname hologram_money
				duration 1
				filtername filter_redteam
				spawnflags 1
				StartDisabled 1
				condition 23
				origin "-540 2 -128"
				mins "-26 -26 -26"
				maxs "26 26 26"
				
				"OnStartTouchAll" "hologram_money,Disable,,-1"
				"OnStartTouchAll" "powerup_timer,Enable,,-1"
				"OnStartTouchAll" "plate,skin,0,-1"
				"OnStartTouchAll" "!activator,$DisplayTextCenter,Bonus Points!,0,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_agility.wav,0,-1"
				"OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_money_01.mp3,1,-1"
				"OnStartTouchAll" "!activator,$AddCurrency,2000,-1"
			}
			ambient_generic
			{
				targetname powerup_snd
				spawnflags 48
				health 10 
				radius 8000
				pitch 80
				message )weapons\buffed_on.wav
			}
			logic_timer
			{
				targetname powerup_timer // easier disable since this is still under thinking
				StartDisabled 1
				UseRandomTime 1
				LowerRandomBound 60
				UpperRandomBound 85
				"OnTimer" "powerup_case,PickRandomShuffle,,-1"
				"OnTimer" "powerup_timer,Disable,,-1"
				"OnTimer" "powerup_snd,PlaySound,,-1"
				"OnTimer" "plate,Skin,1,-1"
			}
			logic_case
			{
				targetname powerup_case
				"OnCase01" "hologram_instakill,Enable,,0,-1"
				"OnCase02" "hologram_money,Enable,,0,-1"
				"OnCase03" "hologram_maxammo,Enable,,0,-1"
			//	"OnCase04" "hologram_ghost,Enable,,0,-1"
				"OnCase05" "hologram_nuke,Enable,,0,-1"
			}
		}
		BuildingBlocks // no buildy
		{
			NoFixup 1
			func_nobuild // store
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-550 -750 -500"
				maxs "550 580 500"
				origin "-7277 -1116 -4535"
			}
			func_nobuild // spawn
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-50 -400 -50"
				maxs "50 400 50"
				origin "7654 -3809 -4667"
			}
			func_nobuild // spawn
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-440 -130 -500"
				maxs "500 160 500"
				origin "7934 -3387 -4874"
			}
			func_nobuild // spawn
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-440 -220 -500"
				maxs "500 220 500"
				origin "7934 -4350 -4874"
			}
			func_nobuild // spawn
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-280 -350 -500"
				maxs "280 350 500"
				origin "8136 -3806 -4874"
			}
			func_nobuild // mannpowerup room
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-1000 -1000 -50"
				maxs "1000 1000 50"
				origin "-2711 -1934 -2329"
			}
			func_nobuild // mannpowerup entrance
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-50 -100 -50"
				maxs "50 100 50"
				origin "7401 -4531 -4874"
			}
			func_nobuild // dock crates
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-50 -100 -50"
				maxs "50 100 50"
				origin "4566 838 -4977"
			}
			func_nobuild // dock crates
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-50 -100 -50"
				maxs "50 100 50"
				origin "3361 854 -5079"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-200 -250 -150"
				maxs "200 250 150"
				origin "7288 -5205 -4631"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-250 -350 -200"
				maxs "250 350 200"
				origin "7296 -5807 -4483"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-80 -80 -20"
				maxs "80 80 20"
				origin "7404 -4522 -4659"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-750 -500 -220"
				maxs "750 500 220"
				origin "7807 -6679 -4319"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-1000 -1150 -120"
				maxs "1000 1150 120"
				origin "8138 -3822 -4394"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-50 -50 -20"
				maxs "50 50 20"
				origin "8251 -2967 -4474"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-400 -500 -80"
				maxs "400 500 80"
				origin "7389 -2456 -4607"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-300 -700 -80"
				maxs "300 700 80"
				origin "7795 -882 -4442"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-300 -400 -120"
				maxs "300 400 120"
				origin "7265 -600 -4495"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-600 -1900 -500"
				maxs "600 1900 500"
				origin "-5914 365 -4234"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-550 -600 -200"
				maxs "550 600 200"
				origin "-321 1061 -4543"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-1000 -700 -150"
				maxs "1000 700 150"
				origin "1020 711 -4537"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-1800 -1800 -50"
				maxs "1800 1800 50"
				origin "-80 -7441 -4466"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-40 -180 -50"
				maxs "40 180 50"
				origin "-4176 -6616 -4677"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-370 -220 -130"
				maxs "370 220 130"
				origin "-4411 -6633 -4392"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-400 -650 -50"
				maxs "400 650 50"
				origin "-7000 -775 -4250"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-460 -400 -600"
				maxs "860 400 600"
				origin "-4933 -1154 -3994"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-550 -650 -300"
				maxs "550 650 300"
				origin "-4659 1446 -3858"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-470 -450 -150"
				maxs "470 450 150"
				origin "-4648 -5859 -4591"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-900 -500 -150"
				maxs "900 500 150"
				origin "-7187 -5379 -4438"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-650 -500 -50"
				maxs "650 500 50"
				origin "562 3021 -4563"
			}
			func_nobuild
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-600 -600 -50"
				maxs "600 600 50"
				origin "5144 -1000 -3066"
			}
			func_nobuild // funky engie godspot (thanks 丁真 for basically abusing it one time lmao)
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-1200 -1200 -175"
				maxs "1200 1200 175"
				origin "2459 -5073 -3129"
			}
			func_nobuild // funky engie godspot 2, hopefully i dont fuck up the mins and maxs (thanks 丁真 for pointing it out)
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-2500 -2500 -255"
				maxs "2500 2500 255"
				origin "859 669 -2995"
			}
			func_nobuild // funky engie godspot 2.5, hopefully i dont fuck up the mins and maxs
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-1200 -1200 -150"
				maxs "1200 1200 150"
				origin "821 -39 -3164"
			}
			func_nobuild // funky engie godspot 3, hopefully i dont fuck up the mins and maxs (thanks 丁真 for pointing it out)
			{
				AllowDispenser 0
				AllowSentry 0
				AllowTeleporters 0
				StartDisabled 0
				Teamnum 2
				mins "-2500 -2500 -100"
				maxs "2500 2500 750"
				origin "-1074 3995 -4385"
			}
		}
		Pushblocks // all the pushing to stop godspots because customnav can't fix them all
		{
			trigger_hurt // no swimming
			{
				"targetname" "drownwater"
				"origin" "5306 -6827 -5080"
				"angles" "0 0 0"
				"mins" "-1200 -1500 -90"
				"maxs" "1200 1500 90"
				"nodmgforce" "0"
				"damagetype" "16384"
				"damagemodel" "0"
				"damagecap" "0"
				"damage" "99999"
				"StartDisabled" "0"
				"spawnflags" "64"
				"filtername" filter_notblu
			}
			trigger_push // apartment plank
			{
				pushdir "0 -90 0"
				spawnflags 1
				speed 80
				StartDisabled 0
				filtername filter_notblu
				origin "5328 -2791 -3200"
                mins "-64 -10 -15"
                maxs "64 10 15"
			}
			//trigger_hurt // no idling in mannpower room
			//{
			//	"targetname" "powerroomhurt"
			//	"origin" "-2711 -1934 -2329"
			//	"angles" "0 0 0"
			//	"mins" "-1000 -1000 -50"
			//	"maxs" "1000 1000 50"
			//	"nodmgforce" "0"
			//	"damagetype" "0"
			//	"damagemodel" "0"
			//	"damagecap" "0"
			//	"damage" "10"
			//	"StartDisabled" "0"
			//	"spawnflags" "64"
			//	"filtername" filter_notblu
			//}
			filter_activator_tfteam
			{
				targetname filter_notblu
				teamnum 3
				negated 1 // anyone who isnt blu passes
			}
		}
		PlayersLeftLogic
        {
            NoFixup 1
            math_counter
            {
                "targetname" "playersLeftAlive"
                "startvalue" 0
			//	"outValue" "player,$DisplayTextChat,,0,-1"
                "outValue" "wipeCheck,SetValueCompare,,0,-1"
            }
            logic_compare
            {
                "targetname" "wipeCheck"
                "initialValue" 0
                "CompareValue" 0
                "OnEqualTo" "gameover,Trigger,,0,-1" //fires when player count hits 0
				"OnEqualTo" "stopmusic,Trigger,,0,-1" //fires when player count hits 0
				"OnGreaterThan" "gameover,CancelPending,,0,-1"
            }
			//ambient_generic 
			//{
			//	health 10
			//	message #*shadows/goodeffort.mp3
			//	radius 20
			//	spawnflags 49
			//	targetname fail_snd
			//}
			ambient_generic 
			{
				health 10
				message #*shadows/stage_clear.mp3
				radius 20
				spawnflags 49
				targetname roundclear_snd
			}
			ambient_generic 
			{
				health 10
				message #*shadows/youdidit.mp3
				radius 20
				spawnflags 49
				targetname win_snd
			}
	//		ambient_generic 
	//		{
	//			health 10
	//			message #*shadows/muzzleflashinthedark.mp3
	//			radius 20
	//			spawnflags 49
	//			targetname bossfight_snd
	//		}
			ambient_generic 
			{
				health 10
				message #*shadows/makeitcount.mp3
				radius 20
				spawnflags 49
				targetname finale_snd
			}
			ambient_generic 
			{
				health 10
				message #*shadows/bossround_music.mp3
				radius 20
				spawnflags 49
				targetname tankround_snd
			}
        }
        PlayerTracker
        {
            NoFixup 1
            OnSpawnOutput
            {
                Target "playersLeftAlive"
                Action "add"
                Param "1"
            }
			OnSpawnOutput
            {
                Target "popscript"
                Action "$playertracker"
            }
            logic_relay
            {
                "$OnKilled" "playersLeftAlive,Subtract,1,0,0"
            }
			OnParentKilledOutput
            {
                Target "popscript"
                Action "$spawn_revive_marker"
            }
        }
		Revivemarker // port from Titanium Thieves
		{
		//	NoFixup 1
			trigger_multiple
			{
				targetname revive_trigger
				mins "-36 -36 -36"
				maxs "36 36 36"
				spawnflags 1
				OnStartTouch "!activator,$DisplayTextCenter,Hold Action key (Default H) to revive your teammate,0,-1"
				//OnStartTouch "!activator,$displaytexthint,If reviving is not working - you must find and revive the first person who died,0,-1"
			}
			OnParentKilledOutput
			{
				Target "revive_trigger"
				Action "DisableAndEndTouch"
			}
		}
		EnemyTracker // shoot enemy, get money
		{
			OnParentKilledOutput // avoid stacking outputs
            {
                Target "!activator"
                Action "$RemoveOutput"
                Param "$OnDeath"
            }
			OnParentKilledOutput // avoid stacking outputs
            {
                Target "relay_enemycount_subtract"
                Action "trigger"
            }
			OnSpawnOutput
			{
				Target "relay_enemycount_add"
				Action "trigger"
			}
			OnSpawnOutput
            {
                Target "popscript"
                Action "$OnWaveSpawnBot"
            }
		//	OnSpawnOutput // money for kill
        //  {
        //      Target "!activator"
        //      Action "AddOutput"
		//		Param "$OnDeath !activator:$AddCurrency:100:0:-1"
        //  }
			logic_relay // only here so the pt can spawn
            {
            }
		}
		Hulk_PT
		{
			KeepAlive 1
		//	OnParentKilledOutput
		//	{
		//		Target !activator
		//		Action $RemoveOutput
		//		Param $OnDeath
		//		Delay 1
		//	}
		//	OnSpawnOutput // apparently crashes servers
		//	{
		//		Target "!activator"
		//		Action "AddOutput"
		//		Param "$OnDeath !activator:SpeakResponseConcept:TLK_MVM_TANK_DEAD:0.7:-1" 
		//	}
			OnSpawnOutput
			{
				Target "hankerman"
				Action "SetPlaybackRate"
				Param 0
				Delay 0.01
			}
			OnParentKilledOutput
			{
				Target "hankerman"
				Action "Enable"
			}
			OnParentKilledOutput
			{
				Target "hankerman"
				Action "SetPlaybackRate"
				Param "1"
				Delay 0.02
			}
			prop_dynamic
			{
				"targetname" "hankerman"
				"angles" "0 0 0"
				"origin" "0 0 0"
				"DisableBoneFollowers" "1"
				"disableshadows" "0"
				"StartDisabled" "1"
				"skin" 1
				"model" "models\kirillian\infected\hank_v4.mdl"
				"DefaultAnim" "Death"
				"ModelScale" "1.75"
				"solid" "0"
				"OnAnimationDone" "!self,SetAnimation,deathpose_incap,0,-1"
				"OnAnimationDone" "!self,SetPlaybackRate,0,,-1"
				"OnAnimationDone" "hanked,start,,,-1"
				"OnAnimationDone" "hanked,kill,,3,-1"
				"OnAnimationDone" "!self,Kill,,,-1"
			}
			info_particle_system
			{
				targetname hanked
				"origin" "0 0 48"
				effect_name skull_island_explosion
			}
		}
		Crawler_PT // push the crawler
		{
		//	NoFixup 1
			trigger_push
			{
				pushdir "0 0 0"
				spawnflags 1
				speed 1000
				filtername filter_crawler
				StartDisabled 1
				targetname crawlerpush
				mins "-24 -24 -24"
				maxs "24 24 24"
			}
			ambient_generic
			{
				targetname crawler_hop_sfx
				spawnflags 48
				health 10 // this is volume
				radius 14000
				pitch 100
				message ")player/pl_scout_jump1.wav"
			}
			logic_timer // do this to eliminate 'desync' issue with jumps
			{
				refiretime 14
				
				"OnTimer" "crawlerpush,Enable,,0,-1" 
				"OnTimer" "crawler_hop_sfx,PlaySound,,0,-1" 
				"OnTimer" "crawlerpush,Disable,,0.7,-1" 
			}
			filter_tf_bot_has_tag // stop non-crawlers from being pushed
			{
				targetname filter_crawler
				require_all_tags 1
				tags crawler
				Negated "Allow entities that match criteria"
			}
		}
		Crawler_PT_Mutant // push the crawler
		{
		//	NoFixup 1
			trigger_push
			{
				pushdir "0 0 0"
				spawnflags 1
				speed 1000
				filtername filter_crawler
				StartDisabled 1
				targetname crawlerpush
				mins "-24 -24 -24"
				maxs "24 24 24"
			}
			ambient_generic
			{
				targetname crawler_hop_sfx
				spawnflags 48
				health 10 // this is volume
				radius 14000
				pitch 100
				message ")player/pl_scout_jump1.wav"
			}
			logic_timer // do this to eliminate 'desync' issue with jumps
			{
				refiretime 5
				
				"OnTimer" "crawlerpush,Enable,,0,-1" 
				"OnTimer" "crawler_hop_sfx,PlaySound,,0,-1" 
				"OnTimer" "crawlerpush,Disable,,0.7,-1" 
			}
			filter_tf_bot_has_tag // stop non-crawlers from being pushed
			{
				targetname filter_crawler
				require_all_tags 1
				tags crawler
				Negated "Allow entities that match criteria"
			}
		}
		Charger_PT // call lua function on spawn
        {
            OnSpawnOutput
            {
                Target "popscript"
                Action "$chargerLogic"    
            }
            
        }
		
		RandomMadSciResists
		{
			logic_case
			{
				targetname madsci_resists_roll
				OnCase01 "!activator,$AddCond,58,-1"
				OnCase01 "!activator,$AddPlayerAttribute,dmg taken from bullets reduced|0.1,0,-1"
				OnCase02 "!activator,$AddCond,59,-1"
				OnCase02 "!activator,$AddPlayerAttribute,dmg taken from blast reduced|0.1,0,-1"
				OnCase03 "!activator,$AddCond,60,-1"
				OnCase03 "!activator,$AddPlayerAttribute,dmg taken from fire reduced|0.1,0,-1"
				OnCase03 "!activator,$AddPlayerAttribute,afterburn immunity|1,0,-1"
			}
			
			logic_case
			{
				targetname w11_mutspawn // name artifact from infinite insanity but im too lazy to change it
				OnCase01 "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,0,-1"
			}
		}

		Soldier_Tank
		{
			NoFixup 1 // no!!!!!!!!!!!!!!!!!!
			KeepAlive 1
			OnSpawnOutput
			{
				Target autotank_turret_weapon
				Action $SetOwner
			}
			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
				skin 1
				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.mdl"
				DefaultAnim "PRIMARY_stun_middle"
				ModelScale 1.75
				solid 0
				skin 1
				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 18000
				pitch 100
				message ")shadows/treadkill_death.mp3"
				parentname autotank_body
			}
			ambient_generic
			{
				targetname autotank_explosionsound
				spawnflags 17
				health 10 // this is volume
				radius 18000
				pitch 100
				message ")mvm\mvm_tank_explode.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
			}
			ambient_generic // turret ready
			{
				targetname autotank_turret_ready
				spawnflags 48
				health 10 // this is volume
				radius 18000
				pitch 100
				message ")vehicles/tank_readyfire1.wav"
				parentname autotank_body
			}
			ambient_generic // revving with fury
			{
				targetname autotank_ragemode
				spawnflags 48
				health 10
				radius 18000
				pitch 100
				message ")shadows/treadkill_rage.mp3"
				parentname autotank_body
			}
			ambient_generic // turret fire
			{
				targetname autotank_turret_shoot
				spawnflags 48
				health 10
				radius 18000
				pitch 100
				message ")player\taunt_tank_shoot.wav"
				parentname autotank_body
			}
			tf_point_weapon_mimic
			{
				origin "125 0 59"
				damage 75
				speedmin 2200
				speedmax 2200
				splashradius 216
				targetname autotank_turret_weapon
		//		firesound player\taunt_tank_shoot.wav
				parentname autotank_body
			}
			logic_relay
			{
				targetname autotank_turretshoot
				"OnTrigger" "autotank_turret_ready,PlaySound,,0,-1"
				"OnTrigger" "autotank_body,SetAnimation,shoot_forward,1,-1"
				"OnTrigger" "autotank_turret_weapon,Fireonce,,1.3,-1"
				"OnTrigger" "autotank_turret_shoot,PlaySound,,1.3,-1"
			}
			logic_relay
			{
				targetname autotank_death
				"OnTrigger" "red_spawn_warp,Disable,,0,-1"
				"OnTrigger" "red_spawn_warp2,Disable,,0,-1"
				"OnTrigger" "ff_building,Disable,,0,-1"
				"OnTrigger" "ff_mainspawn,Disable,,0,-1"
				"OnTrigger" "ff_jimstore,Disable,,0,-1"
				"OnTrigger" "teleporter_breaktime,Enable,,0,-1"
				"OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1"
				"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"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
			}
		}
		Heavy_Boss // pretty death animation
		{
			NoFixup 1
			KeepAlive 1
			prop_dynamic_ornament
			{
				InitialOwner blord
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname battlelord_cosmetics
				model "models/workshop/player/items/soldier/hwn2015_hellmet/hwn2015_hellmet.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner blord
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname battlelord_cosmetics
				model "models/workshop/player/items/demo/sf14_deadking_pauldrons/sf14_deadking_pauldrons.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner blord
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname battlelord_cosmetics
				model "models/workshop/weapons/c_models/c_iron_curtain/c_iron_curtain.mdl"
			}
			logic_relay
			{
				targetname battlelord_cosmetics_relay
				"OnTrigger" "battlelord_cosmetics,TurnOff,,2,-1"
			}
			prop_dynamic
			{
				angles "0 0 0"
				origin "0 0 0"
				DisableBoneFollowers 1
				disableshadows 0
				StartDisabled 1
				model "models\bots\heavy_boss\bot_heavy_boss.mdl"
				DefaultAnim "primary_death_01"
				ModelScale 1.75
				solid 0
				skin 1
				targetname blord
			}
			ambient_generic
			{
				targetname blord_deathsound
				spawnflags 17
				health 10 // this is volume
				radius 18000
				pitch 100
				message ")shadows/battlelord_death.mp3"
				parentname blord
			}
			info_particle_system
			{
				angles "0 0 0"
				origin "0 0 0"
				effect_name cinefx_goldrush
				start_active 0
				targetname blord_blast
				parentname blord
			}
			env_shake
			{
				amplitude 16
				duration 1.5
				frequency 2.5
				radius 1500
				spawnflags 1
				targetname blord_shake
			}
			ambient_generic
			{
				targetname blord_explosionsound
				spawnflags 17
				health 10 // this is volume
				radius 18000
				pitch 100
				message ")mvm\mvm_tank_explode.wav"
				parentname blord
			}
			logic_relay
			{
				targetname blord_death
				"OnTrigger" "blord,Enable,,0,-1"
				"OnTrigger" "battlelord_cosmetics,TurnOn,,0,-1"
				"OnTrigger" "blord,SetAnimation,primary_death_01,0,-1"
				"OnTrigger" "blord_deathsound,PlaySound,,0,-1"
				"OnTrigger" "blord,Disable,,3.4,-1"
				"OnTrigger" "battlelord_cosmetics,kill,,3.4,-1"
				"OnTrigger" "blord_explosionsound,PlaySound,,3.4,-1"
				"OnTrigger" "blord_blast,Start,,3.4,-1"
				"OnTrigger" "blord_shake,StartShake,,3.4,-1"
				"OnTrigger" "blord_*,Kill,,8,-1"
			}
		}
		upgradewaypoint
		{
			NoFixup 1
			logic_relay
			{
				"spawnflags" "2"
				"targetname" "upgradewaypoint45"
				"OnTrigger" "wphint1,Show,,0,-1"
				"OnTrigger" "wphint2,Show,,0,-1"
				"OnTrigger" "wphint3,Show,,0,-1"
				"OnTrigger" "lbhint1,Show,,0,-1"
			}
			logic_relay
			{
				"spawnflags" "2"
				"targetname" "upgradewaypoint60"
				"OnTrigger" "wphint4,Show,,0,-1"
				"OnTrigger" "wphint5,Show,,0,-1"
				"OnTrigger" "wphint6,Show,,0,-1"
				"OnTrigger" "lbhint2,Show,,0,-1"
			}
			logic_relay
			{
				"spawnflags" "2"
				"targetname" "upgradewaypoint75"
				"OnTrigger" "wphint7,Show,,0,-1"
				"OnTrigger" "wphint8,Show,,0,-1"
				"OnTrigger" "wphint9,Show,,0,-1"
				"OnTrigger" "lbhint3,Show,,0,-1"
			}
			training_annotation
			{
				"targetname"   "wphint1"
				"display_text" "Upgrade!"
				"lifetime"     "35"
				"origin" "8379 -3813 -4789"
			}
			training_annotation
			{
				"targetname"   "wphint2"
				"display_text" "Upgrade!"
				"lifetime"     "35"
				"origin" "155 1275 -4808"
			}
			training_annotation
			{
				"targetname"   "wphint3"
				"display_text" "Upgrade!"
				"lifetime"     "35"
				"origin" "-7011 -747 -4812"
			}
			training_annotation
			{
				"targetname"   "wphint4"
				"display_text" "Upgrade!"
				"lifetime"     "50"
				"origin" "8379 -3813 -4789"
			}
			training_annotation
			{
				"targetname"   "wphint5"
				"display_text" "Upgrade!"
				"lifetime"     "50"
				"origin" "155 1275 -4808"
			}
			training_annotation
			{
				"targetname"   "wphint6"
				"display_text" "Upgrade!"
				"lifetime"     "50"
				"origin" "-7011 -747 -4812"
			}
			training_annotation
			{
				"targetname"   "wphint7"
				"display_text" "Upgrade!"
				"lifetime"     "65"
				"origin" "8379 -3813 -4789"
			}
			training_annotation
			{
				"targetname"   "wphint8"
				"display_text" "Upgrade!"
				"lifetime"     "65"
				"origin" "155 1275 -4808"
			}
			training_annotation
			{
				"targetname"   "wphint9"
				"display_text" "Upgrade!"
				"lifetime"     "65"
				"origin" "-7011 -747 -4812"
			}
			training_annotation
			{
				"targetname"   "lbhint1"
				"display_text" "Lucky Bonus!"
				"lifetime"     "35"
				"origin" "-6083 -3252 -4250"
			}
			training_annotation
			{
				"targetname"   "lbhint2"
				"display_text" "Lucky Bonus!"
				"lifetime"     "50"
				"origin" "-6083 -3252 -4250"
			}
			training_annotation
			{
				"targetname"   "lbhint3"
				"display_text" "Lucky Bonus!"
				"lifetime"     "65"
				"origin" "-6083 -3252 -4250"
			}
		}
		wavecd
		{
			NoFixup 1
			logic_relay
			{
				"spawnflags" "2"
				"targetname" "cd45"
				"OnTrigger" "cd_10s,Show,,35,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_10sec.mp3,35,-1"
				"OnTrigger" "cd_9s,Show,,36,-1"
				"OnTrigger" "cd_8s,Show,,37,-1"
				"OnTrigger" "cd_7s,Show,,38,-1"
				"OnTrigger" "cd_6s,Show,,39,-1"
				"OnTrigger" "cd_5s,Show,,40,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_5sec.mp3,40,-1"
				"OnTrigger" "cd_4s,Show,,41,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_4sec.mp3,41,-1"
				"OnTrigger" "cd_3s,Show,,42,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_3sec.mp3,42,-1"
				"OnTrigger" "cd_2s,Show,,43,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_2sec.mp3,43,-1"
				"OnTrigger" "cd_1s,Show,,44,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_1sec.mp3,44,-1"
			}
			logic_relay
			{
				"spawnflags" "2"
				"targetname" "cd60"
				"OnTrigger" "cd_10s,Show,,50,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_10sec.mp3,50,-1"
				"OnTrigger" "cd_9s,Show,,51,-1"
				"OnTrigger" "cd_8s,Show,,52,-1"
				"OnTrigger" "cd_7s,Show,,53,-1"
				"OnTrigger" "cd_6s,Show,,54,-1"
				"OnTrigger" "cd_5s,Show,,55,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_5sec.mp3,55,-1"
				"OnTrigger" "cd_4s,Show,,56,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_4sec.mp3,56,-1"
				"OnTrigger" "cd_3s,Show,,57,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_3sec.mp3,57,-1"
				"OnTrigger" "cd_2s,Show,,58,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_2sec.mp3,58,-1"
				"OnTrigger" "cd_1s,Show,,59,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_1sec.mp3,59,-1"
			}
			logic_relay
			{
				"spawnflags" "2"
				"targetname" "cd75"
				"OnTrigger" "cd_10s,Show,,65,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_10sec.mp3,65,-1"
				"OnTrigger" "cd_9s,Show,,66,-1"
				"OnTrigger" "cd_8s,Show,,67,-1"
				"OnTrigger" "cd_7s,Show,,68,-1"
				"OnTrigger" "cd_6s,Show,,69,-1"
				"OnTrigger" "cd_5s,Show,,70,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_5sec.mp3,70,-1"
				"OnTrigger" "cd_4s,Show,,71,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_4sec.mp3,71,-1"
				"OnTrigger" "cd_3s,Show,,72,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_3sec.mp3,72,-1"
				"OnTrigger" "cd_2s,Show,,73,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_2sec.mp3,73,-1"
				"OnTrigger" "cd_1s,Show,,74,-1"
				"OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_1sec.mp3,74,-1"
			}
			training_annotation
			{
				"targetname"   "cd_10s"
				"display_text" "10"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_9s"
				"display_text" "9"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_8s"
				"display_text" "8"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_7s"
				"display_text" "7"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_6s"
				"display_text" "6"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_5s"
				"display_text" "5"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_4s"
				"display_text" "4"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_3s"
				"display_text" "3"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_2s"
				"display_text" "2"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
			training_annotation
			{
				"targetname"   "cd_1s"
				"display_text" "1"
				"lifetime"     "1"
				"origin" "-2774 -1464 -4940"
			}
		}
		DummyMachines
		{
			NoFixup 1
			prop_dynamic
			{
				origin "7478 -4353 -4920" // MannPower
				angles "0 270 0"
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname DUMMY_1
			}
			prop_dynamic
			{
				origin "6160 -3764 -4930" // RoomPower
				angles "0 0 0"
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname DUMMY_2
			}
			prop_dynamic
			{
				origin "7880 -3770 -4736" // ClassEnc
				angles "0 90 0"
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname DUMMY_3
			}
			prop_dynamic
			{
				origin "-6083 -3252 -4350" // LuckyBonus
				angles "0 0 0"
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 1
				targetname DUMMY_3
			}
			prop_dynamic
			{
				Origin "-6887 -1117 -4605" // ostarion dummy machine
				Angles "0 0 0"
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname DUMMY_6
			}
			prop_dynamic
			{
				origin "-6887 -1117 -4500" // ostarion dummy skull (i hate getting it right)
				angles "0 270 0"
				disableshadows 0
				model "models/props_mvm/mvm_human_skull.mdl"
				modelscale 2.5
				solid 0
				parentname DUMMY_6
			}
	//		prop_dynamic
	//		{
	//			origin "0 0 50" // ??
	//			disableshadows 0
	//			model "models/props_misc/vending_machine_01.mdl"
	//			solid 6
	//			skin 0 // red
	//			targetname DUMMY_6
	//		}
	//		prop_dynamic
	//		{
	//			origin "-0 -0 148" // ??
	//			angles "0 270 0"
	//			disableshadows 0
	//			model "models/player/items/all_class/cowboyboots_soldier.mdl"
	//			modelscale 2
	//			solid 0
	//			parentname DUMMY_6
	//		}
		}
		MannPower
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_mann
			}
			func_button
			{
				targetname vm_mannbutton
				parentname vm_mann
				damagefilter filter_mannmulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 1
				sounds 3
				origin "0 -12 128"
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_mann,trigger,0,-1"
			}
			$filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition
            {
                targetname filter_mannmoney
                $name m_nCurrency
				negated 0
                $value 20000
                $compare "greater than or equal"	
            }
			filter_multi
			{
				targetname filter_mannmulti
				filtertype 0
				negated 0
				filter01 filter_mannmoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			filter_damage_type // OOPS THIS KILLS THE SERVER
			{
				targetname filter_melee
				negated 0
				damagetype 134221952
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_mannmsg
				parentname vm_mann
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to select a Mannpowerup for $20000 (also require 200+ zombie kills),0,-1"
			}
			logic_relay
			{
				targetname perkbuff_mann
				OnTrigger "!activator,$RemoveCurrency,20000,-1"
				OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1"
				OnTrigger "popscript,$CashbackMannpower,!activator,0,-1"
				OnTrigger "door_bonus_job,Unlock,,2.1,-1"
				OnTrigger "door_bonus_job,Open,,2.2,-1"
				OnTrigger "mannperk_warp,Disable,,2.2,-1"
				//OnTrigger "!activator,$DisplayTextCenter,Walk into a Mannpowerup to select them!,3,-1"
				OnTrigger "trig_port_job,Disable,,0,-1"
				OnTrigger "door_bonus_job,Close,,20,-1"
				OnTrigger "trig_port_job,Enable,,20,-1"
				OnTrigger "mannperk_warp,Enable,,20,-1"
			}
		}
		RoomPower
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_room
			}
			func_button
			{
				targetname vm_roombutton
				parentname vm_room
				damagefilter filter_roommulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 1
				sounds 3
				origin "0 -12 128"
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_room,trigger,0,-1"
			}
			$filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition
            {
                targetname filter_roommoney
                $name m_nCurrency
				negated 0
                $value 1000
                $compare "greater than or equal"	
            }
			filter_multi
			{
				targetname filter_roommulti
				filtertype 0
				negated 0
				filter01 filter_roommoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			filter_damage_type // OOPS THIS KILLS THE SERVER
			{
				targetname filter_melee
				negated 0
				damagetype 134221952
			}
			math_counter
            {
                "targetname" "vm_roombonuscount"
                "startvalue" 12
				"startdisabled" 0
				"min" 0
				"max" 11
				"onhitmin" "vm_room,Kill,,2,-1"
				"onhitmin" "player,$DisplayTextCenter,Room Bonus vending machine is out of use!,2,-1"
            }
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_roommsg
				parentname vm_room
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to gain access to Room of Bonus for $1000 (also require 100+ zombie kills),0,-1"
			}
			logic_relay
			{
				targetname perkbuff_room
				OnTrigger "!activator,$RemoveCurrency,1000,-1"
				OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1"
				OnTrigger "popscript,$CashbackRoomBonus,!activator,0,-1"
				OnTrigger "vm_roombonuscount,Subtract,1,,-1"
				OnTrigger "door_bonus_room,Unlock,,2.1,-1"
				OnTrigger "door_bonus_room,Open,,2.2,-1"
				//OnTrigger "!activator,$DisplayTextCenter,Walk into a room number to select the bonus, you have 5 seconds!,2.2,-1"
				OnTrigger "port_bonus_room,Disable,,2.2,-1"
				OnTrigger "port_bonus_room,Enable,,7.2,-1"
				OnTrigger "door_bonus_room,Lock,,7.2,-1"
				OnTrigger "door_bonus_room,Close,,7.2,-1"
			}
		}
		ClassEnc
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_classe
			}
			func_button
			{
				targetname vm_classebutton
				parentname vm_classe
				damagefilter filter_classemulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 1
				sounds 3
				origin "0 -12 128"
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_classe,trigger,0,-1"
			}
			$filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition
            {
                targetname filter_classemoney
                $name m_nCurrency
				negated 0
                $value 25000
                $compare "greater than or equal"	
            }
			filter_multi
			{
				targetname filter_classemulti
				filtertype 0
				negated 0
				filter01 filter_classemoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			filter_damage_type // OOPS THIS KILLS THE SERVER
			{
				targetname filter_melee
				negated 0
				damagetype 134221952
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_classemsg
				parentname vm_classe
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to gain access to Class Enhance Bonus for $25000,0,-1"
			}
			logic_relay
			{
				targetname perkbuff_classe
				OnTrigger "!activator,$RemoveCurrency,25000,-1"
				OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1"
				OnTrigger "popscript,$CashbackClassEnhance,!activator,0,-1"
				OnTrigger "trig_enhance_bonus,Enable,,2.1,-1"
				OnTrigger "enhance_bonus_light_off,TurnOff,,2.2,-1"
				OnTrigger "enhance_bonus_light_on,TurnOn,,2.2,-1"
				OnTrigger "trig_toggle_enhance_bonus,Enable,,2.2,-1"
			}
		}
		LuckyBonus
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 1 // blue
				targetname vm_lucke
			}
			func_button
			{
				targetname vm_luckebutton
				parentname vm_lucke
				damagefilter filter_luckemulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 1
				sounds 3
				origin "0 -12 128"
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_lucke,trigger,0,-1"
			}
			$filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition
            {
                targetname filter_luckemoney
                $name m_nCurrency
				negated 0
                $value 2000
                $compare "greater than or equal"	
            }
			filter_multi
			{
				targetname filter_luckemulti
				filtertype 0
				negated 0
				filter01 filter_luckemoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			filter_damage_type // OOPS THIS KILLS THE SERVER
			{
				targetname filter_melee
				negated 0
				damagetype 134221952
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_luckemsg
				parentname vm_lucke
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Lucky Bonus for $2000,0,-1"
			}
			logic_relay
			{
				targetname perkbuff_lucke
				OnTrigger "!activator,$RemoveCurrency,2000,-1"
				OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1"
				OnTrigger "popscript,$ApplyLuckyBonus,!activator,2.1,-1"
			}
		}
		Vending_Jugg // SAXTON
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_jug
			}
			prop_dynamic
			{
				origin "0 0 164" // ??
				angles "0 270 0"
				disableshadows 0
				model "models/effects/medicyell.mdl"
				modelscale 2
				solid 0
				parentname vm_jug
			}
			func_button
			{
				targetname vm_jugbutton
				parentname vm_jug
				damagefilter filter_juggmulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 1
				sounds 3
				origin "0 -12 128"
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_jugg,trigger,0,-1"
			}
			$filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition
            {
                targetname filter_juggmoney
                $name m_nCurrency
				negated 0
                $value 2500
                $compare "greater than or equal"	
            }
			filter_multi
			{
				targetname filter_juggmulti
				filtertype 0
				negated 0
				filter01 filter_juggmoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			filter_damage_type // OOPS THIS KILLS THE SERVER
			{
				targetname filter_melee
				negated 0
				damagetype 134221952
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_jugmsg
				parentname vm_jug
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Saxton Ale for $2500,0,-1"
			}
			//ambient_generic
			//{
			//	targetname vm_jugsfx
			//	spawnflags 48
			//	health 10 // this is volume
			//	radius 15000
			//	pitch 100
			//	message "shadows/perk_saxton.mp3"
			//	parentname vm_jug
			//}
			logic_relay
			{
				targetname perkbuff_jugg
				OnTrigger "!activator,$RemoveCurrency,2500,-1" // testing
				OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1"
			//	OnTrigger "vm_jugsfx,PlaySound,0,2.2,-1"
				OnTrigger "!activator,$AddPlayerAttribute,max health additive bonus|150,2.2,-1"
			//	OnTrigger "!activator,$AddPlayerAttribute,health regen|15,2.2,-1"			// nice idea but too good
				OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1"
				OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Extra max health!,2.2,-1"
				OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1"
			}
		}
		Vending_Speed // Meraslixir
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_speed
			}
			prop_dynamic
			{
				origin "0 0 164" // ??
				angles "0 270 0"
				disableshadows 0
				model "models/props_halloween/merasmus_skull_island.mdl"
				solid 0
				parentname vm_speed
			}
			func_button
			{
				targetname vm_speedbutton
				parentname vm_speed
				damagefilter filter_speedmulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 3
				sounds 3
				origin "0 -12 128"
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_speed,trigger,0,-1" // testing
			}
			$filter_sendprop
            {
                targetname filter_speedmoney
                $name m_nCurrency
				negated 0
                $value 3000
                $compare "greater than or equal"
            }
			filter_multi
			{
				targetname filter_speedmulti
				filtertype 0
				negated 0
				filter01 filter_speedmoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_speedmsg
				parentname vm_speed
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "64 64 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Meraslixir for $3000,0,-1"
			}
			//ambient_generic
			//{
			//	targetname vm_speedsfx
			//	spawnflags 48
			//	health 10 // this is volume
			//	radius 15000
			//	pitch 100
			//	message "shadows/perk_meraslixir.mp3"
			//	parentname vm_speed
			//}
			logic_relay
			{
				targetname perkbuff_speed
				OnTrigger "!activator,$RemoveCurrency,3000,-1" // testing
				OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1"
			//	OnTrigger "vm_speedsfx,PlaySound,0,2.2,-1"
				OnTrigger "!activator,$AddPlayerAttribute,faster reload rate|0.5,2.2,-1"
				OnTrigger "!activator,$AddPlayerAttribute,move speed bonus|1.15,2.2,-1"
				OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1"
				OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Increased movement and reload speed!,2.2,-1"
				OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1"
			}
		}
		Vending_Blaster // Head Rattle
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 1 // blue
				targetname vm_blaster
			}
			func_button
			{
				origin "0 -12 128"
				targetname vm_blasterbutton
				parentname vm_blaster
				damagefilter filter_blastermulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 3
				sounds 3
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_blaster,trigger,0,-1" // testing
				OnPressed "filter_blastermoney,TestActivator,0,-1"
			}
			$filter_sendprop
            {
                targetname filter_blastermoney
                $name m_nCurrency
				negated 0
                $value 1500
                $compare "greater than or equal"
            }
			filter_multi
			{
				targetname filter_blastermulti
				filtertype 0
				negated 0
				filter01 filter_blastermoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_blastermsg
				parentname vm_blaster
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Head Rattle for $1500,0,-1"
			}
			//ambient_generic
			//{
			//	targetname vm_blastersfx
			//	spawnflags 48
			//	health 10 // this is volume
			//	radius 15000
			//	pitch 100
			//	message "shadows/perk_headrattle.mp3"
			//	parentname vm_blaster
			//}
			logic_relay
			{
				targetname perkbuff_blaster
				OnTrigger "!activator,$RemoveCurrency,1500,-1" // testing
				OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1"
			//	OnTrigger "vm_blastersfx,PlaySound,0,2.2,-1"
				OnTrigger "!activator,$AddPlayerAttribute,explosive sniper shot|2,2.2,-1"
				OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1"
				OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Explosive Headshot!,2.2,-1"
				OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1"
			}
		}
		Vending_Doubletap // Untapped Vintage
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_dt
			}
			prop_dynamic
			{
				origin "-24 -16 132" // ??
				angles "-15 0 0"
				disableshadows 0
				model "models/weapons/c_models/c_shotgun/c_shotgun.mdl"
				modelscale 2
				solid 0
				parentname vm_dt
			}
			func_button
			{
				origin "0 -12 128"
				targetname vm_dtbutton
				parentname vm_dt
				damagefilter filter_dtmulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 3
				sounds 3
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_dt,trigger,0,-1" // testing
				OnPressed "filter_dtmoney,TestActivator,0,-1"
			}
			$filter_sendprop
            {
                targetname filter_dtmoney
                $name m_nCurrency
				negated 0
                $value 2000
                $compare "greater than or equal"
            }
			filter_multi
			{
				targetname filter_dtmulti
				filtertype 0
				negated 0
				filter01 filter_dtmoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_dtmsg
				parentname vm_dt
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Double Tap for $2000,0,-1"
			}
			//ambient_generic
			//{
			//	targetname vm_dtsfx
			//	spawnflags 48
			//	health 10 // this is volume
			//	radius 15000
			//	pitch 100
			//	message "shadows/perk_doubletap.mp3"
			//	parentname vm_dt
			//}
			logic_relay
			{
				targetname perkbuff_dt
				OnTrigger "!activator,$RemoveCurrency,2000,-1" // testing
				OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1"
			//	OnTrigger "vm_dtsfx,PlaySound,0,2.2,-1"
				OnTrigger "!activator,$AddPlayerAttribute,mult_item_meter_charge_rate|0.67,-1"
				OnTrigger "!activator,$AddPlayerAttribute,fire rate bonus|0.67,-1"
				OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1"
				OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Increased fire rate!,2.2,-1"
				OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1"
			}
		}
		Vending_Quickrevive // Ostarion's Reserve
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 50" // ??
				disableshadows 0
				model "models/props_misc/vending_machine_01.mdl"
				solid 6
				skin 0 // red
				targetname vm_quickrev
			}
			prop_dynamic
			{
				origin "0 0 155" // ??
				angles "0 270 0"
				disableshadows 0
				model "models/props_mvm/mvm_human_skull.mdl"
				modelscale 2.5
				solid 0
				parentname vm_quickrev
			}
			func_button
			{
				origin "0 -12 128"
				targetname vm_quickrevbutton
				parentname vm_quickrev
				damagefilter filter_quickrevmulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 3
				sounds 3
				mins "-24 -8 -44"
				maxs "24 8 44"
				
				OnPressed "perkbuff_quickrev,trigger,0,-1" // testing
				OnPressed "filter_quickrevmoney,TestActivator,0,-1"
			}
			$filter_sendprop
            {
                targetname filter_quickrevmoney
                $name m_nCurrency
				negated 0
                $value 50000 // high enough lol
                $compare "greater than or equal"
            }
			filter_multi
			{
				targetname filter_quickrevmulti
				filtertype 0
				negated 0
				filter01 filter_quickrevmoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			math_counter
            {
                "targetname" "vm_quickrevcount"
                "startvalue" 9
				"startdisabled" 0
				"min" 0
				"max" 8
				"onhitmin" "vm_quickrev*,Kill,,2,-1"
				"onhitmin" "player,$DisplayTextCenter,Ostarion's Reserve is out of use!,2,-1"
            }
			trigger_multiple
			{
				origin "0 0 50"
				targetname vm_quickrevmsg
				parentname vm_quickrev
				filtername filter_redteam
				spawnflags 1
				mins "-128 -128 0"
				maxs "128 128 128"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Ostarion's Reserve for $50000,0,-1"
			}
			//ambient_generic
			//{
			//	targetname vm_quickrevsfx
			//	spawnflags 48
			//	health 10 // this is volume
			//	radius 15000
			//	pitch 100
			//	message "shadows/perk_regalreserve.mp3"
			//	parentname vm_quickrev
			//}
			logic_relay
			{
				targetname perkbuff_quickrev
				OnTrigger "!activator,$RemoveCurrency,50000,-1" // testing
				OnTrigger "popscript,$CashbackOstarionsReserve,!activator,0,-1"
				OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1"
				OnTrigger "vm_quickrevcount,Subtract,1,,-1"
				OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1"
			//	OnTrigger "vm_quickrevsfx,PlaySound,0,2.2,-1"
				OnTrigger "!activator,$AddCond,70,-1" // ensure player doesn't just die before effect goes off
				// OnTrigger "!activator,$AddCond,130,-1"
				OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1"
				OnTrigger "!activator,$DisplayTextCenter,Ostarion's Reserve Bonus activated: Survive one fatal attack!,2.2,-1"
				OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1"
			}
		}
		Roundtimer // where we at
		{
			NoFixup 1
			OnSpawnOutput
			{
				Target roundcounter
				Action SetValue
				Param 0
			}
			game_text // obsolete but kept since removing it causes lua problems
			{
				"targetname" "roundtext"
				"color" "255 65 65" 	// 222 222 222 breaktime color
				"color2" "0 0 0"	// scan color
				"fxtime" "2.3" // how 
				"holdtime" "36000"
				"spawnflags" "1"
				"effect" 2
				"channel" 1
				"x" "0.1"
				"y" "0.05" // mess with later to find proper spot
			}
			game_text
			{
				"targetname" "enemytext"
				"color" "255 255 65"
				"color2" "0 0 0"
				"holdtime" "36000"
				"fxtime" "2.3" // how 
				"spawnflags" "1"
				"channel" 2
				"effect" 2
				"x" "0.1"
				"y" "0.1" // mess with later to find proper spot
			}
			game_text
			{
				"targetname" "poweruptext"
				"color" "255 255 255"
				"color2" "255 255 255"
				"holdtime" "36000"
				"spawnflags" "1"
				"channel" 3
				"x" "0.27"
				"y" "0.9"
			}
			math_counter
			{
				"targetname" "roundcounter"
				"max" "255" // lol you'll never get to round 255
				"outvalue" "roundformat,$setkey$case01,,0,-1"
				"OutValue" "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,,0,-1" // test
				"outvalue" "gameoverformat,$setkey$case01,,0,-1"
			}
			math_counter
			{
				"targetname" "enemycounter"
				"startvalue" 0
				"min" 0
				"max" "53"
				"outvalue" "enemyformat,$setkey$case01,,0,-1"
			}
			logic_case
			{
				"targetname" "enemyformat"
				"case16" "% active enemies"
				"ondefault" "enemytext,$setkey$message,,0,-1"
				"ondefault" "enemytext,display,0,0,-1"
			}
			logic_case
			{
				"targetname" "roundformat"
				"case16" "Round %" // who knows, maybe this is how it works
		//		"ondefault" "roundtext,$setkey$message,,0,-1"
		//		"ondefault" "roundtext,display,0,0,-1"
			}
			logic_relay
			{
				"targetname" "realtimer"
				"spawnflags" "2"
				"ontrigger" "roundformat,$format,,0.01,-1"
				"OnUser2"  "gameoverformat,$format,,0.01,-1"
			}
			logic_relay
			{
				"targetname" "relay_enemycount_add"
				"spawnflags" "2"
				"ontrigger" "enemyformat,$format,,0.05,-1"
				"ontrigger" "enemyformat,$format,,0.25,-1"
				"ontrigger" "enemycounter,add,1,,-1"
			}
			logic_relay
			{
				"targetname" "relay_enemycount_subtract"
				"spawnflags" "2"
				"ontrigger" "enemyformat,$format,,0.05,-1"
				"ontrigger" "enemyformat,$format,,0.25,-1"
				"ontrigger" "enemycounter,subtract,1,,-1"
			}
			logic_relay
			{
				"targetname" "relay_enemycount_reset"
				"spawnflags" "2"
				"ontrigger" "enemyformat,$format,,0.01,-1"
				"ontrigger" "enemycounter,setvalue,0,,-1"
			}
		}
		DoublePointsSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "DoublePoints_spawner"
				EntityTemplate "DoublePointsDrop"
			}
		}
		DoublePointsDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\items\target_duck.mdl"
				solid 0
				modelscale 0.8
				origin "0 0 10"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateDoublePoints,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		//FireSaleSpawner
		//{
		//	NoFixup 1
		//	env_entity_maker
		//	{
		//		targetname "FireSale_spawner"
		//		EntityTemplate "FireSaleDrop"
		//	}
		//	ambient_generic 
		//	{
		//		health 7
		//		message #*shadows/gallery_music.mp3
		//		radius 20
		//		spawnflags 49
		//		targetname firesale_music
		//	}
		//}
		//FireSaleDrop
		//{
		//	info_particle_system
		//	{
		//		effect_name spellbook_rainbow
		//		targetname powerup_particle
		//		parentname powerup_prop
		//		start_active 1
		//		origin "0 0 24"
		//	}
		//	prop_dynamic
		//	{
		//		targetname powerup_prop
		//		parentname powerup_rot
		//		model "models\props_doomsday\australium_container.mdl"
		//		solid 0
		//		modelscale 1
		//		origin "0 0 24"
		//		angles "0 0 45"
		//	}
		//	func_rotating
		//	{
		//		spawnflags 65 // nice
		//		maxspeed 48
		//		solidbsp 0
		//		rendermode 10
		//		targetname powerup_rot
		//	}
		//	trigger_multiple
		//	{
		//		targetname powerup_trigger
		//		parentname powerup_prop
		//		filtername filter_redteam
		//		spawnflags 1
		//		mins "-12 -12 -12"
		//		maxs "12 12 12"
		//		origin "0 0 24"
		//		OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
		//		OnStartTouchAll "popscript,$ActivateFireSale,,-1"
		//	}
		//	filter_activator_tfteam
		//	{
		//		targetname filter_redteam
		//		teamnum 3
		//		negated 1
		//	}
		//	logic_timer
		//	{
		//		targetname powerup_blinker
		//		RefireTime 0.5
		//		spawnflags 1
		//		parentname powerup_prop
		//		StartDisabled 1
		//		
		//		"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
		//		"OnTimerLow" "powerup_prop,Enable,,0,-1" 
		//	}
		//	logic_timer
		//	{
		//		RefireTime 15
		//		parentname powerup_prop
		//		
		//		"OnTimer" "powerup_blinker,Enable,,-1"
		//	}
		//	logic_timer
		//	{
		//		RefireTime 20
		//		parentname powerup_prop
		//		
		//		"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
		//	}
		//	logic_timer
		//	{
		//		RefireTime 25
		//		parentname powerup_prop
		//		
		//		"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
		//	}
		//	logic_timer
		//	{
		//		RefireTime 30
		//		parentname powerup_prop
		//		
		//		"OnTimer" "powerup_rot,KillHierarchy,,-1"
		//	}
		//}
		InstakillSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Instakill_spawner"
				EntityTemplate "InstakillDrop"
			}
		}
		InstakillDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_crit.mdl"
				skin 1
				solid 0
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateInstakill,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		NukeSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Nuke_spawner"
				EntityTemplate "NukeDrop"
			}
		}
		NukeDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			info_particle_system
			{
				effect_name taunt_demo_nuke_shroomcloud
				targetname powerup_particlenuke
				start_active 0
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models/props_trainyard/cart_bomb_separate.mdl"
				solid 0
				modelscale 0.5
				origin "0 0 32"
				angles "-45 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "powerup_particlenuke,Start,,-1"
				OnStartTouchAll "powerup_particlenuke,Kill,,10,-1"
				OnStartTouchAll "popscript,$ActivateNuke,,-1"
				"OnStartTouchAll" "hologram_nuke,Disable,,-1"
				"OnStartTouchAll" "hologram_nuke_snd,PlaySound,,-1"
				"OnStartTouchAll" "nuke_shake,StartShake,,-1"
				"OnStartTouchAll" "nuke_fade,Fade,,-1"
		//		"OnStartTouchAll" "hologram_nuke_hurt,Enable,,0,-1"
		//		"OnStartTouchAll" "hologram_nuke_hurt,Disable,,0.7,-1"
				"OnStartTouchAll" "powerup_timer,Enable,,-1"
				"OnStartTouchAll" "plate,skin,0,-1"
				"OnStartTouchAll" "!activator,$AddCurrency,400,3,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
			env_shake
			{
				amplitude 16
				duration 3
				frequency 40
				radius 48
				spawnflags 1
				targetname nuke_shake
			}
			env_fade
			{
				targetname nuke_fade
				duration 1.3
				spawnflags 1
				rendercolor "255 255 255"
			}
			ambient_generic 
			{
				health 10
				message )misc/doomsday_missile_explosion.wav
				radius 20
				pitch 100
				spawnflags 49
				targetname hologram_nuke_snd
			}
			trigger_hurt
			{
				damage 4500
				spawnflags 1
				mins "-9999 -9999 -9999"
				maxs "9999 9999 9999"
				startdisabled 1
				targetname hologram_nuke_hurt
				filtername filter_notred
				origin "0 0 0"
			}
			filter_activator_tfteam
			{
				targetname filter_notred
				teamnum 2
				negated 1 // anyone who isnt red passes
			}
		}
		MaxAmmoSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "MaxAmmo_spawner"
				EntityTemplate "MaxAmmoDrop"
			}
		}
		MaxAmmoDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\items\ammopack_large.mdl"
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "15 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateMaxAmmo,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		BonusPointsSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "BonusPoints_spawner"
				EntityTemplate "BonusPointsDrop"
			}
		}
		BonusPointsDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\items\currencypack_large.mdl"
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "15 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateBonusPoints,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		OverhealSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Overheal_spawner"
				EntityTemplate "OverhealDrop"
			}
		}
		OverhealDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_regen.mdl"
				skin 1
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateOverheal,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		AgilitySpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Agility_spawner"
				EntityTemplate "AgilityDrop"
			}
		}
		AgilityDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_agility.mdl"
				skin 1
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateAgility,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		ReviveAllSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "ReviveAll_spawner"
				EntityTemplate "ReviveAllDrop"
			}
		}
		ReviveAllDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models/weapons/c_models/c_medigun/c_medigun.mdl"
				solid 0
				modelscale 1
				origin "0 0 40"
				angles "15 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$KinestraRevive,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		PlagueSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Plague_spawner"
				EntityTemplate "PlagueDrop"
			}
		}
		PlagueDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_plague.mdl"
				skin 1
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivatePlague,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		StrengthSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Strength_spawner"
				EntityTemplate "StrengthDrop"
			}
		}
		StrengthDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_strength_arm.mdl"
				skin 1
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateStrength,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		UberSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Uber_spawner"
				EntityTemplate "UberDrop"
			}
		}
		UberDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_uber.mdl"
				skin 1
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateUber,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		VisionSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "Vision_spawner"
				EntityTemplate "VisionDrop"
			}
		}
		VisionDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\props_halloween\halloween_demoeye.mdl"
				solid 0
				modelscale 0.2
				origin "0 0 30"
				angles "15 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateVision,,-1"

				OnStartTouchAll "fog_controller,SetStartDist,1,,-1"
				OnStartTouchAll "fog_controller,SetEndDist,3500,,-1"
				
				OnStartTouchAll "fog_controller,SetStartDist,1,90,-1"
				OnStartTouchAll "fog_controller,SetEndDist,1500,90,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		PowerPlaySpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "PowerPlay_spawner"
				EntityTemplate "PowerPlayDrop"
			}
		}
		PowerPlayDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\pickups\pickup_powerup_thorns.mdl"
				skin 1
				solid 0
				modelscale 1
				origin "0 0 10"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 48
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivatePowerPlay,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		RandomPowerSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "RandomPower_spawner"
				EntityTemplate "RandomPowerDrop"
			}
		}
		RandomPowerDrop
		{
			info_particle_system
			{
				effect_name spellbook_rainbow
				targetname powerup_particle
				parentname powerup_prop
				start_active 1
				origin "0 0 24"
			}
			prop_dynamic
			{
				targetname powerup_prop
				parentname powerup_rot
				model "models\class_menu\random_class_icon.mdl"
				solid 0
				modelScale 1.4
				origin "0 0 50"
				angles "0 0 0"
			}
			func_rotating
			{
				spawnflags 65 // nice
				maxspeed 96
				solidbsp 0
				rendermode 10
				targetname powerup_rot
			}
			trigger_multiple
			{
				targetname powerup_trigger
				parentname powerup_prop
				filtername filter_redteam
				spawnflags 1
				mins "-12 -12 -12"
				maxs "12 12 12"
				origin "0 0 24"
				OnStartTouchAll "powerup_rot,KillHierarchy,,-1"
				OnStartTouchAll "popscript,$ActivateRandomPower,,-1"
			}
			filter_activator_tfteam
			{
				targetname filter_redteam
				teamnum 3
				negated 1
			}
			logic_timer
			{
				targetname powerup_blinker
				RefireTime 0.5
				spawnflags 1
				parentname powerup_prop
				StartDisabled 1
				
				"OnTimerHigh" "powerup_prop,Disable,,0,-1" 
				"OnTimerLow" "powerup_prop,Enable,,0,-1" 
			}
			logic_timer
			{
				RefireTime 15
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,Enable,,-1"
			}
			logic_timer
			{
				RefireTime 20
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.25,-1"
			}
			logic_timer
			{
				RefireTime 25
				parentname powerup_prop
				
				"OnTimer" "powerup_blinker,RefireTime,0.1,-1"
			}
			logic_timer
			{
				RefireTime 30
				parentname powerup_prop
				
				"OnTimer" "powerup_rot,KillHierarchy,,-1"
			}
		}
		DumpsterSpawner
		{
			NoFixup 1
			env_entity_maker
			{
				targetname "dumpster_spawner1"
				EntityTemplate "DumpsterBoxRewrite1"
				angles "0 0 0"
			}
			env_entity_maker
			{
				targetname "dumpster_spawner2"
				EntityTemplate "DumpsterBoxRewrite2"
				angles "0 90 0"
			}
			env_entity_maker
			{
				targetname "dumpster_spawner3"
				EntityTemplate "DumpsterBoxRewrite3"
				angles "0 0 0"
			}
			env_entity_maker
			{
				targetname "dumpster_spawner4"
				EntityTemplate "DumpsterBoxRewrite4"
				angles "0 180 0"
			}
			env_entity_maker
			{
				targetname "dumpster_spawner5"
				EntityTemplate "DumpsterBoxRewrite5"
				angles "0 0 0"
			}
			point_teleport
			{
				targetname dumpster_tele_1
				origin "7467 -3528 -4920"
				angles "0 0 0"
			}
			point_teleport
			{
				targetname dumpster_tele_2
				origin "5143 -1220 -3392"
				angles "0 90 0"
			}
			point_teleport
			{
				targetname dumpster_tele_3
				origin "191 1024 -4928"
				angles "0 0 0"
			}
			point_teleport
			{
				targetname dumpster_tele_4
				origin "-6431 -4451 -4928"
				angles "0 180 0"
			}
			point_teleport
			{
				targetname dumpster_tele_5
				origin "-6458 1260 -4928"
				angles "0 0 0"
			}
			point_teleport // dont edit this lol
			{
				targetname dumpster_tele_out
				origin "-512 -25 -1008"
			}
		}
		DumpsterBoxRewrite1
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 104"
				angles "90 0 180"
				disableshadows 0
				model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl"
				solid 0
				startdisabled 1
				modelscale 3
				targetname dumpster_dudprop1
				parentname dumpster_prop1
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name eyeboss_tp_vortex
				targetname dumpster_warp_eff1
				parentname dumpster_prop1
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name teleporter_mvm_bot_persist
				targetname dumpster_warp_beam1
				parentname dumpster_prop1
			}
			trigger_push // push people away so they don't get stuck
			{
				origin "0 0 0"
				pushdir "0 180 0"
				spawnflags 1
				speed 512
				targetname dumpster_push1
				mins "-32 -66 -16"
				maxs "12 66 64"
			}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_body.mdl"
				solid 6
				skin 2
				targetname dumpster_prop1
			}
			prop_dynamic
			{
				targetname dumpster_lid1
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_lid.mdl"
				solid 0
				skin 2
				parentname dumpster_rotdoor1
			}
			func_door_rotating // open up!
			{
				targetname dumpster_rotdoor1
				parentname dumpster_prop1
				origin "24 -24 59" // 28 -2 64 ??
				distance 90
				speed 160
				wait -1
				disableshadows 1
				forceclosed 1
				spawnflags 128
				noise1 shadows/mystery_open.mp3 // open sound
				startclosesound misc/null.wav
				closesound doors\door_metal_medium_close1.wav
				mins "-2 -2 -2"
				maxs "2 2 2"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname dumpster_msg1
				parentname dumpster_prop1
				filtername filter_redteam
				spawnflags 1
				mins "-72 -74 -64"
				maxs "40 74 96"
				
			}
			light_dynamic
			{
				origin "0 0 20"
				targetname dumpster_light1
				parentname dumpster_prop1
				_light "255 200 0 275"
				distance 75
                brightness 10
				spawnflags 1
			}
			info_particle_system
			{
				origin "0 0 0"
				effect_name utaunt_beams_yellow
				targetname dumpster_particles1
				parentname dumpster_prop1
			}
			prop_dynamic
			{
				targetname dumpster_weapon1
				parentname dumpster_train1
				model "models\weapons\w_models\w_medigun.mdl"
				solid 0
			}
			path_track
			{
				origin "-4 0 20"
				targetname dumpster_track11
				parentname dumpster_prop1
				target dumpster_track21
				OnPass "dumpster_train1,Stop,,0,-1"
			}
			path_track
			{
				origin "-4 0 64"
				targetname dumpster_track21
				parentname dumpster_prop1
				target dumpster_track11
				OnPass "dumpster_train1,Stop,,0,-1"
			}
			func_tracktrain
			{
				targetname dumpster_train1
				parentname dumpster_prop1
				target dumpster_track11
				orientationtype 0
				velocitytype 2
				solid 0
				speed 0
				startspeed 90
				mins "-4 -4 -4"
				maxs "4 4 4"
				angles "90 0 90"
				spawnflags 8
			}
			ambient_generic 
			{
				health 10
				message "shadows\mystery_jingle.mp3"
				radius 11000
				spawnflags 48
				targetname dumpster_jingle1
				parentname dumpster_prop1
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_appear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_appear1
				parentname dumpster_prop1
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_disappear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_disappear1
				parentname dumpster_prop1
			}
		}
		DumpsterBoxRewrite2
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 104"
				angles "90 0 180"
				disableshadows 0
				model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl"
				solid 0
				startdisabled 1
				modelscale 3
				targetname dumpster_dudprop2
				parentname dumpster_prop2
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name eyeboss_tp_vortex
				targetname dumpster_warp_eff2
				parentname dumpster_prop2
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name teleporter_mvm_bot_persist
				targetname dumpster_warp_beam2
				parentname dumpster_prop2
			}
			trigger_push // push people away so they don't get stuck
			{
				origin "0 0 0"
				pushdir "0 180 0"
				spawnflags 1
				speed 512
				targetname dumpster_push2
				mins "-32 -66 -16"
				maxs "12 66 64"
			}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_body.mdl"
				solid 6
				skin 2
				targetname dumpster_prop2
			}
			prop_dynamic
			{
				targetname dumpster_lid2
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_lid.mdl"
				solid 0
				skin 2
				parentname dumpster_rotdoor2
			}
			func_door_rotating // open up!
			{
				targetname dumpster_rotdoor2
				parentname dumpster_prop2
				origin "-24 24 59" // 28 -2 64 ??
				distance 90
				speed 160
				wait -1
				disableshadows 1
				forceclosed 1
				spawnflags 128
				noise1 shadows/mystery_open.mp3 // open sound
				startclosesound misc/null.wav
				closesound doors\door_metal_medium_close1.wav
				mins "-2 -2 -2"
				maxs "2 2 2"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname dumpster_msg2
				parentname dumpster_prop2
				filtername filter_redteam
				spawnflags 1
				mins "-72 -74 -64"
				maxs "40 74 96"
				
			}
			light_dynamic
			{
				origin "0 0 20"
				targetname dumpster_light2
				parentname dumpster_prop2
				_light "255 200 0 275"
				distance 75
                brightness 10
				spawnflags 1
			}
			info_particle_system
			{
				origin "0 0 0"
				effect_name utaunt_beams_yellow
				targetname dumpster_particles2
				parentname dumpster_prop2
			}
			prop_dynamic
			{
				targetname dumpster_weapon2
				parentname dumpster_train2
				model "models\weapons\w_models\w_medigun.mdl"
				solid 0
			}
			path_track
			{
				origin "-4 0 20"
				targetname dumpster_track12
				parentname dumpster_prop2
				target dumpster_track22
				OnPass "dumpster_train2,Stop,,0,-1"
			}
			path_track
			{
				origin "-4 0 64"
				targetname dumpster_track22
				parentname dumpster_prop2
				target dumpster_track12
				OnPass "dumpster_train2,Stop,,0,-1"
			}
			func_tracktrain
			{
				targetname dumpster_train2
				parentname dumpster_prop2
				target dumpster_track12
				orientationtype 0
				velocitytype 2
				solid 0
				speed 0
				startspeed 90
				mins "-4 -4 -4"
				maxs "4 4 4"
				angles "90 0 90"
				spawnflags 8
			}
			ambient_generic 
			{
				health 10
				message "shadows\mystery_jingle.mp3"
				radius 11000
				spawnflags 48
				targetname dumpster_jingle2
				parentname dumpster_prop2
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_appear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_appear2
				parentname dumpster_prop2
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_disappear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_disappear2
				parentname dumpster_prop2
			}
		}
		DumpsterBoxRewrite3
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 104"
				angles "90 0 180"
				disableshadows 0
				model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl"
				solid 0
				startdisabled 1
				modelscale 3
				targetname dumpster_dudprop3
				parentname dumpster_prop3
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name eyeboss_tp_vortex
				targetname dumpster_warp_eff3
				parentname dumpster_prop3
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name teleporter_mvm_bot_persist
				targetname dumpster_warp_beam3
				parentname dumpster_prop3
			}
			trigger_push // push people away so they don't get stuck
			{
				origin "0 0 0"
				pushdir "0 180 0"
				spawnflags 1
				speed 512
				targetname dumpster_push3
				mins "-32 -66 -16"
				maxs "12 66 64"
			}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_body.mdl"
				solid 6
				skin 2
				targetname dumpster_prop3
			}
			prop_dynamic
			{
				targetname dumpster_lid3
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_lid.mdl"
				solid 0
				skin 2
				parentname dumpster_rotdoor3
			}
			func_door_rotating // open up!
			{
				targetname dumpster_rotdoor3
				parentname dumpster_prop3
				origin "24 -24 59" // 28 -2 64 ??
				distance 90
				speed 160
				wait -1
				disableshadows 1
				forceclosed 1
				spawnflags 128
				noise1 shadows/mystery_open.mp3 // open sound
				startclosesound misc/null.wav
				closesound doors\door_metal_medium_close1.wav
				mins "-2 -2 -2"
				maxs "2 2 2"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname dumpster_msg3
				parentname dumpster_prop3
				filtername filter_redteam
				spawnflags 1
				mins "-72 -74 -64"
				maxs "40 74 96"
				
			}
			light_dynamic
			{
				origin "0 0 20"
				targetname dumpster_light3
				parentname dumpster_prop3
				_light "255 200 0 275"
				distance 75
                brightness 10
				spawnflags 1
			}
			info_particle_system
			{
				origin "0 0 0"
				effect_name utaunt_beams_yellow
				targetname dumpster_particles3
				parentname dumpster_prop3
			}
			prop_dynamic
			{
				targetname dumpster_weapon3
				parentname dumpster_train3
				model "models\weapons\w_models\w_medigun.mdl"
				solid 0
			}
			path_track
			{
				origin "-4 0 20"
				targetname dumpster_track13
				parentname dumpster_prop3
				target dumpster_track23
				OnPass "dumpster_train3,Stop,,0,-1"
			}
			path_track
			{
				origin "-4 0 64"
				targetname dumpster_track23
				parentname dumpster_prop3
				target dumpster_track13
				OnPass "dumpster_train3,Stop,,0,-1"
			}
			func_tracktrain
			{
				targetname dumpster_train3
				parentname dumpster_prop3
				target dumpster_track13
				orientationtype 0
				velocitytype 2
				solid 0
				speed 0
				startspeed 90
				mins "-4 -4 -4"
				maxs "4 4 4"
				angles "90 0 90"
				spawnflags 8
			}
			ambient_generic 
			{
				health 10
				message "shadows\mystery_jingle.mp3"
				radius 11000
				spawnflags 48
				targetname dumpster_jingle3
				parentname dumpster_prop3
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_appear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_appear3
				parentname dumpster_prop3
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_disappear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_disappear3
				parentname dumpster_prop3
			}
		}
		DumpsterBoxRewrite4
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 104"
				angles "90 0 180"
				disableshadows 0
				model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl"
				solid 0
				startdisabled 1
				modelscale 3
				targetname dumpster_dudprop4
				parentname dumpster_prop4
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name eyeboss_tp_vortex
				targetname dumpster_warp_eff4
				parentname dumpster_prop4
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name teleporter_mvm_bot_persist
				targetname dumpster_warp_beam4
				parentname dumpster_prop4
			}
			trigger_push // push people away so they don't get stuck
			{
				origin "0 0 0"
				pushdir "0 180 0"
				spawnflags 1
				speed 512
				targetname dumpster_push4
				mins "-32 -66 -16"
				maxs "12 66 64"
			}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_body.mdl"
				solid 6
				skin 2
				targetname dumpster_prop4
			}
			prop_dynamic
			{
				targetname dumpster_lid4
				angles "0 0 0"
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_lid.mdl"
				solid 0
				skin 2
				parentname dumpster_rotdoor4
			}
			func_door_rotating // open up!
			{
				targetname dumpster_rotdoor4
				parentname dumpster_prop4
				origin "-24 -24 59" // 28 -2 64 ??
				angles "0 0 0"
				distance 90
				speed 160
				wait -1
				disableshadows 1
				forceclosed 1
				spawnflags 128
				noise1 shadows/mystery_open.mp3 // open sound
				startclosesound misc/null.wav
				closesound doors\door_metal_medium_close1.wav
				mins "-2 -2 -2"
				maxs "2 2 2"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname dumpster_msg4
				parentname dumpster_prop4
				filtername filter_redteam
				spawnflags 1
				mins "-72 -74 -64"
				maxs "40 74 96"
				
			}
			light_dynamic
			{
				origin "0 0 20"
				targetname dumpster_light4
				parentname dumpster_prop4
				_light "255 200 0 275"
				distance 75
                brightness 10
				spawnflags 1
			}
			info_particle_system
			{
				origin "0 0 0"
				effect_name utaunt_beams_yellow
				targetname dumpster_particles4
				parentname dumpster_prop4
			}
			prop_dynamic
			{
				targetname dumpster_weapon4
				parentname dumpster_train4
				model "models\weapons\w_models\w_medigun.mdl"
				solid 0
			}
			path_track
			{
				origin "-4 0 20"
				targetname dumpster_track14
				parentname dumpster_prop4
				target dumpster_track24
				OnPass "dumpster_train4,Stop,,0,-1"
			}
			path_track
			{
				origin "-4 0 64"
				targetname dumpster_track24
				parentname dumpster_prop4
				target dumpster_track14
				OnPass "dumpster_train4,Stop,,0,-1"
			}
			func_tracktrain
			{
				targetname dumpster_train4
				parentname dumpster_prop4
				target dumpster_track14
				orientationtype 0
				velocitytype 2
				solid 0
				speed 0
				startspeed 90
				mins "-4 -4 -4"
				maxs "4 4 4"
				angles "90 0 90"
				spawnflags 8
			}
			ambient_generic 
			{
				health 10
				message "shadows\mystery_jingle.mp3"
				radius 11000
				spawnflags 48
				targetname dumpster_jingle4
				parentname dumpster_prop4
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_appear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_appear4
				parentname dumpster_prop4
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_disappear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_disappear4
				parentname dumpster_prop4
			}
		}
		DumpsterBoxRewrite5
		{
			NoFixup 1
			prop_dynamic
			{
				origin "0 0 104"
				angles "90 0 180"
				disableshadows 0
				model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl"
				solid 0
				startdisabled 1
				modelscale 3
				targetname dumpster_dudprop5
				parentname dumpster_prop5
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name eyeboss_tp_vortex
				targetname dumpster_warp_eff5
				parentname dumpster_prop5
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name teleporter_mvm_bot_persist
				targetname dumpster_warp_beam5
				parentname dumpster_prop5
			}
			trigger_push // push people away so they don't get stuck
			{
				origin "0 0 0"
				pushdir "0 180 0"
				spawnflags 1
				speed 512
				targetname dumpster_push5
				mins "-32 -66 -16"
				maxs "12 66 64"
			}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_body.mdl"
				solid 6
				skin 2
				targetname dumpster_prop5
			}
			prop_dynamic
			{
				targetname dumpster_lid5
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_lid.mdl"
				solid 0
				skin 2
				parentname dumpster_rotdoor5
			}
			func_door_rotating // open up!
			{
				targetname dumpster_rotdoor5
				parentname dumpster_prop5
				origin "24 -24 59" // 28 -2 64 ??
				distance 90
				speed 160
				wait -1
				disableshadows 1
				forceclosed 1
				spawnflags 128
				noise1 shadows/mystery_open.mp3 // open sound
				startclosesound misc/null.wav
				closesound doors\door_metal_medium_close1.wav
				mins "-2 -2 -2"
				maxs "2 2 2"
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname dumpster_msg5
				parentname dumpster_prop5
				filtername filter_redteam
				spawnflags 1
				mins "-72 -74 -64"
				maxs "40 74 96"
				
			}
			light_dynamic
			{
				origin "0 0 20"
				targetname dumpster_light5
				parentname dumpster_prop5
				_light "255 200 0 275"
				distance 75
                brightness 10
				spawnflags 1
			}
			info_particle_system
			{
				origin "0 0 0"
				effect_name utaunt_beams_yellow
				targetname dumpster_particles5
				parentname dumpster_prop5
			}
			prop_dynamic
			{
				targetname dumpster_weapon5
				parentname dumpster_train5
				model "models\weapons\w_models\w_medigun.mdl"
				solid 0
			}
			path_track
			{
				origin "-4 0 20"
				targetname dumpster_track15
				parentname dumpster_prop5
				target dumpster_track25
				OnPass "dumpster_train5,Stop,,0,-1"
			}
			path_track
			{
				origin "-4 0 64"
				targetname dumpster_track25
				parentname dumpster_prop5
				target dumpster_track15
				OnPass "dumpster_train5,Stop,,0,-1"
			}
			func_tracktrain
			{
				targetname dumpster_train5
				parentname dumpster_prop5
				target dumpster_track15
				orientationtype 0
				velocitytype 2
				solid 0
				speed 0
				startspeed 90
				mins "-4 -4 -4"
				maxs "4 4 4"
				angles "90 0 90"
				spawnflags 8
			}
			ambient_generic 
			{
				health 10
				message "shadows\mystery_jingle.mp3"
				radius 11000
				spawnflags 48
				targetname dumpster_jingle5
				parentname dumpster_prop5
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_appear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_appear5
				parentname dumpster_prop5
			}
			ambient_generic 
			{
				health 10
				message "misc/halloween/merasmus_disappear.wav"
				radius 11000
				spawnflags 48
				targetname dumpster_disappear5
				parentname dumpster_prop5
			}
		}
		DumpsterBox // check out this gun I found in the dumpster
		{
			NoFixup 1
			OnSpawnOutput
			{
				Target dumpster_warp_roulette
				Action PickRandomShuffle
			}
			$filter_sendprop
            {
                targetname filter_dumpstermoney
                $name m_nCurrency
				negated 0
                $value 950
                $compare "greater than or equal"

				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"		// testing
            }
			filter_multi
			{
				targetname filter_dumpstermulti
				filtertype 0
				negated 0
				filter01 filter_dumpstermoney
				filter02 filter_melee
				OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1"
			}
			filter_damage_type // OOPS THIS KILLS THE SERVER
			{
				targetname filter_melee
				negated 0
				damagetype 134221952 // what the fuck is this number???
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name eyeboss_tp_vortex
				targetname dumpster_warp_eff
				parentname dumpster_prop
			}
			info_particle_system
			{
				origin "0 0 24"
				effect_name teleporter_mvm_bot_persist
				targetname dumpster_warp_beam
				parentname dumpster_prop
			}
			trigger_multiple
			{
				origin "0 0 50"
				targetname dumpster_msg
				parentname dumpster_prop
				filtername filter_redteam
				spawnflags 1
				mins "-64 -64 -64"
				maxs "96 96 96"
				
				OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to receive a weapon for $950,0,-1"
			}
			trigger_push // push people away so they don't get stuck
			{
				origin "0 0 0"
				pushdir "0 0 0"
				spawnflags 1
				speed 512
				StartDisabled 0
				targetname dumpster_push
				mins "-12 -64 -16"
				maxs "12 64 16"
			}
			logic_relay // you got the dud!
			{
				targetname dumpster_dud
				OnTrigger "!activator,$AddCurrency,950,-1"
				OnTrigger "player,$PlaySoundToSelf,misc/happy_birthday_tf_10.wav,,0,-1"
				OnTrigger "dumpsterbutton,Lock,,0,-1"
				OnTrigger "dumpster_dudprop,Enable,,0,-1"
				OnTrigger "player,$PlaySoundToSelf,shadows/powerup_dud_03.mp3,1,-1"
				OnTrigger "dumpster_warp_eff,Start,,3,-1"
				OnTrigger "dumpster_warp_beam,Stop,,3,-1"
				OnTrigger "player,$PlaySoundToSelf,misc/halloween/merasmus_disappear.wav,3,-1"
				OnTrigger "dumpster_tele_out,Teleport,,4,-1"
				OnTrigger "dumpster_warp_eff,Stop,,4.2,-1"
				OnTrigger "dumpster_dudprop,Disable,,8,-1"
				OnTrigger "dumpster_prop,AddOutput,solid 0,9,-1"
				OnTrigger "dumpster_push,Enable,,24,-1"
				OnTrigger "dumpster_warp_roulette,PickRandomShuffle,,25,-1"
				OnTrigger "dumpster_warp_eff,Start,,25,-1"
				OnTrigger "dumpsterbutton,Unlock,,26,-1"
				OnTrigger "dumpster_push,Disable,,26,-1"
				OnTrigger "dumpster_prop,AddOutput,solid 6,26,-1"
				OnTrigger "player,$PlaySoundToSelf,misc/halloween/merasmus_appear.wav,26,-1"
				OnTrigger "dumpster_warp_eff,Stop,,27.2,-1"
			}
			logic_case
			{
				targetname dumpster_warp_roulette
				OnCase01 "dumpster_tele_1,Teleport,,-1"
				OnCase01 "dumpster_warp_beam,Start,,-1"
				OnCase02 "dumpster_tele_2,Teleport,,-1"
				OnCase02 "dumpster_warp_beam,Start,,-1"
				OnCase03 "dumpster_tele_3,Teleport,,-1"
				OnCase03 "dumpster_warp_beam,Start,,-1"
				OnCase04 "dumpster_tele_4,Teleport,,-1"
				OnCase04 "dumpster_warp_beam,Start,,-1"
				OnCase05 "dumpster_tele_5,Teleport,,-1"
				OnCase05 "dumpster_warp_beam,Start,,-1"
			}
			point_teleport
			{
				targetname dumpster_tele_out
				target dumpster_prop
				origin "-512 -25 -1008"
				angles "0 0 0"
			}
			point_teleport
			{
				targetname dumpster_tele_1
				target dumpster_prop
				origin "7467 -3528 -4920"
				angles "0 0 0"
			}
			point_teleport
			{
				targetname dumpster_tele_2
				target dumpster_prop
				origin "5143 -1220 -3392"
				angles "0 90 0"
			}
			point_teleport
			{
				targetname dumpster_tele_3
				target dumpster_prop
				origin "191 1024 -4928"
				angles "0 0 0"
			}
			point_teleport
			{
				targetname dumpster_tele_4
				target dumpster_prop
				origin "-6431 -4451 -4928"
				angles "0 180 0"
			}
			point_teleport
			{
				targetname dumpster_tele_5
				target dumpster_prop
				origin "-6458 1260 -4928"
				angles "0 0 0"
			}
			logic_case
			{
				targetname dumpster_case
				Case01 1 // scout
				Case02 2 // sniper
				Case03 3 // soldier
				Case04 4 // demo
				Case05 5 // medic
				Case06 6 // heavy
				Case07 7 // pyro
				Case08 8 // spy
				Case09 9 // engineer
				OnCase01 "dumpster_picker_scout,PickRandom,,2.5,-1"
				OnCase02 "dumpster_picker_sniper,PickRandom,,2.5,-1"
				OnCase03 "dumpster_picker_soldier,PickRandom,,2.5,-1"
				OnCase04 "dumpster_picker_demo,PickRandom,,2.5,-1"
				OnCase05 "dumpster_picker_medic,PickRandom,,2.5,-1"
				OnCase06 "dumpster_picker_heavy,PickRandom,,2.5,-1"
				OnCase07 "dumpster_picker_pyro,PickRandom,,2.5,-1"
				OnCase08 "dumpster_picker_spy,PickRandom,,2.5,-1"
				OnCase09 "dumpster_picker_engie,PickRandom,,2.5,-1"
			}
			prop_dynamic
			{
				origin "0 0 104"
				angles "90 0 180"
				disableshadows 0
				model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl"
				solid 0
				startdisabled 1
				modelscale 3
				targetname dumpster_dudprop
				parentname dumpster_prop
			}
			//training_annotation
            //{
            //  "targetname"   "dumpster_hint"
            //  "display_text" "Follow the beam of light to find the Weapons Dumpster!"
            //  "lifetime"     "5"
            //  "origin" "0 0 256"
			  //parentname dumpster_prop
            //}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_body.mdl"
				solid 6
				skin 2
				targetname dumpster_prop
				lightingorigin bombpath_arrows_void
			}
			light_dynamic
			{
				"_light" "255 249 234 275"
				distance "512"
				brightness "1"
				origin "0 0 36"
				parentname dumpster_prop
			}
			prop_dynamic
			{
				origin "0 0 0"
				disableshadows 0
				model "models/props_construction/dumpster_lid.mdl"
				solid 0
				skin 2
				parentname dumpster_rotdoor
				lightingorigin bombpath_arrows_void
			}
			func_door_rotating // open up!
			{
				targetname dumpster_rotdoor
				parentname dumpster_prop
				origin "28 -24 60" // 28 -2 64 ??
				distance 90
				speed 160
				wait 5
				disableshadows 1
				forceclosed 1
				spawnflags 128
				noise1 shadows/mystery_open.mp3 // open sound
				startclosesound misc/null.wav
				closesound doors\door_metal_medium_close1.wav
				mins "-2 -2 -2"
				maxs "2 2 2"
			}
			func_button // check player's class when they pass dumpster check
			{
				origin "-32 -0 24"
				targetname dumpsterbutton
				parentname dumpster_prop
				damagefilter filter_dumpstermulti
				rendermode 10
				movedir "0 180 0"
				spawnflags 513
				speed 5
				wait 3
				sounds 3
				mins "-4 -44 -20"
				maxs "4 44 20"
				
				OnPressed "!activator,$PlaySoundToSelf,shadows/mystery_noise.mp3,0,-1"
				OnPressed "!activator,$RemoveCurrency,950,-1" // testing
				OnPressed "dumpster_rotdoor,Open,,0,-1"
				OnPressed "dumpster_case,InValue,$$=!activator.m_iClass,,-1"
				OnPressed "dumpster_rotdoor,Close,,3.4,-1"
			}
			logic_case // test roulette
			{
				targetname dumpster_picker_scout
				OnCase01 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,The Force-a-Nature,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Force-a-Nature!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,The Force-a-Nature,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Force-a-Nature!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,Tomislav,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,Tomislav,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase14 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase14 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase15 "!activator,$AwardAndGiveExtraItem,Nail Gun,-1"
				OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase15 "!activator,$DisplayTextChat,You've received: Nail Gun!,0,-1"
				OnCase16 "!activator,$AwardAndGiveExtraItem,Nail Gun,-1"
				OnCase16 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase16 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase16 "!activator,$DisplayTextChat,You've received: Nail Gun!,0,-1"
				OnCase17 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1"
				OnCase17 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase17 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase17 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1"
				OnCase18 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1"
				OnCase18 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase18 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase18 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1"
				OnCase19 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase19 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase19 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase19 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase20 "!activator,$AwardAndGiveExtraItem,Baby Face's Blaster 2012,-1"
				OnCase20 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase20 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase20 "!activator,$DisplayTextChat,You've received: Baby Face's Blaster 2012!,0,-1"
				OnCase21 "dumpster_dud,Trigger,-1"
			}
			logic_case // test roulette
			{
				targetname dumpster_picker_sniper
				OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,The Rescue Ranger,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Rescue Ranger!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,AK-47,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: AK-47!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase14 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1"
				OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase14 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1"
				OnCase15 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1"
				OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase15 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1"
				OnCase16 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1"
				OnCase16 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase16 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase16 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1"
				OnCase17 "dumpster_dud,Trigger,-1"
			}
			logic_case // test roulette
			{
				targetname dumpster_picker_soldier
				OnCase01 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_ROCKETLAUNCHER,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Rocket Launcher!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,The Black Box,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Black Box!,0,-1"
				OnCase12 "tgun_check,Test,,-1"
				OnCase13 "dumpster_dud,Trigger,-1"
			}
			logic_case
			{
				targetname dumpster_picker_demo
				OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,The Chargin' Targe,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Chargin' Targe!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1"
				OnCase14 "!activator,$AwardAndGiveExtraItem,The Grenade Launcher,-1"
				OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase14 "!activator,$DisplayTextChat,You've received: The Grenade Launcher!,0,-1"
				OnCase15 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase15 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase16 "dumpster_dud,Trigger,-1"
			}
			logic_case // give medic some 'class-specific' shit because of medigun
			{
				targetname dumpster_picker_medic
				OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,Primary SMG,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,Primary SMG,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" 
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" 
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,The Black Box,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" 
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Black Box!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,Das Maschinenpistole,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: Das Maschinenpistole!,0,-1"
				OnCase13 "dumpster_dud,Trigger,-1"
			}
			logic_case
			{
				targetname dumpster_picker_heavy
				OnCase01 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,Tomislav,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,Tomislav,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,Chainsaw,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: Chainsaw!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1"
				OnCase14 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1"
				OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase14 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1"
				OnCase15 "tgun_check,Test,,-1"
				OnCase16 "dumpster_dud,Trigger,-1"
			}
			logic_case
			{
				targetname dumpster_picker_pyro
				OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,The Dragon's Fury,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Dragon's Fury!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,The Dragon's Fury,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Dragon's Fury!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,The Detonator,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: The Detonator!,0,-1"
				OnCase14 "!activator,$AwardAndGiveExtraItem,The Detonator,-1"
				OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase14 "!activator,$DisplayTextChat,You've received: The Detonator!,0,-1"
				OnCase15 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase15 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase16 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1"
				OnCase16 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase16 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase16 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1"
				OnCase17 "tgun_check,Test,,-1"
				OnCase18 "dumpster_dud,Trigger,-1"
			}
			logic_case // has least amount of things due to how utterly SCUFFED spy is
			{
				targetname dumpster_picker_spy
				OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,Primary Ambassador,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Ambassador!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,Primary Ambassador,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Ambassador!,0,-1"
				//OnCase07 "!activator,$AwardAndGiveExtraItem,Big Iron,-1"
				//OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				//OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				//OnCase07 "!activator,$DisplayTextChat,You've received: The Big Iron!,0,-1"
				//OnCase08 "!activator,$AwardAndGiveExtraItem,Big Iron,-1"
				//OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				//OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				//OnCase08 "!activator,$DisplayTextChat,You've received: The Big Iron!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,The Winger,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Winger!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,The Winger,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Winger!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,Injuste,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: Injuste!,0,-1"
				OnCase14 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1"
				OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase14 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1"
				OnCase15 "dumpster_dud,Trigger,-1"
			}
			logic_case // test roulette
			{
				targetname dumpster_picker_engie
				OnCase01 "!activator,$AwardAndGiveExtraItem,The B.M.M.H,-1"
				OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase01 "!activator,$DisplayTextChat,You've received: The B.M.M.H!,0,-1"
				OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase02 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1"
				OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1"
				OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PRIMARY,-1"
				OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase04 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1"
				OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1"
				OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase05 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1"
				OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PRIMARY,-1"
				OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase06 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1"
				OnCase07 "!activator,$AwardAndGiveExtraItem,The Nostromo Napalmer,-1"
				OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase07 "!activator,$DisplayTextChat,You've received: The Nostromo Napalmer!,0,-1"
				OnCase08 "!activator,$AwardAndGiveExtraItem,The Nostromo Napalmer,-1"
				OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase08 "!activator,$DisplayTextChat,You've received: The Nostromo Napalmer!,0,-1"
				OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase09 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1"
				OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1"
				OnCase10 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1"
				OnCase11 "!activator,$AwardAndGiveExtraItem,The Rescue Ranger,-1"
				OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase11 "!activator,$DisplayTextChat,You've received: The Rescue Ranger!,0,-1"
				OnCase12 "!activator,$AwardAndGiveExtraItem,The Rescue Ranger,-1"
				OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase12 "!activator,$DisplayTextChat,You've received: The Rescue Ranger!,0,-1"
				OnCase13 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1"
				OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1"
				OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1"
				OnCase13 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1"
				OnCase14 "dumpster_dud,Trigger,-1"
			}
		}
		TankTeleport
		{
			NoFixup 1
			trigger_teleport
			{
				targetname tank_warper
				spawnflags 1
				target tank_spawnroulette
				filtername filter_tank
				"mins" "-9999 -9999 -9999"
				"maxs" "9999 9999 9999"
			}
			trigger_multiple
			{
				targetname tank_spawnroulette
				spawnflags 1
				filtername filter_tank
				origin "-2168 40 13604"
				"mins" "-24 -24 -36"
				"maxs" "24 24 36"
				
				OnStartTouchAll "tank_spawn_picker,PickRandomShuffle,,-1"
			}
			trigger_bot_tag
			{
				targetname tank_spawnroulette
				spawnflags 1
				filtername filter_tank
				tags swooce
				add 0 // remove swooce so tank can't get warped twice
				origin "-2168 40 13604"
				"mins" "-128 -128 -128"
				"maxs" "128 128 128"
			}
			// tank spawn points
			filter_tf_bot_has_tag
			{
				targetname filter_tank
				require_all_tags 1
				tags swooce
				Negated "Allow entities that match criteria"
			}
			point_teleport
			{
				targetname tank_spawn_01
				target !activator
				origin "6548 -5013 -4904"
			}
			info_particle_system // spawnpoint's particle effect
			{
				targetname tank_spawn_01_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "6548 -5013 -4904"
			}
			info_particle_system // spawnpoint's particle effect
			{
				targetname tank_spawn_01_eff2
				effect_name utaunt_lightning_bolt
				origin "6548 -5013 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_02
				target !activator
				origin "4131 -3420 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_02_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "4131 -3420 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_02_eff2
				effect_name utaunt_lightning_bolt
				origin "4131 -3420 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_03
				target !activator
				origin "-2052 -1433 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_03_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "-2052 -1433 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_03_eff2
				effect_name utaunt_lightning_bolt
				origin "-2052 -1433 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_04
				target !activator
				origin "-4128 -7587 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_04_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "-4128 -7587 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_04_eff2
				effect_name utaunt_lightning_bolt
				origin "-4128 -7587 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_05
				target !activator
				origin "-7278 -7708 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_05_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "-7278 -7708 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_05_eff2
				effect_name utaunt_lightning_bolt
				origin "-7278 -7708 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_06
				target !activator
				origin "-7834 -2436 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_06_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "-7834 -2436 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_06_eff2
				effect_name utaunt_lightning_bolt
				origin "-7834 -2436 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_07
				target !activator
				origin "-5897 3213 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_07_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "-5897 3213 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_07_eff2
				effect_name utaunt_lightning_bolt
				origin "-5897 3213 -4904"
			}
			point_teleport
			{
				targetname tank_spawn_08
				target !activator
				origin "-819 3183 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_08_eff1
				effect_name utaunt_electricity_cloud_parent_WB
				origin "-819 3183 -4904"
			}
			info_particle_system
			{
				targetname tank_spawn_08_eff2
				effect_name utaunt_lightning_bolt
				origin "-819 3183 -4904"
			}
			logic_case
			{
				targetname tank_spawn_picker
				"OnCase01" "tank_spawn_01_eff1,Start,,-1"
				"OnCase01" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase01" "tank_spawn_01_eff2,Start,,1.75,-1"
				"OnCase01" "tank_spawn_01,Teleport,,1.75,-1"
				"OnCase01" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase01" "tank_spawn_01_eff1,Stop,,1.8,-1"
				"OnCase01" "tank_spawn_01_eff2,Stop,,2,-1"
				"OnCase02" "tank_spawn_02_eff1,Start,,-1"
				"OnCase02" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase02" "tank_spawn_02_eff2,Start,,1.75,-1"
				"OnCase02" "tank_spawn_02,Teleport,,1.75,-1"
				"OnCase02" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase02" "tank_spawn_02_eff1,Stop,,1.8,-1"
				"OnCase02" "tank_spawn_02_eff2,Stop,,2,-1"
				"OnCase03" "tank_spawn_03_eff1,Start,,-1"
				"OnCase03" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase03" "tank_spawn_03_eff2,Start,,1.75,-1"
				"OnCase03" "tank_spawn_03,Teleport,,1.75,-1"
				"OnCase03" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase03" "tank_spawn_03_eff1,Stop,,1.8,-1"
				"OnCase03" "tank_spawn_03_eff2,Stop,,2,-1"
				"OnCase04" "tank_spawn_04_eff1,Start,,-1"
				"OnCase04" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase04" "tank_spawn_04_eff2,Start,,1.75,-1"
				"OnCase04" "tank_spawn_04,Teleport,,1.75,-1"
				"OnCase04" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase04" "tank_spawn_04_eff1,Stop,,1.8,-1"
				"OnCase04" "tank_spawn_04_eff2,Stop,,2,-1"
				"OnCase05" "tank_spawn_05_eff1,Start,,-1"
				"OnCase05" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase05" "tank_spawn_05_eff2,Start,,1.75,-1"
				"OnCase05" "tank_spawn_05,Teleport,,1.75,-1"
				"OnCase05" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase05" "tank_spawn_05_eff1,Stop,,1.8,-1"
				"OnCase05" "tank_spawn_05_eff2,Stop,,2,-1"
				"OnCase06" "tank_spawn_06_eff1,Start,,-1"
				"OnCase06" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase06" "tank_spawn_06_eff2,Start,,1.75,-1"
				"OnCase06" "tank_spawn_06,Teleport,,1.75,-1"
				"OnCase06" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase06" "tank_spawn_06_eff1,Stop,,1.8,-1"
				"OnCase06" "tank_spawn_06_eff2,Stop,,2,-1"
				"OnCase07" "tank_spawn_07_eff1,Start,,-1"
				"OnCase07" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase07" "tank_spawn_07_eff2,Start,,1.75,-1"
				"OnCase07" "tank_spawn_07,Teleport,,1.75,-1"
				"OnCase07" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase07" "tank_spawn_07_eff1,Stop,,1.8,-1"
				"OnCase07" "tank_spawn_07_eff2,Stop,,2,-1"
				"OnCase08" "tank_spawn_08_eff1,Start,,-1"
				"OnCase08" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1"
				"OnCase08" "tank_spawn_08_eff2,Start,,1.75,-1"
				"OnCase08" "tank_spawn_08,Teleport,,1.75,-1"
				"OnCase08" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1"
				"OnCase08" "tank_spawn_08_eff1,Stop,,1.8,-1"
				"OnCase08" "tank_spawn_08_eff2,Stop,,2,-1"
			}
		}
		Camera_Crew_Death // roll the cameras when the players die
		{
			NoFixup 1
			point_viewcontrol
			{
				angles "11 21 0"
				origin "5883 -5465 -4169"
				acceleration 0
				deceleration 0
				spawnflags 0
				targetname camera_gameover_1
				parentname camera_spin
				wait 5
				interpolatepositiontoplayer 0
				speed 0
			}
			func_rotating
			{
				spawnflags 64
				maxspeed 1
				solidbsp 0
				rendermode 10
				targetname camera_spin
				origin "2948 924 518"
			}
			game_text
			{
				"targetname" "gameovertext"
				"color" "222 222 222"
				"color2" "240 110 0"	// scan color
				"fxtime" "8" // how 
				"holdtime" "30"
				"spawnflags" "1"
				"channel" 4
				"effect" 2
				"x" "0.4"
				"y" "0.37"
			}
			logic_case
			{
				"targetname" "gameoverformat"
				"case16" "You survived % waves" // who knows, maybe this is how it works
				"ondefault" "gameovertext,$setkey$message,,0,-1"
				"ondefault" "gameovertext,display,0,0,-1"
			}
			point_viewcontrol
			{
				angles "19 133 0"
				origin "-2724 -6735 -3730"
				acceleration 0
				deceleration 0
				spawnflags 0
				targetname camera_gameover_2
				wait 5
				parentname camera_spin_2
				interpolatepositiontoplayer 0
				speed 0
			}
			func_rotating
			{
				spawnflags 66
				maxspeed 1
				solidbsp 0
				rendermode 10
				targetname camera_spin_2
				origin "-2349 1008 479"
			}
			env_fade // make the transition less abrupt
			{
				targetname fade_out
				duration 2
				holdtime 0.5
				rendercolor "0 0 0" // 100% black
			}
			env_fade 
			{
				targetname fade_in
				duration 2
				holdtime 0.5
				spawnflags 1
				rendercolor "0 0 0"
			}
			point_populator_interface
			{
				targetname populator
			}
			logic_relay
			{
				targetname gameover
				startdisabled 1 // stop going off too early
			//	"OnTrigger" "roundtext,AddOutput,color 0 0 0:3:-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "youwin,Disable,,1.5,-1"
				"OnTrigger" "LMA,Disable,,3,-1"
				"OnTrigger" "populator,PauseBotSpawning,,3,-1"
				"OnTrigger" "player,$PlaySequence,victory,3,-1"
				"OnTrigger" "bossstage_start,CancelPending,,3,-1"
				"OnTrigger" "bossstage_start_tread,CancelPending,,3,-1"
				"OnTrigger" "bossstage_start_finale,CancelPending,,3,-1"
				"OnTrigger" "stage_clear_finale,CancelPending,,3,-1"
				"OnTrigger" "stage_clear,CancelPending,,3,-1"
				"OnTrigger" "player,$DisplayTextCenter,Game over,3,-1"
				"OnTrigger" "roundformat,FireUser2,,3,-1"
				"OnTrigger" "realtimer,FireUser2,,3,-1"
				"OnTrigger" "realtimer,FireUser2,,3.7,-1"
				//"OnTrigger" "fail_snd,PlaySound,,3,-1"
				"OnTrigger" "fade_out,Fade,,6,-1"
				"OnTrigger" "camera_gameover_1,$EnableAll,,8,-1"
				"OnTrigger" "entity_revive_marker,Kill,,8,-1"
				"OnTrigger" "camera_spin,start,,8,-1"
				"OnTrigger" "player,$PlaySequence,victoryb,8,-1"
				"OnTrigger" "fade_in,Fade,,8,-1"
				"OnTrigger" "fade_out,Fade,,13,-1"
				"OnTrigger" "camera_spin,stop,,15,-1"
				"OnTrigger" "camera_gameover_2,$EnableAll,,15,-1"
				"OnTrigger" "camera_spin_2,start,,15,-1"
				"OnTrigger" "player,$PlaySequence,victory,15,-1"
				"OnTrigger" "fade_in,Fade,,15,-1"
				"OnTrigger" "bots_win,RoundWin,,18.5,-1"
			}
			logic_relay
			{
				targetname youwin
			//	"OnTrigger" "roundtext,AddOutput,color 0 0 0:0:-1"
				"OnTrigger" "spawnbot_zombie,Disable,,0,-1"
				"OnTrigger" "popscript,$ActivateEndNuke,,0,-1"
				"OnTrigger" "stopmusic,Trigger,,0,-1"
				"OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),0,-1"
				"OnTrigger" "fog_controller,SetStartDist,1,,-1"
				"OnTrigger" "fog_controller,SetEndDist,5000,,-1"
				"OnTrigger" "stealthol_overlay,stopoverlays,,5,-1"
				"OnTrigger" "player,$DisplayTextCenter,Game over,0,-1"
				"OnTrigger" "gameover,Disable,,-1"
				"OnTrigger" "roundformat,FireUser2,,0,-1"
				"OnTrigger" "realtimer,FireUser2,,0,-1"
				"OnTrigger" "realtimer,FireUser2,,0.7,-1"
				"OnTrigger" "win_snd,PlaySound,,0,-1"
				"OnTrigger" "popscript,$DisplayLeaderboard,,2,-1"
				"OnTrigger" "fade_out,Fade,,13,-1"
				"OnTrigger" "camera_gameover_1,$EnableAll,,15,-1"
				"OnTrigger" "entity_revive_marker,Kill,,15,-1"
				"OnTrigger" "camera_spin,start,,15,-1"
				"OnTrigger" "fade_in,Fade,,15,-1"
				"OnTrigger" "fade_out,Fade,,20,-1"
				"OnTrigger" "camera_spin,stop,,22,-1"
				"OnTrigger" "camera_gameover_2,$EnableAll,,22,-1"
				"OnTrigger" "camera_spin_2,start,,22,-1"
				"OnTrigger" "fade_in,Fade,,22,-1"
				"OnTrigger" "hologram_nuke_hurt,Enable,,25.5,-1"
				"OnTrigger" "camera_spin_2,stop,,32,-1"
			}
		}
		FrearmPT // bodygroup shit
		{
			OnSpawnOutput
			{
				Target !activator
				Action $giveitem
				Param "Secondary Revolver" 
			}
		}
		ThundergunPT
		{
			OnSpawnOutput
			{
				Target thundergun_effect
				Action Start
			}
			OnSpawnOutput
			{
				Target thundergun_hurt
				Action $SetOwner
				Param !activator
			}
			OnSpawnOutput
			{
				Target thundergun*
				Action Kill
				Delay 0.35
			}
			info_particle_system
			{
				targetname thundergun_effect
				effect_name utaunt_lightning_bolt
				angles "0 90 90"
			}
			info_particle_system
			{
				targetname thundergun_effect
				effect_name utaunt_lightning_bolt
				angles "0 65 90"
			}
			info_particle_system
			{
				targetname thundergun_effect
				effect_name utaunt_lightning_bolt
				angles "0 115 90"
			}
			trigger_hurt
			{
				damage 15000
				damagetype 4194304
				targetname thundergun_hurt
				spawnflags 1
				nodmgforce 0
				filtername filter_notred
				// mins "-128 -48 -24"
				mins "-256 -96 -48"
				maxs "256 96 48"
			}
		}
		Thundergun_2PT
		{
			OnSpawnOutput
			{
				Target thundergun_effect
				Action Start
			}
			OnSpawnOutput
			{
				Target thundergun_hurt
				Action $SetOwner
				Param !activator
			}
			OnSpawnOutput
			{
				Target thundergun*
				Action Kill
				Delay 0.35
			}
			info_particle_system
			{
				targetname thundergun_effect
				effect_name utaunt_lightning_bolt
				angles "0 90 90"
			}
			info_particle_system
			{
				targetname thundergun_effect
				effect_name utaunt_lightning_bolt
				angles "0 65 90"
			}
			info_particle_system
			{
				targetname thundergun_effect
				effect_name utaunt_lightning_bolt
				angles "0 115 90"
			}
			trigger_hurt
			{
				damage 45000
				damagetype 4194304
				targetname thundergun_hurt
				spawnflags 1
				nodmgforce 0
				filtername filter_notred
				// mins "-128 -48 -24"
				mins "-256 -96 -48"
				maxs "256 96 48"
			}
		}
		MedicbagPT
		{
			dispenser_touch_trigger
			{
				spawnflags 1
				targetname "medicbag_aoe"
				origin "0 0 0"
				mins "-128 -128 -36"
				maxs "128 128 36"
			}
			mapobj_cart_dispenser
			{
				spawnflags 12
				origin "0 -12 0"
				targetname medicbag_dispbeam
				TeamNum 2
				touch_trigger medicbag_aoe
			}
			trigger_multiple
			{
				spawnflags 1
				filtername filter_notred
				origin "0 0 0"
				mins "-128 -128 -36"
				maxs "128 128 36"
				OnStartTouchAll "medicbag_aoe,Disable,,-1"
				OnEndTouchAll "medicbag_aoe,Enable,,3,-1"
			}
		}
		
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name FreelanceMercenary_Logic
		ItemName "Freelance Mercenary"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name "health_pack_env_1"
		ItemName "Health Pack Launcher"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name "health_pack_env_2"
		ItemName "Health Pack Launcher MKII"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name "ammo_box_env_1"
		ItemName "Ammo Box Launcher"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name "ammo_box_env_2"
		ItemName "Ammo Box Launcher MKII"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "RotateShield"
		ItemName "Vanguard Minigun"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "M16A1Reminder"
		ItemName "M16A1"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "M16A2Reminder"
		ItemName "M16A2"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "AK47Reminder"
		ItemName "AK-47"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "SM2Reminder"
		ItemName "The Airblaster"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "BongReminder"
		ItemName "Bong! Atomic Punch"
	}
	
	PlayerItemEquipSpawnTemplate
	{
		Name "DroneMini"
		ItemName "The Gunslinger"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name Goggles_Spawn
		ItemName "Blue Goggles"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name SafetyPrec_Spawn
		ItemName "Safety Precaution"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name Ali_Spawn
		ItemName "Ali Baba's Wee Booties (Soldier)"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name SharpShooterSet
		ItemName "The Sharp Shooter"
	}
	
	PlayerItemEquipSpawnTemplate 
	{
		Name GearshiftInit
		ItemName "Gearshift"
	}
	
	PointTemplates 
	{
		OnSentryBuild
		{
			OnSpawnOutput
			{
				Target "popscript"
				Action "$SentrySpawned"
				Delay 0.01
			}
		}
	}
	
	PlayerShootTemplate
	{
		Name health_pack_fake_1
		Offset "0 0 -5"
		AttachToProjectile 1 
		ItemName "Health Pack Launcher"
	}
	
	PlayerShootTemplate
	{
		Name health_pack_fake_2
		Offset "0 0 -5"
		AttachToProjectile 1 
		ItemName "Health Pack Launcher MKII"
	}
	
	PlayerShootTemplate
	{
		Name ammo_box_fake_1
		Offset "0 0 -5"
		AttachToProjectile 1 
		ItemName "Ammo Box Launcher"
	}
	
	PlayerShootTemplate
	{
		Name ammo_box_fake_2
		Offset "0 0 -5"
		AttachToProjectile 1 
		ItemName "Ammo Box Launcher MKII"
	}
	
	PlayerSpawnTemplate "PlayerTracker"
	PlayerSpawnTemplate "RedGlow"
	PlayerSpawnTemplate 
	{
		Name "spy_reminder"
		Class Spy
	}
	SpawnTemplate "corelogic"
	SpawnTemplate "Pushblocks"
	SpawnTemplate "GetOut"
	SpawnTemplate "stealthol"
	SpawnTemplate "Music_Loop_Logic"
	SpawnTemplate "DummyMachines"
	SpawnTemplate "Spawn_things"
	SpawnTemplate "PlayersLeftLogic"  
	//SpawnTemplate "vampunlock"
	SpawnTemplate "BuildingBlocks"
	//SpawnTemplate "Plate_Big"
	SpawnTemplate "Camera_Crew_Death"
	//SpawnTemplate "DumpsterSpawner"
	SpawnTemplate "RandomMadSciResists"
	SpawnTemplate "upgradewaypoint"
	SpawnTemplate "wavecd"
	SpawnTemplate "RedWin"
	//SpawnTemplate "UpgradeGlow"
	SpawnTemplate "filters_mini"
	SpawnTemplate 
	{
		Name "SecretBuildingBlockade"
		Origin "-7570 -5689 -4137"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "1185 -3522 -4921"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "2540 -7664 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "-5613 -7569 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "-7225 1248 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "-939 3047 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "-534 1509 -4920"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "7826 -4172 -4905"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "7230 -3516 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "8121 -1844 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksSmall"
		Origin "7584 -3596 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksSmall"
		Origin "7919 -5507 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "8152 -2696 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "8162 -903 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "7404 -1302 -4757"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "3948 -7042 -4921"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-1006 -7048 -4921"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "5383 -6302 -4897"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-4125 -6935 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-7827 -6935 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-7373 -4860 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-5074 -5455 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-4571 -4460 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-4120 -2814 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-4041 -1940 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-2094 -4569 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-4080 2834 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "2041 2655 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "2119 -400 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-1573 -1000 -4921"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-1573 -400 -4921"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "3980 -980 -4921"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "4552 -4487 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "6347 -5427 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "7032 -7105 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "4450 -5428 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "6312 -4537 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "4391 -289 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "7035 -295 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "7506 -863 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "5543 781 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-7945 2876 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "354 139 -4928"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-7798 -2836 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-66 2559 -4928"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-1476 2559 -4928"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-1000 -243 -4928"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "3946 -5379 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "3946 -4595 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "2932 -2943 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "1531 -3660 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "1063 -1918 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "101 -3652 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-209 -4869 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "1107 -5241 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-792 -3206 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksMedium"
		Origin "-6775 -948 -4604"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "-2774 -1465 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "2563 28 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksFull"
		Origin "-7363 -1116 -4604"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraAmmoPacksSmall"
		Origin "-3813 -141 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "-4435 -1133 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "3100 -4986 -4939"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "2596 -6006 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "203 -6796 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "7551 -3260 -4905"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "7919 -5449 -4905"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "737 -2882 -4939"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "-347 -4259 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "-1413 -5058 -4939"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-865 -5238 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "1797 -2867 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-629 -2627 -4924"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "7950 -3649 -4733"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "8185 -3468 -4905"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "7463 -4064 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "-7303 -1116 -4604"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "8249 -4600 -4917"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "8217 -2106 -4757"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "8217 -1914 -4757"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "-4316 -5902 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "-159 1449 -4920"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "8415 -1443 -4917"
		Angles "0 0 0"
	}
	//SpawnTemplate 
	//{
	//	Name "ExtraHealthKitsMedium"
	//	Origin "-807 1087 -4920"
	//	Angles "0 0 0"
	//}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "86 2515 -4928"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-6821 -715 -4604"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "4171 -6771 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "577 -7644 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "-3813 -761 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "-3813 -413 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "6340 -8095 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "4449 -8095 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-3272 -7481 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-6842 -7240 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-3585 -3305 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-5720 -3414 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "4187 -2722 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsFull"
		Origin "5759 -3973 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "6625 -907 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "5431 -2990 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsSmall"
		Origin "5416 -272 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "6074 -4210 -4925"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-370 -777 -4937"
		Angles "0 0 0"
	}
	SpawnTemplate 
	{
		Name "ExtraHealthKitsMedium"
		Origin "-8200 -5051 -4937"
		Angles "0 0 0"
	}
	// SpawnTemplate
	// {
	// 	Name "ZombieInfo"
	// 	Origin "8170 -4514 -4907"
	// 	Angles "0 0 0"
	// }
	// PlayerSpawnTemplate
	// {
	// 	Name MedicbagPT
	// 	Class Medic
	// 	Bone "prp_backpack" //Player bone where the template would be positioned
	// }
	PlayerShootTemplate
	{
		Name ThundergunPT
	//	OverrideShoot 1
		Offset "36 0 0"
		ItemName "Thunder Gun"
	}
	PlayerShootTemplate
	{
		Name Thundergun_2PT
	//	OverrideShoot 1
		Offset "36 0 0"
		ItemName "Zeus Cannon"
	}
	
	Templates
	{
		T_Easteregg_Demo
		{
			Class Demoman
			Skill Hard
			Health 500
			DesiredAttackRange 800
			AddCond { Name "TF_COND_REPROGRAMMED" }
			Item "Double Barrel"
			WeaponSwitch
			{
				Type Primary
				IfHealthAbove 300
			}
			WeaponSwitch
			{
				Type Secondary
				IfHealthBelow 300
			}
		}
		T_Zombie_Camouflage
		{
			Class Spy
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			ExtAttr IgnoreBuildings
			DesiredAttackRange 20
			ClassIcon spy_facepeel_lite
			Scale 1.2
			NoIdleSound 1
			Name Zombie
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "204 0 204"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but sharper"
			Item "facepeeler"
			Name "Camouflage Zombie"
			StripItemSlot 5
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"cannot disguise" 1
				"mult stun resistance" 0
				"ignored by enemy sentries" 1
			}
			AddCond  
			{
				Index 64
				Delay 1
				Duration -1
			}
			//ChangeAttributes	
			//{
			//	Delay 300
			//	Cooldown 0
			//	Repeats 1
			//	Name "Attr1"
			//}
			//EventChangeAttributes
			//{
			//	Attr1
			//	{
			//		AlwaysGlow 1
			//		CharacterAttributes
			//		{
			//			"move speed bonus" 3
			//			"move speed penalty" 16
			//			"add cond when active" 32
			//		}
			//	}
			//}
		}
		T_Zombie_MadSci
		{
			Class Medic
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon medic_amputator_vac2_trio
			Scale 1
			NoIdleSound 1
			Name Zombie
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "255 0 0"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but visible"
			Item "Miser's Muttonchops"
			Item "The Trepanabotomizer"
			Item "Archimedes the Undying"
			Name "Mad Scientist"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			FireInput
			{
				Target "madsci_resists_roll"
				Action "PickRandom"
				Delay 0
				Repeats 1
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.01
				//"dmg taken mult from special damage type 1" -1
				"mod shovel speed boost" 1
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but visible"
						"move speed bonus" 2
						//"damage bonus HIDDEN" 2.02
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but visible"
						"move speed bonus" 8
						//"damage bonus HIDDEN" 2.02
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Headless
		{
			Class Heavy
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon scout_cleaver
			Scale 1.2
			NoIdleSound 1
			Name Zombie
			CustomEyeParticle "bot_eye_glow"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but lethal"
			Item "road block"
			Item "samson skewer"
			Name "Headless Zombie"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CustomWeaponModel
			{
				Slot 2
				Model "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"head scale" 0
				"cannot be headshot" 1
				"dmg from melee increased" 0.15
				"hand scale" 1.25
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"gesture speed increase" 1.5
				//"add cond when active" 26
				"SET BONUS: dmg from sentry reduced" 0.01
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but lethal"
						"move speed bonus" 1.35
						//"damage bonus HIDDEN" 6.1538462
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but lethal"
						"move speed bonus" 5.4
						//"damage bonus HIDDEN" 6.1538462
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Plague
		{
			Class Sniper
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 150
			ClassIcon pyro_membrain_lite
			Scale 1
			NoIdleSound 1
			Name "Infectious Zombie"
			Item "The Vicious Visage"
			Item "The Mucous Membrain"
			Item "Skinless Slashers"
			Item "The Biomech Backpack"
			Item "BRAINS but toxic"
			//CustomEyeParticle "bot_eye_glow"
			//CustomEyeGlowColor "255 255 0"
			DeathSound =80|misc\bonzo_vomit02.wav
			SpawnTemplate "EnemyTracker"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			ItemAttributes
			{
				ItemName "The Biomech Backpack"
				"attach particle effect" 3041
			}
			//ItemColor
			//{
			//	ItemName "The Mucous Membrain"
			//	Red   204
			//	Green 0
			//	Blue  0
			//}
			ItemColor
			{
				ItemName "Skinless Slashers"
				Red   204
				Green 0
				Blue  0
			}
			ItemColor
			{
				ItemName "Zombie Sniper"
				Red   204
				Green 0
				Blue  0
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"voice pitch scale" 1.1
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			DamageAppliesCond
			{
				Name TF_COND_MARKEDFORDEATH
				Duration 10
			}
			DamageAppliesCond
			{
				Name TF_COND_URINE
				Duration 10
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but toxic"
						"move speed bonus" 1.5
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but toxic"
						"move speed bonus" 6
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Killer_Clown
		{
			Class Scout
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 150
			ClassIcon jesteracle
			Scale 1
			NoIdleSound 1
			Name "Killer Clown Zombie"
			Item "Zombie Scout"
			Item "Bozo's Brogues"
			Item "Fire Tooth"
			Item "Flavorful Baggies"
			Item "BRAINS but sharper but user is visible"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "255 255 0"
			SpawnTemplate "EnemyTracker"
			DeathSound =80|physics\body\body_medium_break3.wav
			// VoiceCommand
			// {
			// 	Delay 2
			// 	Cooldown 5.8
			// 	Repeats 0
			// 	Type "Battle cry"
			// }
			CustomWeaponModel
			{
				Slot 2
				Model "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl"
			}
			ItemColor
			{
				ItemName "Flavorful Baggies"
				Red   65  
				Green 107
				Blue  65
			}
			ItemColor
			{
				ItemName "Fire Tooth"
				Red   65  
				Green 107
				Blue  65
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"voice pitch scale" 1.1
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"move speed bonus" 1.5
				"dmg taken from crit reduced" 0.5
				"mult stun resistance" 0
				"bleeding duration" 4
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but sharper"
						"move speed bonus" 1.5
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but sharper"
						"move speed bonus" 3
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Soldier_Mutant
		{
			Class Soldier
			Skill Expert
			Health 1500
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			StripItemSlot 0   
			StripItemSlot 1   
			DesiredAttackRange 50
			ClassIcon heavy_zombie_lite
			Scale 1.5
			NoIdleSound 1
			Name "Mutant Zombie"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "The Zipperface"
			Item "BRAINS"
			//Item "TF_WEAPON_SPELLBOOK"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.15
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			//Spell
			//{
			//	Delay 0.1
			//	Cooldown 5
			//	Repeats 0 
			//	IfSeeTarget 1
			//	Type "Tesla Bolt"
			//}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_Special_Grappler_Mutant
		{
			Class Sniper
			Skill Expert
			Health 3000
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			StripItemSlot 0   
			StripItemSlot 1   
			DesiredAttackRange 50
			ClassIcon sniper_smoker
			MaxVisionRange 1000
			Scale 1.5
			NoIdleSound 1
			StripItem "Zombie Sniper"
			Item "The Huntsman"
	//		Item BRAINS
			Name "Mutant Grappler Zombie"
			UseCustomModel "models\kirillian\infected\wanker_v4.mdl"
			DeathSound =80|shadows\smoker_death.mp3
			SpawnTemplate "EnemyTracker"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.15
				"tf_weapon_raygun" 1.75
				"tf_weapon_drg_pomson" 1.75
			}

			VoiceCommand
			{
				Delay 5
				Cooldown 3.6
				Repeats 0
				Type "Go"
			}
			WeaponSwitch
			{
				Delay 1
				Cooldown 0
				Repeats 1
				Type "Melee"
			}
			WeaponSwitch
			{
				Delay 3
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Type "Primary"
			}
			Sequence
			{
				Delay 4
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Name tongue_attack_grab_survivor
			}
			WeaponSwitch
			{
				Delay 6
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Type "Melee"
			}
			ItemAttributes
			{
				ItemName "The Huntsman"
				"is invisible" 1
				"override projectile type" 26 // hook
				"fire rate bonus" 1.5
				"attachment offset" "0 0 48"
				"custom weapon fire sound" =80|shadows/smoker_launchtongue_02.mp3
				"applies snare effect" 0.3
				"apply look velocity on damage" 400
				"dmg penalty vs players" 5
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_CLUB
				"damage bonus HIDDEN" 0.62
				"is invisible" 1
				"alt-fire disabled" 1 // for heavy AI
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"custom kill icon" infection_scout
			}
			CharacterAttributes
			{
				"move speed bonus"	0.7
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_Special_Burner_Mutant
		{
			Class Soldier
			Skill Expert
			Health 5000
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes AlwaysFireWeapon
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			ClassIcon soldier_shovel_ignited
			StripItemSlot 0
			StripItemSlot 1
			Scale 1.5
			NoIdleSound 1
			Item "The Space Bracers"
			Item "TF_WEAPON_SPELLBOOK"
			Name "Mutant Burning Man"
			DeathSound =80|player\flame_out.wav
			SpawnTemplate "EnemyTracker"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.25
			}
			Sequence
			{
                Name run_LOSER
				Cooldown 0.5
				Delay 2
				Repeats 0
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 1.25
				Repeats 0
				Type "No"
			}
			FireInput
			{
				Target "!activator"
				Action "$IgnitePlayerDuration"
				Param "8"
				Delay 1
				Cooldown 8
				Repeats 0
            }
			Spell
			{
				Delay 0.1
				Cooldown 8
				Repeats 0 
				IfSeeTarget 1
				Type "Fireball"
			}
			ItemAttributes
			{
				ItemName "The Space Bracers"
				//"attach particle effect" 3063
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_SHOVEL
				"gesture speed increase" 0
				"is invisible" 1
				"fire rate penalty" 0.3
				"damage bonus" 0.08
				"Set DamageType Ignite" 1
				"bombinomicon effect on death" 1
				//"weapon burn dmg increased" 1.25
				"custom impact sound" misc/null.wav
				"custom kill icon" firedeath
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"ragdolls become ash" 1
			}
			CharacterAttributes
			{
				"move speed bonus" 1.25
				"voice pitch scale" 0.9
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				//"attach particle effect" 3063
			//	"fire retardant" 1
				"dmg taken from fire reduced" 0.2
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_Special_Corroder_Mutant
		{
			Class Pyro
			Skill Expert
			Health 3000
			StripItem "Zombie Pyro"
			Name "Mutant Corroder Zombie"
			StripItemSlot 0
			Action Mobber
			Attributes MiniBoss
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			ClassIcon pyro_spitter
			Item "The Gas Passer"
			Item "TF_WEAPON_SPELLBOOK"
			UseCustomModel "models/kirillian/infected/spyro_v4.mdl"
			Scale 1.5
			Skin 1
			NoIdleSound 1
			DeathSound =80|shadows/gas_death.mp3
			SpawnTemplate "EnemyTracker"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.25
			}
			VoiceCommand
			{
				Delay 15
				Cooldown 4
				Repeats 0
				Type "Jeers"
			}
			Spell
			{
				Delay 0.1
				Cooldown 8
				Repeats 0 
				IfSeeTarget 1
				Type "Meteor Shower"
			}
			ItemAttributes
			{
				ItemName tf_weapon_fireaxe
				"damage bonus HIDDEN" 0.77
				"is invisible" 1
				"alt-fire disabled" 1 // for heavy AI
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"custom kill icon" infection_pyro
				"custom impact sound" Weapon_Fist.HitFlesh
			}
			CharacterAttributes
			{
				"move speed bonus"	0.7
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"dmg taken from fire reduced" 0.01
				"mult stun resistance" 0
				"weapon burn dmg increased" 1.25
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
				"afterburn immunity" 1
			}
		}
		T_Zombie_Tiny_Mutant // spawns multiple times in wave 8-raid
		{
			Class Engineer
			Skill Expert
			Health 750
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes UseBossHealthBar
			DesiredAttackRange 50
			ClassIcon fallenmerc
			Scale 0.65
			NoIdleSound 1
			Name "Mutant Tiny Desk"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but baby"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.1
			}

			FireInput // always play mutant summon sound whether you like it or not
			{
				Target "w11_mutspawn"
				Action "PickRandom"
				Delay 0
				Repeats 1
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"dmg taken from fire reduced" 1.05
				"voice pitch scale" 0.9
				"increased jump height" 1.8
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 1.5
				"ignored by enemy sentries" 1
				//"airblast vulnerability multiplier" 0
				"head scale" 3
				"not solid to players" 1
				"mult stun resistance" 0
				"fire rate bonus hidden" 0.8
				"dmg bonus vs buildings" 1.15
				"bleeding duration" 5
				"dmg taken increased" 0.5
				"move speed bonus" 1.33
				
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
				"afterburn immunity" 1
			}
		}
		T_Zombie_Special_Crawler_Mutant
		{
			Class Scout
			Skill Expert
			Health 2250
			StripItem "Zombie Scout"
			StripItemSlot 0
			StripItemSlot 1
			Action Mobber
			Attributes MiniBoss
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			Name "Mutant Crawler Zombie"
			Tag crawler
			ClassIcon scunter 
			UseCustomModel "models\kirillian\infected\scunter_v4.mdl"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Scale 1.5
			NoIdleSound 1
			NoCrouchButtonRelease 1
			SpawnTemplate "Crawler_PT_Mutant"
			Item "TF_WEAPON_SPELLBOOK"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.35
				"tf_weapon_raygun" 1.25
				"tf_weapon_drg_pomson" 1.25
			}
			FireWeapon // 14 second intervals
            {
                Delay 0
                Cooldown 5
                Repeats 0
				IfSeeTarget 1
				Duration 2.5
				Type Crouch
			}
			Sequence
			{
				Delay 5
				Cooldown 5
				Repeats 0
				Name pounce_idle_low
			}
			Spell
			{
				Delay 0
				Cooldown 5
				Repeats 0 
				IfSeeTarget 1
				Type "Superjump"
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_BAT
				"damage bonus HIDDEN" 0.286
				"is invisible" 1
				"fire rate penalty" 0.4
				"custom impact sound" Weapon_Fist.HitFlesh
				"alt-fire disabled" 1 // for heavy AI
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"custom kill icon" infection_scout
			}
			CharacterAttributes
			{
				"move speed bonus"	1.3
				"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"voice pitch scale" 0
				"increased jump height" 1.5
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
				"increased air control" 5
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_MadSci_Mutant
		{
			Class Medic
			Skill Expert
			Health 1500
			//WeaponRestrictions MeleeOnly
			StripItemSlot 0   
			StripItemSlot 1   
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			ClassIcon medic_amputator_vac2_trio
			Scale 1.5
			NoIdleSound 1
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "255 0 0"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but visible"
			Item "Miser's Muttonchops"
			Item "The Trepanabotomizer"
			Item "Archimedes the Undying"
			Item "TF_WEAPON_SPELLBOOK"
			Name "Mutant Mad Scientist"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.45
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			Spell
			{
				Delay 0
				Cooldown 5
				Repeats 0 
				IfSeeTarget 1
				Type "Healing Aura"
			}
			CharacterAttributes
			{
				"move speed bonus" 1
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.01
				"mod shovel speed boost" 1
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 1" -1
				"dmg taken mult from special damage type 3" 0.15
				"add cond when active" 4539459
				"health regen" 800
				"cannot be backstabbed" 1
				"afterburn immunity" 1
			}
		}
		T_Zombie_Special_Hulk_Mutant
		{ // note: don't spawn in more than one in an entire game, you'll traumatize people more than they will be
			Class Heavy
			Skill Expert
			StripItem "Zombie Heavy"
			StripItemSlot 0
			Name "Mutant Tank"
			Health 600000
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			Action Mobber
			Tag bigguyalert
			//Tag swooce
			UseMeleeThreatPrioritization 1
			ClassIcon heavy_zombie_arm2_lite
			UseCustomModel "models\kirillian\infected\hank_v4.mdl"
			StripItem "Zombie Heavy"
			Skin 1
			Scale 1.5
			NoIdleSound 1
			AdditionalStepSound "=80|player/footsteps/giant2.wav"
			DeathSound shadows\tank_death_01.mp3
			SpawnTemplate "EnemyTracker"
			SpawnTemplate "Hulk_PT"
			SpawnTemplate "LaserOnAim"
			AlwaysGlow 1

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.25
				"tf_weapon_raygun" 1.1
				"tf_weapon_drg_pomson" 1.1
			}

			WeaponSwitch
			{
				Delay 1
				Cooldown 30
				Repeats 1
				Type "Melee"
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 4.2
				Repeats 0
				IfNoTarget 1
				Type "Move Up"
			}
			VoiceCommand
			{
				Delay 1
				Cooldown 3
				Repeats 0
				IfSeeTarget 1
				Type "Cheers"
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_FISTS
				"provide on active" 1
				"damage bonus" 2.5
				"dmg bonus vs buildings" 4444
				"damage causes airblast" 1
				"apply z velocity on damage" 160
				"apply look velocity on damage" 1024
				"fire rate bonus" 2
				"custom impact sound" shadows/tank_punch_1.mp3
				"deploy time decreased" 3
				"alt-fire disabled" 1 // stop punching until you're actually close
				"melee range multiplier" 1.4
				"dmg pierces resists absorbs" 1
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_SHOTGUN_HWG
				"provide on active" 1
				"custom item model" models\props_forest\cliff_wall_09a.mdl
				"attachment name" "debris"
				"single wep deploy time increased" 1.5
				"override projectile type" 2
				"fire rate bonus" 20
				"no_jump" 1
				"reload full clip at once" 1
				"faster reload rate" -0.8
				"dmg pierces resists absorbs" 1
				"custom projectile model" models\props_forest\cliff_wall_09a.mdl
				"damage bonus" 25.55555555
				"dmg bonus vs buildings" 4444
				"custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3
				"custom weapon fire sound" misc/null.wav
				"projectile gravity" 150
				"projectile speed increased" 1.5
				"blast radius increased" 1.8
				"custom kill icon" mailbox
				"rocket specialist" 1
				//"no damage falloff" 1
				"penetrate teammates" 1 // throw through teammates
				"mult_player_movespeed_active" 0 // stop moving when throwing rocks!
				"projectile no deflect" 1 // what the fuck do you mean people can airblast rock?
				"add cond when active" 5
			}
			CharacterAttributes
			{
				"voice pitch scale" 1
				"cancel falling damage" 1
				"override footstep sound set" 0
				"damage force reduction" 0
				"mult stun resistance" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg from ranged reduced" 0.75
				"dmg from melee increased" 0.75
				"fire rate bonus" 0.8
				"dmg taken mult from special damage type 3" 0.15
				"mult stun resistance" 0
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"no_duck" 1
				"increased jump height" 1.3
				"move speed penalty" 1.05
				"dmg taken from crit reduced" 0.5
				"SET BONUS: dmg from sentry reduced" 0.15
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_Camouflage_Mutant
		{
			Class Spy
			Skill Expert
			Health 1500
			//WeaponRestrictions MeleeOnly
			StripItemSlot 0   
			StripItemSlot 1   
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			DesiredAttackRange 20
			ClassIcon spy_facepeel_lite
			Scale 1.5
			NoIdleSound 1
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "204 0 204"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but sharper"
			Item "facepeeler"
			Name "Mutant Camouflage Zombie"
			Item "TF_WEAPON_SPELLBOOK"
			StripItemSlot 5

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.45
				"tf_weapon_raygun" 1.1
				"tf_weapon_drg_pomson" 1.1
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			Spell
			{
				Delay 0
				Cooldown 2.5
				Repeats 0 
				IfSeeTarget 1
				Type "Tesla Bolt"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"cannot disguise" 1
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
				"ignored by enemy sentries" 1
			}
			AddCond  
			{
				Index 64
				Delay 1
				Duration -1
			}
		}
		T_Zombie_Special_Superfist_Mutant
		{
			Class Demoman
			Skill Expert
			Health 5000
			StripItem "Zombie Demo"
			StripItemSlot 0
			Action Mobber
			Attributes MiniBoss
		//	DesiredAttackRange 50
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			Name "Mutant Bruiser Zombie"
			ClassIcon demo_superfist
			UseCustomModel "models/kirillian/infected/coomer_v4.mdl"
			DeathSound =80|shadows/charger_death.mp3
			SpawnTemplate "EnemyTracker"
			SpawnTemplate "Charger_PT"
			Item "The Chargin' Targe"
			Item "TF_WEAPON_SPELLBOOK"
			Scale 1.5
			NoIdleSound 1

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.45
				"tf_weapon_raygun" 1.1
				"tf_weapon_drg_pomson" 1.1
			}
			VoiceCommand
			{
				Delay 15
				Cooldown 5
				Repeats 0
				IfNoTarget 1
				Type "Move up"
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 4
				Repeats 0
				IfSeeTarget 1
				Type "Negative"
			}
			Spell
			{
				Delay 0
				Cooldown 6
				Repeats 0 
				IfSeeTarget 1
				Type "Summon Monoculus"
			}
			// AddCond  
			// {
			// 	Index 51
			// 	Delay 1
			// 	Duration 80
			// }
			ItemAttributes
			{
				ItemName "The Chargin' Targe"
				"is invisible" 1
				"damage causes airblast" 1
				"effect add attributes" "no_attack|1" // no slap
				"dmg taken from fire reduced" 1
				"dmg taken from blast reduced" 1 // negate resistances since players can't see the shield
				"charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all
				"mult charge turn control" 2
				"charge recharge rate increased" 2
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_BOTTLE
				"is invisible" 1
				"fire rate penalty" 1.3
				"damage bonus" 1.2
				"custom kill icon" hot_hand
				"custom impact sound" =80|player/taunt_chest_thump_alt.wav
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"charge time increased" 2
			}
			CharacterAttributes
			{
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 1.5
				"dmg taken from blast reduced" 0.3
				"dmg taken from bullets reduced" 0.3
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_Special_Superfist_Mutant_Finale
		{
			Class Demoman
			Skill Expert
			Health 5000
			StripItem "Zombie Demo"
			StripItemSlot 0
			Action Mobber
			Attributes MiniBoss
		//	DesiredAttackRange 50
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			Name "Mutant Bruiser Zombie"
			ClassIcon demo_superfist
			UseCustomModel "models/kirillian/infected/coomer_v4.mdl"
			DeathSound =80|shadows/charger_death.mp3
			SpawnTemplate "EnemyTracker"
			SpawnTemplate "Charger_PT"
			Item "The Chargin' Targe"
			Item "TF_WEAPON_SPELLBOOK"
			Scale 1.5
			NoIdleSound 1

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.45
				"tf_weapon_raygun" 1.1
				"tf_weapon_drg_pomson" 1.1
			}
			VoiceCommand
			{
				Delay 15
				Cooldown 5
				Repeats 0
				IfNoTarget 1
				Type "Move up"
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 4
				Repeats 0
				IfSeeTarget 1
				Type "Negative"
			}
			Spell
			{
				Delay 0
				Cooldown 7.5
				Repeats 0 
				IfSeeTarget 1
				Type "Summon Monoculus"
			}
			ItemAttributes
			{
				ItemName "The Chargin' Targe"
				"is invisible" 1
				"damage causes airblast" 1
				"effect add attributes" "no_attack|1" // no slap
				"dmg taken from fire reduced" 1
				"dmg taken from blast reduced" 1 // negate resistances since players can't see the shield
				"charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all
				"mult charge turn control" 2
				"charge recharge rate increased" 2
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_BOTTLE
				"is invisible" 1
				"fire rate penalty" 1.3
				"damage bonus" 1.2
				"custom kill icon" hot_hand
				"custom impact sound" =80|player/taunt_chest_thump_alt.wav
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"charge time increased" 2
			}
			CharacterAttributes
			{
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 1.5
				"dmg taken from blast reduced" 0.3
				"dmg taken from bullets reduced" 0.3
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
		}
		T_Zombie_Plague_Mutant
		{
			Class Sniper
			Skill Expert
			Health 1500
			//WeaponRestrictions MeleeOnly
			StripItemSlot 0   
			StripItemSlot 1   
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes UseBossHealthBar
			ExtAttr IgnoreBuildings
			DesiredAttackRange 150
			ClassIcon pyro_membrain_lite
			Scale 1.5
			NoIdleSound 1
			Name "Mutant Infectious Zombie"
			Item "The Vicious Visage"
			Item "The Mucous Membrain"
			Item "Skinless Slashers"
			Item "The Biomech Backpack"
			Item "TF_WEAPON_SPELLBOOK"
			Item "BRAINS but toxic"
			//CustomEyeParticle "bot_eye_glow"
			//CustomEyeGlowColor "255 255 0"
			DeathSound =80|misc\bonzo_vomit02.wav
			SpawnTemplate "EnemyTracker"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.45
				"tf_weapon_raygun" 1.1
				"tf_weapon_drg_pomson" 1.1
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			Spell
			{
				Delay 0
				Cooldown 6.66
				Repeats 0 
				IfSeeTarget 0
				Type "Summon Skeletons"
			}
			ItemAttributes
			{
				ItemName "The Biomech Backpack"
				"attach particle effect" 3041
			}
			//ItemColor
			//{
			//	ItemName "The Mucous Membrain"
			//	Red   204
			//	Green 0
			//	Blue  0
			//}
			ItemColor
			{
				ItemName "Skinless Slashers"
				Red   204
				Green 0
				Blue  0
			}
			ItemColor
			{
				ItemName "Zombie Sniper"
				Red   204
				Green 0
				Blue  0
			}
			CharacterAttributes
			{
				"move speed bonus" 1.1
				"cancel falling damage" 1
				"increased jump height" 1.3
				"voice pitch scale" 1.1
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
				"gesture speed increase" 0.5
				"not solid to players" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"attach particle effect" 3063
				"dmg taken mult from special damage type 3" 0.15
				"SET BONUS: dmg from sentry reduced" 0.01
				"cannot be backstabbed" 1
			}
			DamageAppliesCond
			{
				Name TF_COND_MARKEDFORDEATH
				Duration 10
			}
			DamageAppliesCond
			{
				Name TF_COND_URINE
				Duration 10
			}
		}
		T_Zombie_Rabid
		{
			Class Heavy
			Skill Expert
			Health 150 // base hp, goes up 100 per round, becomes +10% mult after round 9. bring a calculator!
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes AlwaysFireWeapon
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			ClassIcon heavy_voodoo_bear_nys
			Scale 0.9
			NoIdleSound 1
			Name "Rabid Zombie"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "180 0 0"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but piercing"
			Item "The K-9 Mane"
			Item "The Himalayan Hair Shirt"
			Item "Die Regime-Panzerung"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg from ranged reduced" 0.05
				"dmg from melee increased" 2
				"dmg taken from crit reduced" 0.05
				"rage giving scale" 0.1
				"move speed bonus" 1.35
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					CharacterAttributes
					{
						"move speed bonus" 3
						"move speed penalty" 16
						"add cond when active" 32
					}
				}
			}
		}
		T_Zombie_Snatcher
		{
			Class Pyro
			Skill Expert
			Health 150
			WeaponRestrictions PrimaryOnly
			//StripItem "Zombie Pyro"
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			ExtAttr IgnoreBuildings
			DesiredAttackRange 150
			ClassIcon boss_pyro_spellbook
			Scale 1
			NoIdleSound 1
			Name "Snatcher Zombie"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "255 255 0"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "The Seared Sorcerer"
			Item "BRAINS"
			Item "TF_WEAPON_ROCKETLAUNCHER"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			ItemAttributes
			{
				ItemName "TF_WEAPON_ROCKETLAUNCHER"
				"no damage falloff" 1
				"penetrate teammates" 1
				"damage bonus HIDDEN" 0.2777777777
				"fire rate penalty" 12
				"projectile speed increased" 0.3
				"projectile lifetime" 15
				"mod projectile heat seek power" 80
				"mod projectile heat aim error" 105
				"mod projectile heat aim time" 30
				"mod projectile heat aim start time" 0.5
				"mod projectile heat no predict target speed" 1
				"projectile no deflect" 1
				"fire input on hit" "popscript^$snatcherHit^"
				"blast radius increased" 0.1
				"add cond on hit" 30
				"add cond on hit duration" 30
				"minicrits become crits" 1
				"explosion particle" "tfc_sniper_mist"
				"projectile trail particle" "~spell_teleport_blue"
				"projectile sound" "@npc/barnacle/barnacle_digesting1.wav"
				"custom projectile model" "models/empty.mdl"
                "custom item model" "models/empty.mdl"
				"custom weapon fire sound" "common/null.wav"
				"custom hit sound" "physics/flesh/flesh_bloody_break.wav"
				"custom kill icon" eyeball_rocket
			}
			ItemAttributes
			{
				ItemName "BRAINS"
				"is_passive_weapon" 1
				"fire rate penalty" 12
				"melee range multiplier" 5
			}
			CharacterAttributes
			{
				"move speed bonus" 0.9
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 6
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Sniper // there's just one now, ease up on the sound overrides (people MIGHT crash less now)
		{
			Class Sniper
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon heavy_zombie_lite
			Scale 1
			NoIdleSound 1
			Name Zombie
			//Item "horseless headless horseman's head" // Halloween special
			Item "Ritzy Rick's Hair Fixative"
			Item "BRAINS"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"voice pitch scale" 1.1
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 6
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Soldier
		{
			Class Soldier
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon heavy_zombie_lite
			Scale 1
			NoIdleSound 1
			Name Zombie
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			//Item "horseless headless horseman's head" // Halloween special
			Item "The Zipperface"
			Item "BRAINS"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 6
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Demo
		{
			Class Demoman
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon heavy_zombie_lite
			Scale 1
			NoIdleSound 1
			Name Zombie
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			//Item "horseless headless horseman's head" // Halloween special
			Item "defaced detonator"
			Item "BRAINS"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"dmg taken from fire reduced" 1.05
				"voice pitch scale" 0.9
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 6
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Scout
		{
			Class Scout
			Skill Expert
			Health 150
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon heavy_zombie_lite
			Scale 1
			NoIdleSound 1
			Name Zombie
			Item "BRAINS"
			Item "baseball bill's sports shine"
			Item "the tomb wrapper"
			//Item "horseless headless horseman's head" // Halloween special
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			//VoiceCommand
			//{
			//	Delay 2
			//	Cooldown 5.8
			//	Repeats 0
			//	Type "Battle cry"
			//}
			ItemAttributes
			{
				ItemName "BRAINS"
				"fire rate penalty" 2
				"damage bonus" 1.85185185
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"dmg taken from fire reduced" 1.05
				"voice pitch scale" 0.9
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS"
						"move speed bonus" 6
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Warden
		{
			Class Soldier
			Skill Expert
			Health 150
			WeaponRestrictions SecondaryOnly
			Action Mobber
			DesiredAttackRange 300
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes SpawnWithFullCharge
			Attributes AlwaysFireWeapon
			Attributes ProjectileShield
			ExtAttr IgnoreBuildings
			ClassIcon medic_shield_ala
			Scale 1.1
			NoIdleSound 1
			Name "Warden Zombie"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "204 0 204"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "The Cadaver's Capper"
			Item "The Exorcizor"
			Item "The Shaolin Sash"
			Item "the quick-fix"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			ItemAttributes
			{
				ItemName "The Shaolin Sash"
				"attach particle effect" 3043
			}
			ItemAttributes
			{
				ItemName "the quick-fix"
				"ubercharge rate penalty" -3
				"generate rage on heal" 1
				"heal rate bonus" 0
				"uber duration bonus" -10
				"is invisible" 1
			}
			ItemAttributes
			{
				ItemName "tf_weapon_shovel"
				"is_passive_weapon" 1
				"is invisible" 1
				"fire rate bonus" 30
				"damage bonus" 4.61538461
				"dmg penalty vs players" 200
				"melee cleave attack" 1
				"custom impact sound" "ambient/fire/gascan_ignite1.wav"
				"custom kill icon" purgatory
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"bot medic uber deploy delay duration" 9999
				"increase buff duration" 999
				"mult stun resistance" 0
			}
			FireWeapon  
            {
                Delay 0
                Cooldown 3
                Repeats 0
                Duration 0.6
                Type "Special" //Activate Shield
            }
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "the quick-fix"
						"move speed bonus" 2.2
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "the quick-fix"
						"move speed bonus" 2.7
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Tiny
		{
			Class Engineer
			Skill Expert
			Health 75
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon fallenmerc
			Scale 0.5
			NoIdleSound 1
			Name "Tiny Desk Zombie"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "40 180 40"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "BRAINS but baby"
			CharacterAttributes
			{
				"cancel falling damage" 1
				"dmg taken from fire reduced" 1.05
				"voice pitch scale" 0.9
				"increased jump height" 1.8
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 1.5
				"ignored by enemy sentries" 1
				//"airblast vulnerability multiplier" 0
				"head scale" 3
				"not solid to players" 1
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but baby"
						"move speed bonus" 2.5
						//"damage bonus HIDDEN" 0.308
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "BRAINS but baby"
						"move speed bonus" 10
						//"damage bonus HIDDEN" 0.308
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		//T_Zombie_Survivor
		//{
		//	Class Scout
		//	Skill Expert
		//	Health 150
		//	WeaponRestrictions SecondaryOnly
		//	Action Mobber
		//	Attributes MiniBoss
		//	Attributes DisableDodge
		//	DesiredAttackRange 750
		//	ClassIcon scout_pistol_nys
		//	Scale 1
		//	NoIdleSound 1
		//	Name "Infected Survivor"
		//	CustomEyeParticle "bot_eye_glow"
		//	CustomEyeGlowColor "40 180 40"
		//	DeathSound =80|physics\body\body_medium_break3.wav
		//	SpawnTemplate "EnemyTracker"
		//	Item "California Cap"
		//	Item "Jungle Jersey"
		//	Item "tf_weapon_pistol"
		//	VoiceCommand
		//	{
		//		Delay 2
		//		Cooldown 5.8
		//		Repeats 0
		//		Type "Battle cry"
		//	}
		//	CharacterAttributes
		//	{
		//		"cancel falling damage" 1
		//		"increased jump height" 1.3
		//		"cannot be sapped" 1
		//		"force distribute currency on death" 1
		//		"dmg taken from crit reduced" 0.7
		//	}
		//	ItemAttributes
		//	{
		//		ItemName TF_WEAPON_PISTOL
		//		"damage bonus HIDDEN" 0.25
		//		"fire rate penalty" 2
		//	}
		//	ChangeAttributes	
		//	{
		//		Delay 300
		//		Cooldown 0
		//		Repeats 1
		//		Name "Attr1"
		//	}
		//	EventChangeAttributes
		//	{
		//		Attr1
		//		{
		//			AlwaysGlow 1
		//			CharacterAttributes
		//			{
		//				"move speed bonus" 3
		//				"move speed penalty" 16
		//				"add cond when active" 32
		//			}
		//		}
		//	}
		//}
		T_Zombie_Spitter
		{
			Class Demoman
			Skill Expert
			Health 150
			WeaponRestrictions PrimaryOnly
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			ExtAttr IgnoreBuildings
			//DesiredAttackRange 500
			ClassIcon pyro_dragonfury
			Scale 1
			NoIdleSound 1
			Name "Spitter Zombie"
			AimLeadProjectileSpeed 1  
			AimOffset "0 0 90"
			CustomEyeParticle "bot_eye_glow"
			CustomEyeGlowColor "0 102 255"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Item "Cap'n Calamari"
			Item "The Horsemann's Hand-Me-Down"
			Item "Bootlegger"
			Item "Spitter Weapon"
			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				//"afterburn immunity" 1
				"self dmg push force decreased" 0
				"damage force reduction" 0
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "Spitter Weapon"
						"move speed bonus" 1.5
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "Spitter Weapon"
						"move speed bonus" 6
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Exploder
		{
			Class Engineer
			Skill Expert
			Health 225
			Action SuicideBomber
			Attributes MiniBoss
			Attributes DisableDodge
			ExtAttr IgnoreBuildings
			ClassIcon sentry_buster_gry
		//	StripItemSlot 1
			StripItemSlot 2
			Scale 1
			NoIdleSound 1
			Name "Tomb Detonator"
			Item "Employee Badge A"
			SpawnTemplate "EnemyTracker"
			Tag bigguyalert

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.15
			}
			ItemModel
			{
				ItemName "Employee Badge A"
				Model "models\props_lakeside_event\bomb_temp.mdl"
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_SHOTGUN_PRIMARY
				"gesture speed increase" 1.25
				"is invisible" 1
				"custom kill icon" ullapool_caber_explosion
			}
			CharacterAttributes
			{
				"voice pitch scale" 0
				"cancel falling damage" 1
				"torso scale" 0
				"increased jump height" 1.3
				"cannot be sapped" 1
				"cannot be backstabbed" 1
				"damage force reduction" 0
		//		"bombinomicon effect on death" 1
				"airblast vulnerability multiplier" 0
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
				"move speed bonus" 3
				"dmg pierces resists absorbs" 1
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "TF_WEAPON_SHOTGUN_PRIMARY"
						"move speed bonus" 3
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "TF_WEAPON_SHOTGUN_PRIMARY"
						"move speed bonus" 12
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Burner
		{
			Class Soldier
			Skill Expert
			Health 5200 // testin only, normally should not have this much
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			Attributes AlwaysFireWeapon
			WeaponRestrictions MeleeOnly
			ExtAttr IgnoreBuildings
			ClassIcon soldier_shovel_ignited
			StripItemSlot 0
			StripItemSlot 1
			Scale 1
			NoIdleSound 1
			Item "The Space Bracers"
			Name "Burning Man"
			DeathSound =80|player\flame_out.wav
			SpawnTemplate "EnemyTracker"
			Sequence
			{
                Name run_LOSER
				Cooldown 0.5
				Delay 2
				Repeats 0
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 1.25
				Repeats 0
				Type "No"
			}
			FireInput
			{
				Target "!activator"
				Action "$IgnitePlayerDuration"
				Param "8"
				Delay 1
				Cooldown 8
				Repeats 0
            }
			ItemAttributes
			{
				ItemName "The Space Bracers"
				"attach particle effect" 2
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_SHOVEL
				"gesture speed increase" 0
				"is invisible" 1
				"fire rate penalty" 0.3
				"damage bonus" 0.08
				"Set DamageType Ignite" 1
				"bombinomicon effect on death" 1
				//"weapon burn dmg increased" 1.25
				"custom impact sound" misc/null.wav
				"custom kill icon" firedeath
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"ragdolls become ash" 1
			}
			CharacterAttributes
			{
				"move speed bonus" 1.5
				"voice pitch scale" 0.9
				"cancel falling damage" 1
				"increased jump height" 1.3
				"cannot be sapped" 1
				"attach particle effect" 2
			//	"fire retardant" 1
				"dmg taken from fire reduced" 0.2
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "TF_WEAPON_SHOVEL"
						"move speed bonus" 1.5
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "TF_WEAPON_SHOVEL"
						"move speed bonus" 6
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Hulk
		{
			Class Heavy
			Skill Expert
			StripItem "Zombie Heavy"
			StripItemSlot 0
			Name "Tank"
			Health 60000 // only %hp increase
			Attributes MiniBoss
			Attributes DisableDodge
			ExtAttr IgnoreBuildings
			Action Mobber
			Tag bigguyalert
			//Tag swooce
			UseMeleeThreatPrioritization 1
			ClassIcon heavy_zombie_arm2_lite
			UseCustomModel "models\kirillian\infected\hank_v4.mdl"
			StripItem "Zombie Heavy"
			Skin 1
			NoIdleSound 1
			AdditionalStepSound "=80|player/footsteps/giant2.wav"
			DeathSound shadows\tank_death_01.mp3
			SpawnTemplate "EnemyTracker"
			SpawnTemplate "Hulk_PT"
			SpawnTemplate "LaserOnAim"

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.33
				"tf_weapon_raygun" 1.1
				"tf_weapon_drg_pomson" 1.1
			}

			WeaponSwitch
			{
				Delay 1
				Cooldown 30
				Repeats 1
				Type "Melee"
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 4.2
				Repeats 0
				IfNoTarget 1
				Type "Move Up"
			}
			VoiceCommand
			{
				Delay 1
				Cooldown 3
				Repeats 0
				IfSeeTarget 1
				Type "Cheers"
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_FISTS
				"provide on active" 1
				"damage bonus" 2
				"dmg bonus vs buildings" 4444
				"damage causes airblast" 1
				"apply z velocity on damage" 160
				"apply look velocity on damage" 1024
				"fire rate bonus" 2
				"custom impact sound" shadows/tank_punch_1.mp3
				"deploy time decreased" 3
				"alt-fire disabled" 1 // stop punching until you're actually close
				"melee range multiplier" 1.4
				"dmg pierces resists absorbs" 1
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_SHOTGUN_HWG
				"provide on active" 1
				"custom item model" models\props_forest\cliff_wall_09a.mdl
				"attachment name" "debris"
				"single wep deploy time increased" 1.5
				"override projectile type" 2
				"fire rate bonus" 20
				"no_jump" 1
				"reload full clip at once" 1
				"faster reload rate" -0.8
				"dmg pierces resists absorbs" 1
				"custom projectile model" models\props_forest\cliff_wall_09a.mdl
				"damage bonus" 22.2222222
				"dmg bonus vs buildings" 4444
				"custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3
				"custom weapon fire sound" misc/null.wav
				"projectile gravity" 150
				"projectile speed increased" 1.5
				"blast radius increased" 1.8
				"custom kill icon" mailbox
				"rocket specialist" 1
				//"no damage falloff" 1
				"penetrate teammates" 1 // throw through teammates
				"mult_player_movespeed_active" 0 // stop moving when throwing rocks!
				"projectile no deflect" 1 // what the fuck do you mean people can airblast rock?
			}
			CharacterAttributes
			{
				"voice pitch scale" 1
				"cancel falling damage" 1
				"override footstep sound set" 0
				"damage force reduction" 0
				"mult stun resistance" 0
				"airblast vulnerability multiplier" 0
				"dmg from ranged reduced" 0.5
				"dmg from melee increased" 0.85
				"dmg taken mult from special damage type 3" 0.15
				"mult stun resistance" 0
				"cannot be sapped" 1
				"no_duck" 1
				"increased jump height" 1.3
				"move speed penalty" 1.05
				"dmg taken from crit reduced" 0.5
				"SET BONUS: dmg from sentry reduced" 0.25
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_FISTS
						"damage bonus" 3.46153846
						"move speed bonus" 1.3
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"damage bonus" 27.66666666
					}
				}
				Attr2
				{
					AlwaysGlow 1
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_FISTS
						"damage bonus" 7.7
						"move speed bonus" 10
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"damage bonus" 50
					}
				}
			}
		}
		T_Zombie_Special_Grappler
		{
			Class Sniper
			Skill Expert
			Health 300
			Action Mobber
			Attributes MiniBoss
			Attributes DisableDodge
			DesiredAttackRange 50
			ClassIcon sniper_smoker
			ExtAttr IgnoreBuildings
			MaxVisionRange 1000
			Scale 1
			NoIdleSound 1
			StripItem "Zombie Sniper"
			Item "The Huntsman"
	//		Item BRAINS
			Name "Grappler Zombie"
			UseCustomModel "models\kirillian\infected\wanker_v4.mdl"
			DeathSound =80|shadows\smoker_death.mp3
			SpawnTemplate "EnemyTracker"

			VoiceCommand
			{
				Delay 5
				Cooldown 3.6
				Repeats 0
				Type "Go"
			}
			WeaponSwitch
			{
				Delay 1
				Cooldown 0
				Repeats 1
				Type "Melee"
			}
			WeaponSwitch
			{
				Delay 3
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Type "Primary"
			}
			Sequence
			{
				Delay 4
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Name tongue_attack_grab_survivor
			}
			WeaponSwitch
			{
				Delay 6
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Type "Melee"
			}
			ItemAttributes
			{
				ItemName "The Huntsman"
				"is invisible" 1
				"override projectile type" 26 // hook
				"fire rate bonus" 1.5
				"attachment offset" "0 0 48"
				"custom weapon fire sound" =80|shadows/smoker_launchtongue_02.mp3
				"applies snare effect" 0.3
				"apply look velocity on damage" 400
				"dmg penalty vs players" 5
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_CLUB
				"damage bonus HIDDEN" 0.62
				"is invisible" 1
				"alt-fire disabled" 1 // for heavy AI
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"custom kill icon" infection_scout
			}
			CharacterAttributes
			{
				"move speed bonus"	0.7
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "The Huntsman"
						"move speed bonus" 1.5
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_CLUB
						//"damage bonus HIDDEN" 1.24
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "The Huntsman"
						"move speed bonus" 6
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_CLUB
						//"damage bonus HIDDEN" 1.24
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Screamer
		{
			Class Medic
			Skill Expert
			Health 300
			WeaponRestrictions MeleeOnly
			Action Mobber
			Attributes "AlwaysFireWeapon"
			Attributes MiniBoss
			Attributes DisableDodge
			//DesiredAttackRange 50
			ClassIcon medic
			ExtAttr IgnoreBuildings
			MaxVisionRange 1000
			Scale 1
			NoIdleSound 1
			Item "the bat outta hell"
			StripItem "Zombie Medic"
			Name "Screamer Zombie"
			UseCustomModel "models\kirillian\infected\benic_v2.mdl"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"

			VoiceCommand
			{
				Delay 2
				Cooldown 5.8
				Repeats 0
				Type "Battle cry"
			}
			ItemAttributes
			{
				ItemName "the bat outta hell"
				"is invisible" 1
				"damage bonus" 0.154
				"fire rate penalty" 4
				"melee range multiplier" 2.5
				"melee cleave attack" 1
				"add cond on hit" 25943
				"add cond on hit duration" 0.75
				"custom kill icon" bread_bite
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"voice pitch scale" 0.85
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg from ranged reduced" 0.05
				"dmg taken mult from special damage type 1" 0.05
				"dmg from melee increased" 4
				//"dmg taken from crit reduced" 0.05
				"move speed bonus" 4
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "the bat outta hell"
						"move speed bonus" 4
						//"damage bonus" 0.308
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "the bat outta hell"
						"move speed bonus" 12
						//"damage bonus" 0.308
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Crawler // he flops and he hops
		{
			Class Scout
			Skill Expert
			Health 225
			StripItem "Zombie Scout"
			StripItemSlot 0
			StripItemSlot 1
			Action Mobber
			Attributes MiniBoss
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			Name "Crawler Zombie"
			Tag crawler
			ClassIcon scunter 
			UseCustomModel "models\kirillian\infected\scunter_v4.mdl"
			DeathSound =80|physics\body\body_medium_break3.wav
			SpawnTemplate "EnemyTracker"
			Scale 1
			NoIdleSound 1
			NoCrouchButtonRelease 1
			SpawnTemplate "Crawler_PT"
			FireWeapon // 14 second intervals
            {
                Delay 0
                Cooldown 14
                Repeats 0
				Duration 7
				Type Crouch
			}
			FireWeapon
            {
                Delay 13.8
                Cooldown 14
                Repeats 0
				Duration 0.5
				Type Jump
			}
			Sequence
			{
				Delay 14
				Cooldown 14
				Repeats 0
				Name pounce_idle_low
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_BAT
				"damage bonus HIDDEN" 1.428571428
				"is invisible" 1
				"fire rate penalty" 1.4
				"custom impact sound" Weapon_Fist.HitFlesh
				"alt-fire disabled" 1 // for heavy AI
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"custom kill icon" infection_scout
			}
			CharacterAttributes
			{
				"move speed bonus"	0.7
				"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"voice pitch scale" 0
				"increased jump height" 1.5
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "TF_WEAPON_BAT"
						"move speed bonus" 2
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "TF_WEAPON_BAT"
						"move speed bonus" 8
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Superfist
		{
			Class Demoman
			Skill Expert
			Health 500
			StripItem "Zombie Demo"
			StripItemSlot 0
			Action Mobber
			Attributes MiniBoss
		//	DesiredAttackRange 50
			ExtAttr IgnoreBuildings
			Name "Bruiser Zombie"
			ClassIcon demo_superfist
			UseCustomModel "models/kirillian/infected/coomer_v4.mdl"
			DeathSound =80|shadows/charger_death.mp3
			SpawnTemplate "EnemyTracker"
			SpawnTemplate "Charger_PT"
			Item "The Chargin' Targe"
			Scale 1.25
			NoIdleSound 1
			VoiceCommand
			{
				Delay 15
				Cooldown 5
				Repeats 0
				IfNoTarget 1
				Type "Move up"
			}
			VoiceCommand
			{
				Delay 2
				Cooldown 4
				Repeats 0
				IfSeeTarget 1
				Type "Negative"
			}
			ItemAttributes
			{
				ItemName "The Chargin' Targe"
				"is invisible" 1
				"damage causes airblast" 1
				"effect add attributes" "no_attack|1" // no slap
				"dmg taken from fire reduced" 1
				"dmg taken from blast reduced" 1 // negate resistances since players can't see the shield
				"charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all
				"mult charge turn control" 2
				//"charge recharge rate increased" 2
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_BOTTLE
				"is invisible" 1
				"fire rate penalty" 1.3
				"damage bonus" 1.54
				"custom kill icon" hot_hand
				"custom impact sound" =80|player/taunt_chest_thump_alt.wav
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"charge time increased" 2
			}
			CharacterAttributes
			{
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"cannot be sapped" 1
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 1.5
				"dmg taken from blast reduced" 0.3
				"dmg taken from bullets reduced" 0.3
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName TF_WEAPON_BOTTLE
						"move speed bonus" 1.5
						//"damage bonus" 2.4
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName TF_WEAPON_BOTTLE
						"move speed bonus" 6
						//"damage bonus" 2.4
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		T_Zombie_Special_Corroder
		{
			Class Pyro
			Skill Expert
			Health 300
			StripItem "Zombie Pyro"
			Name "Corroder Zombie"
			StripItemSlot 0
			Action Mobber
			Attributes MiniBoss
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			ClassIcon pyro_spitter
			Item "The Gas Passer"
			UseCustomModel "models/kirillian/infected/spyro_v4.mdl"
			Scale 1.1
			Skin 1
			NoIdleSound 1
			DeathSound =80|shadows/gas_death.mp3
			SpawnTemplate "EnemyTracker"
			VoiceCommand
			{
				Delay 15
				Cooldown 4
				Repeats 0
				Type "Jeers"
			}
			WeaponSwitch
			{
				Delay 1
				Cooldown 0
				Repeats 1
				Type "Melee"
			}
			WeaponSwitch // spittin
			{
				Delay 2
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Type "Secondary"
			}
			Sequence
			{
				Delay 2.5
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Name spitter_spitting
			}
			WeaponSwitch 
			{
				Delay 3.5
				Cooldown 10
				Repeats 0
				IfSeeTarget 1
				Type "Melee"
			}
			ItemAttributes
			{
				ItemName tf_weapon_fireaxe
				"damage bonus HIDDEN" 0.77
				"is invisible" 1
				"alt-fire disabled" 1 // for heavy AI
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
				"custom kill icon" infection_pyro
				"custom impact sound" Weapon_Fist.HitFlesh
			}
			ItemAttributes
			{
				ItemName "The Gas Passer"
				"provide on active" 1
				"is invisible" 1
				//"move speed penalty" 0.5
				"mult_item_meter_charge_rate" 0.1
				"applies snare effect" 0.4
				"weapon burn time reduced" 0.6 // so people don't get infinite afterburn from getting spat on constantly
				"custom projectile model" models/weapons/w_models/w_drg_ball.mdl
				"custom weapon fire sound" =80|shadows/gas_spit.mp3
				"cannot be sapped" 1
				//"no_jump" 1
			}
			CharacterAttributes
			{
				"move speed bonus"	0.7
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 1.3
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"dmg taken from fire reduced" 0.01
				"mult stun resistance" 0
				"weapon burn dmg increased" 1.25
				"afterburn immunity" 1
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName tf_weapon_fireaxe
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName tf_weapon_fireaxe
						"move speed bonus" 6
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						"dmg from ranged reduced" 0.5
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		//=== imported from hell on earth / reinfected (because tbh it's starting to get stale) ===///
		T_Zombie_Special_Jockey // CHICKEN JOCKEY!!!
		{
			Class Soldier
			Skill Expert
			Health 300
			Name "Jockey Zombie"
			Action Mobber
			Attributes MiniBoss
			WeaponRestrictions MeleeOnly
			ExtAttr IgnoreBuildings
			DesiredAttackRange 50
			Item "BRAINS"
			Item "Zombie Soldier"
			Item "The Zipperface"
			ClassIcon soldier_shovel
			Scale 1
			Attributes AutoJump
				AutoJumpMin 5
				AutoJumpMax 5
			NoIdleSound 1
			SpawnTemplate "EnemyTracker"
			DeathSound =80|physics\body\body_medium_break3.wav
			Sequence
			{
                Name run_SECONDARY2
				Cooldown 0.5
				Delay 0.1
				Repeats 0
			}
			ItemAttributes
			{
				ItemName "BRAINS"
				"fire rate bonus" 0.625
				"damage penalty" 0.5
			}
			CharacterAttributes
			{
				"move speed bonus" 2
				"torso scale" 0.5
				"head scale" 0.6
			//	"voice pitch scale" 0
				"cancel falling damage" 1
				"override footstep sound set" 0
				"increased jump height" 2.5
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.7
				"mult stun resistance" 0
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName BRAINS
						"move speed bonus" 1.5
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName BRAINS
						"move speed bonus" 3
						//"damage bonus HIDDEN" 1.54
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
			}
		}
        T_Zombie_Special_Charged
		{
			Class Pyro
			Name "Charged Zombie"
			Skill Expert
			ClassIcon engineer_shortcircuit_lite
			WeaponRestrictions SecondaryOnly
			Attributes MiniBoss
			Health 300
			Item "The Short Circuit"
			Item "Hard-Headed Hardware"
			Item "Fallen Angel"
			Item "Tail from the Crypt"
			Item "zombie pyro"
			ExtAttr AlwaysFireWeaponAlt
			DeathSound =80|physics\body\body_medium_break3.wav
			Action Mobber
			SpawnTemplate "EnemyTracker"
			ItemAttributes
			{
				ItemName "The Short Circuit"
				"fire rate penalty" 3
				"bleeding duration" 8
				"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
			}
			ItemAttributes
			{
				ItemName "zombie pyro"
				"attach particle effect" 3084
			}
			ChangeAttributes	
			{
				Delay 300
				Cooldown 0
				Repeats 1
				Name "Attr1"
			}
			ChangeAttributes	
			{
				Delay 600
				Cooldown 0
				Repeats 1
				Name "Attr2"
			}
			EventChangeAttributes
			{
				Attr1
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "The Short Circuit"
						"is invisible" 1
						"move speed bonus" 1.5
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
				Attr2
				{
					AlwaysGlow 1
					ItemAttributes
					{
						ItemName "The Short Circuit"
						"move speed bonus" 3
					}
					CharacterAttributes
					{
						"move speed bonus" 1
						"add cond when active" 32
						//"mod shovel speed boost" 1
					}
				}
			}
		}
		//=====================================================================================///
		T_Robot_Boss_Treadkill // spawns in round 16
		{
			Class Pyro
			Name "Giant Treadonator"
			Skill Hard
			Attributes MiniBoss
			Health 1500000 // 30000 base hp
			StripItem "Zombie Pyro"
			Action Mobber
			//MaxVisionRange 1500 // used for turret
			ClassIcon heavy_chainsaw
			// classicon heavy_robot_nys
			Tag bigguyalert
			Attributes UseBossHealthBar
			Attributes DisableDodge
			ExtAttr IgnoreBuildings
			Item tf_weapon_flamethrower
			Item "The Conscientious Objector"
			UseCustomModel "models\bots\soldier\bot_soldier.mdl"
			UseMeleeThreatPrioritization 1
			UseHumanAnimations 1
			SpawnTemplate Soldier_Tank
			SpawnTemplate "EnemyTracker"
			// FireInput
			// {
			// 	Target !activator
			// 	Action $SetProp$m_iszClassIcon
			// 	Param heavy_chainsaw
			// 	Delay 0
			// 	Cooldown 0
			// 	Repeats 1
			// }

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.15
			}
			AddCond   //Adds conditions to bots
			{
				Index 5
				Delay 0
				Duration 3
				IfHealthBelow 900000
			}
			AddCond   //Adds conditions to bots
			{
				Index 93
				Delay 0
				Duration -1
				IfHealthBelow 900000
			}
			AddCond   //Adds conditions to bots
			{
				Index 5
				Delay 0
				Duration 3
				IfHealthBelow 600000
			}
			AddCond   //Adds conditions to bots
			{
				Index 90 // evil ass buff
				Delay 0
				Duration -1
				IfHealthBelow 600000
			}
			AddCond   //Adds conditions to bots
			{
				Index 97
				Delay 0.1
				Duration -1
				IfHealthBelow 600000
			}
			ChangeAttributes
			{
				Delay 1
				Cooldown 0
				Repeats 1
				Name "Default"
			}
			ChangeAttributes
			{
				Delay 0
				Cooldown 0
				Repeats 1
				IfHealthBelow 900000
				Name "Aggressive"
			}
			ChangeAttributes
			{
				Delay 0
				Cooldown 0
				Repeats 1
				IfHealthBelow 600000
				Name "Crazy"
			}
			EventChangeAttributes
			{
				Default
				{
					WeaponSwitch   // swap to melee quick
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Type "Melee"
					}
					ItemAttributes
					{
						ItemName "The Conscientious Objector"
						"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
						"mod weapon blocks healing" 1
						"damage bonus" 80
						"dmg bonus vs buildings" 1000
						"fire rate bonus" 2
						"cancel falling damage" 1
						"custom weapon fire sound" =80|shadows/chainsaw_swing.mp3
						"custom impact sound" SawMill.BladeImpact
						"custom kill icon" saw_kill
						"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_PYRO
						"single wep deploy time increased" 40 // no!!!!!!!
						"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
					}
					VoiceCommand
					{
						Delay 10
						Cooldown 30
						Repeats 0
						IfSeeTarget 1 
						Type "Battle cry" 
					}
					//FireInput
					//{
					//	Target "autotank_turretshoot"
					//	Action "Trigger"
					//	Delay 10
					//	Cooldown 30 
					//	IfSeeTarget 1
					//	Repeats 0
					//}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	0.6
						"gesture speed increase" 1.33 // sync attack animation better
						"damage force reduction" 0
						"airblast vulnerability multiplier" 0
						"airblast vertical vulnerability multiplier" 0
						"dmg taken mult from special damage type 2" 0.3
						"dmg taken mult from special damage type 3" 0.15
						"dmg from ranged reduced" 0.75
						"dmg taken from blast reduced" 0.5
						"mult stun resistance" 0
						"dmg taken from crit reduced" 0.5
						"dmg from melee increased" -9.9
						"dmg pierces resists absorbs" 1
						"not solid to players" 1
						"cannot be backstabbed" 1
						"cannot be headshot" 1
						"SPELL: Halloween green flames" 1008
						"rage giving scale" 0.8
					}
				}
				Aggressive
				{
					Attributes AlwaysFireWeapon
					ItemAttributes
					{
						ItemName "The Conscientious Objector"
						"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
						"provide on active" 1
						"gesture speed increase" 1.33 // sync attack animation better
						"damage bonus" 80
						"dmg bonus vs buildings" 1000
						"fire rate bonus" 2
						"cancel falling damage" 1
						"custom impact sound" SawMill.BladeImpact
						"custom weapon fire sound" "=80|shadows/chainsaw_swing.mp3"
						"custom kill icon" saw_kill
						"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
					}
					ItemAttributes
					{
						ItemName "The Chargin' Targe"
					//	"is invisible" 1
						"dmg taken from fire reduced" 1
						"dmg taken from blast reduced" 1 // negate resistances since players can't see the shield
						"attack not cancel charge" 1
					}
					ItemAttributes
					{
						ItemName tf_weapon_flamethrower
						//"is_passive_weapon" 1
						"provide on active" 1
						"is invisible" 1
						"damage bonus" 0.3
						"weapon burn dmg increased" 3
						"mod shovel speed boost" 1
						"add cond when active" 32
						"flame_drag" 6
						"add cond on hit" 123
						"add cond on hit duration" 10
						"add attributes on hit" "healing received penalty|0.01|2"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_PYRO
						"single wep deploy time increased" 40 // no!!!!!!!
						"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	1.2
						"attach particle effect" 2
						//"no_jump" 1
						"damage force reduction" 0
						"airblast vulnerability multiplier" 0
						"airblast vertical vulnerability multiplier" 0
						"dmg taken mult from special damage type 2" 0.3
						"dmg taken mult from special damage type 3" 0.15
						"dmg from ranged reduced" 0.75
						"dmg taken from blast reduced" 0.5
						"mult stun resistance" 0
						"dmg taken from crit reduced" 0.5
						"dmg from melee increased" -9.9
						"dmg pierces resists absorbs" 1
						"not solid to players" 1
						"cannot be backstabbed" 1
						"cannot be headshot" 1
						"SPELL: Halloween green flames" 1008
						"rage giving scale" 0.8
						//"add cond when active" 93
					}
					//FireInput
					//{
					//	Target "autotank_turretshoot"
					//	Action "Trigger"
					//	Delay 5
					//	Cooldown 15 
					//	IfSeeTarget 1
					//	Repeats 0
					//}
					VoiceCommand // scary finger pointing
					{
						Delay 5
						Cooldown 15
						Repeats 0
						IfSeeTarget 1 
						Type "Move up" 
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Primary"
					}
					WeaponSwitch
					{
						Delay 15
						Cooldown 25
						Repeats 0
						Type "Melee"
					}
					FireInput
					{
						Target "autotank_body"
						Action "SetDefaultAnimation"
						Param "move_fast"
						Delay 3
						Cooldown 0
						Repeats 1
					}
					Taunt // activate rage mode
					{
						Delay 0.5
						Cooldown 0
						Repeats 1 
					}
					FireInput
					{
						Target "autotank_ragemode"
						Action "PlaySound"
						Delay 0.5
						Cooldown 0
						Repeats 1
					}
				}
				Crazy
				{
					Attributes AlwaysFireWeapon
					ItemAttributes
					{
						ItemName "The Conscientious Objector"
						"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
						"provide on active" 1
						"gesture speed increase" 1.33 // sync attack animation better
						"damage bonus" 80
						"dmg bonus vs buildings" 1000
						//"fire rate bonus" 2
						"cancel falling damage" 1
						"custom impact sound" SawMill.BladeImpact
						"custom weapon fire sound" "=80|shadows/chainsaw_swing.mp3"
						"custom kill icon" saw_kill
						"add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam
					}
					ItemAttributes
					{
						ItemName "The Chargin' Targe"
					//	"is invisible" 1
						"dmg taken from fire reduced" 1
						"dmg taken from blast reduced" 1 // negate resistances since players can't see the shield
						"attack not cancel charge" 1
					}
					ItemAttributes
					{
						ItemName tf_weapon_flamethrower
						//"is_passive_weapon" 1
						"provide on active" 1
						"is invisible" 1
						"damage bonus" 0.3
						"weapon burn dmg increased" 5
						"mod shovel speed boost" 1
						"add cond when active" 32
						"flame_drag" 2
						"add cond on hit" 123
						"add cond on hit duration" 10
						"add attributes on hit" "healing received penalty|0.01|2"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_PYRO
						"single wep deploy time increased" 40 // no!!!!!!!
						"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	1.5
						"attach particle effect" 2
						//"no_jump" 1
						"damage force reduction" 0
						"airblast vulnerability multiplier" 0
						"airblast vertical vulnerability multiplier" 0
						"dmg taken mult from special damage type 2" 0.3
						"dmg taken mult from special damage type 3" 0.15
						"dmg from ranged reduced" 1.5
						"dmg taken from blast reduced" 0.5
						"mult stun resistance" 0
						"dmg taken from crit reduced" 2
						"dmg from melee increased" -9.9
						"dmg pierces resists absorbs" 1
						"not solid to players" 1
						"cannot be backstabbed" 1
						"cannot be headshot" 1
						"SPELL: Halloween green flames" 1008
						"rage giving scale" 0.8
						//"add cond when active" 97
					}
					//FireInput
					//{
					//	Target "autotank_turretshoot"
					//	Action "Trigger"
					//	Delay 5
					//	Cooldown 15 
					//	IfSeeTarget 1
					//	Repeats 0
					//}
					VoiceCommand // scary finger pointing
					{
						Delay 5
						Cooldown 15
						Repeats 0
						IfSeeTarget 1 
						Type "Move up" 
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Primary"
					}
					WeaponSwitch
					{
						Delay 15
						Cooldown 25
						Repeats 0
						Type "Melee"
					}
					FireInput
					{
						Target "autotank_body"
						Action "SetDefaultAnimation"
						Param "move_fast"
						Delay 3
						Cooldown 0
						Repeats 1
					}
					Taunt // activate rage mode
					{
						Delay 0.5
						Cooldown 0
						Repeats 1 
					}
					FireInput
					{
						Target "autotank_ragemode"
						Action "PlaySound"
						Delay 0.5
						Cooldown 0
						Repeats 1
					}
				}
			}
		}
		T_Robot_Boss_Battlelord // spawns with giant corrupted
		{
			Class Heavyweapons
			Name "Giant Battlelord"
			ClassIcon soldier_hellmet_lite
			// classicon heavy_robot_nys
			Skill Expert
			Health 1350000 // 25000x3 base hp
	//		Scale 2.4
			Action Mobber
			AlwaysGlow 1
			Tag bigguyalert
			StripItem "Zombie Heavy"
			Attributes UseBossHealthBar
			Attributes AlwaysFireWeapon
			//ExtAttr IgnoreBuildings
			UseMeleeThreatPrioritization 1
	//		AimTrackingInterval 0.02
			UseCustomModel "models\bots\heavy_boss\bot_heavy_boss.mdl"
			Attributes MiniBoss
			SpawnTemplate Heavy_Boss
			SpawnTemplate "EnemyTracker"
			//AddCond   //Adds conditions to bots
			//{
			//	Index 109
			//	Delay 0
			//	Duration -1
			//}
			// FireInput
			// {
			// 	Target !activator
			// 	Action $SetProp$m_iszClassIcon
			// 	Param soldier_hellmet_lite
			// 	Delay 0
			// 	Cooldown 0
			// 	Repeats 1
			// }

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.15
				"tf_weapon_raygun" 1.33
				"tf_weapon_drg_pomson" 1.33
			}
			EventChangeAttributes
			{
				Default
				{
					Item "The Hellmet"
					Item "Big Steel Jaw of Summer Fun"
					Item "Forgotten King's Pauldrons"
					Item "Iron Curtain"
					WeaponRestrictions PrimaryOnly
					MaxVisionRange 7000
					AimOffset "0 0 0"
					ItemAttributes
					{
						ItemName "Iron Curtain"
						"mod weapon blocks healing" 1
						"fire rate penalty" 2
						"minigun spinup time increased" 1.5
						"bullets per shot bonus" 2
						"weapon spread bonus" 0.4
						"crit mod disabled" 0
						"mod minigun can holster while spinning" 1
						"single wep deploy time increased" 2
						"damage bonus" 2.2
						//"attack projectiles" 2
						//"move speed bonus" 2.5
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"provide on active" 1
						"override projectile type" 2
						"fire rate bonus" 1.7
						"projectile speed increased" 3.7
						"damage bonus" 40
						"custom item model" "models/workshop/weapons/c_models/c_iron_curtain/c_iron_curtain.mdl"
						"custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl
						"projectile trail particle" rockettrail
						//"projectile gravity" 300
						//"move speed penalty" 0.001
						"custom weapon fire sound" 	=80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav
						"no_jump" 1
						"reload full clip at once" 1
					}
				}
				Mortar
				{
					Item "The Hellmet"
					Item "Big Steel Jaw of Summer Fun"
					Item "Forgotten King's Pauldrons"
					Item "Iron Curtain"
					AimOffset "0 30 30"
					AimLeadProjectileSpeed 1
					MaxVisionRange 7000
					WeaponRestrictions SecondaryOnly
					ItemAttributes
					{
						ItemName "Iron Curtain"
						"mod weapon blocks healing" 1
						"fire rate penalty" 2
						"bullets per shot bonus" 2
						"weapon spread bonus" 0.4
						"crit mod disabled" 0
						"mod minigun can holster while spinning" 1
						"single wep deploy time increased" 2
						"damage bonus" 1.2
						//"attack projectiles" 2
						//"move speed bonus" 2.5
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"provide on active" 1
						"override projectile type" 2
						"fire rate bonus" 1.4
						"projectile speed increased" 3.7
						"damage bonus" 80
						"rocket specialist" 1
						"custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl
						"projectile trail particle" rockettrail
						//"projectile gravity" 300
						//"move speed penalty" 0.001
						"custom weapon fire sound" 	=80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav
						"no_jump" 1
						"reload full clip at once" 1
					}
					FireWeapon  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						Duration 4
						Type "Primary"
					}
					ChangeAttributes
					{
						Delay 4.5
						Cooldown 0
						Repeats 0
						Name "Default"
					}
				}
			}
			ChangeAttributes
			{
				Delay 1
				Cooldown 0
				Repeats 1
				Name "Default"
			}
			ChangeAttributes
			{
				Delay 15
				Cooldown 30
				Repeats 0
				IfSeeTarget 1
				Name "Mortar"
			}
			CharacterAttributes
			{
				"move speed bonus"	1.5
				"dmg bonus vs buildings" 1000
				"critboost on kill" 3
				"voice pitch scale" 0
				"penetrate teammates" 1
				"cancel falling damage" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"mult stun resistance" 0
				"dmg taken mult from special damage type 2" 0.3
				"dmg taken mult from special damage type 3" 0.15
				"dmg taken from blast reduced" 0.25
				"override footstep sound set" 2
				"force distribute currency on death" 1
				"dmg taken from crit reduced" 0.2
				"dmg from melee increased" -9.9
				//"dmg pierces resists absorbs" 1
				"slow enemy on hit major" 5
				"attack projectiles" 2
				"not solid to players" 1
				"heal on kill" 200000
				"killstreak tier" 1
				"cannot be backstabbed" 1
				"cannot be headshot" 1
				"add cond when active" 109
				"rage giving scale" 0.8
			}
		}
		T_Robot_Boss_GiantCorrupted
		{
			Class Soldier
			Name "Giant Corrupted"
			ClassIcon soldier_gib_lite
			// classicon heavy_robot_nys
			Skill Expert
			Health 1350000
			//Attributes DisableDodge
			Attributes SpawnWithFullCharge
			Attributes HoldFireUntilFullReload
			NoBombUpgrades 1
			Action Mobber
			AlwaysGlow 1
			Tag bigguyalert
			StripItem "Zombie Soldier"
			Attributes UseBossHealthBar
			//ExtAttr IgnoreBuildings
			UseMeleeThreatPrioritization 1 
			AimLeadProjectileSpeed 3000   
			UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl  
			StripItemSlot 1
			StripItemSlot 2
			//Attributes AlwaysFireWeapon
			Attributes AlwaysCrit
			Attributes MiniBoss
			Item "the concheror"
			SpawnTemplate "EnemyTracker"
			//AddCond   //Adds conditions to bots
			//{
			//	Index 96
			//	Delay 0
			//	Duration -1
			//}
			AddCond   //Adds conditions to bots
			{
				Index 11
				Delay 0
				Duration -1
			}
			// FireInput
			// {
			// 	Target !activator
			// 	Action $SetProp$m_iszClassIcon
			// 	Param soldier_gib_lite
			// 	Delay 0
			// 	Cooldown 0
			// 	Repeats 1
			// }

			WeaponResist
			{ // the nerfs weren't enough it seems
				"tf_weapon_stickbomb" 0.15
				"tf_weapon_raygun" 1.2
				"tf_weapon_drg_pomson" 1.2
			}
			CharacterAttributes
			{
				"voice pitch scale" 0
				"mult stun resistance" 0
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"cancel falling damage" 1
				"blast radius decreased" 0.1
				"blast dmg to self increased" -1
				"override footstep sound set" 3
				"dmg taken from crit reduced" 0.5
				"dmg taken from blast reduced" 0.25
				"dmg from melee increased" -9.9
				"move speed bonus" 1.2
				"dmg bonus vs buildings" 1000
				"heal on kill" 50000
				//"dmg pierces resists absorbs" 1
				"not solid to players" 1
				"penetrate teammates" 1
				"dmg taken mult from special damage type 2" 0.3
				"dmg taken mult from special damage type 3" 0.15
				"cannot be backstabbed" 1
				"cannot be headshot" 1
				"add cond when active" 96
				"rage giving scale" 0.8
			}
			ItemAttributes
			{
				ItemName "TF_WEAPON_ROCKETLAUNCHER"
				"health regen" 2500
				"damage bonus" 0.25
				"faster reload rate" 0.2
				"fire rate bonus" 0.2
				"rocket specialist" 1
				"killstreak tier" 1
				"Projectile speed increased" 0.3
				"clip size upgrade atomic" 20.0
			}
			ItemAttributes
			{
				ItemName "the concheror"
				"increase buff duration" 9999
			}
			DeathSound mvm\sentrybuster\mvm_sentrybuster_explode.wav  
		}
	}
	
/////////////////////////////////////////////////////////////////////////////////////
// Shadows Advanced (Bauernhof Der Toten)
// Cash given at start: $500
//
/////////////////////////////////////////////////////////////////////////////////////

	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
	//	CustomWaveNumber 0
		CustomMaxWaveNumber 0
		RedTeamWipeCausesWaveLoss 1
		
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		InitWaveOutput
		{
			Target wave_output_clear
			Action Trigger
		}
		DoneOutput
		{
			Target	checkpoint_relay
			Action	Trigger
		}
		
		Explanation
 	 	{
			// Line "{c700ce}Edited by SolNestra. Used Sntr's Shadows Bauernhof as base."
			// Line "{c700ce}Map is a modified MvM MA Ep14."
			// Line "{yellow}This is Divine Madness mode, designed for chaos and fun purpose."
			// Line "{yellow}All upgrades are free, except extra weapons, vending machine and special upgrades."
			// Line "{yellow}Lucky Bonus guarantee Divine tier."
			// Line "{yellow}Crit, Uber canteen and move speed upgrade are blacklisted."
			// Line "{red}All zombies have 4x HP and no speed penalty."
			// Line "{red}Zombies deal extra damage starting from wave 17."
			// Line "{ff758c}Please only play this mission at server marked |22-tick| to avoid getting kicked."
			// Line "{red}This is the beta test version of Divine Delusions."
			// Line "{red}There may be multiple errors, bugs, and spontaneous changes in this mission. You have been warned."
			// Line "{yellow}This mission includes experimental features that can completely change the way the mode is played."
			// Line "{yellow}This mission also contains extra debug information on certain features."
			Line "{c700ce}Original mission edited by SolNestra, using Sntr's Shadows Bauernhof as base."
			Line "{c700ce}Map is a modified version of MvM MA Ep14."
			Line "{yellow}Divine Delusions is a modified version of Divine Madness."
			Line "{yellow}As is usual for Divine Madness-like missions, all regular upgrades and almost every custom weapon are free."
			Line "{yellow}However, the vending machines, special upgrades, and certain powerful custom weapons cost money."
			Line "{yellow}The Lucky Bonus scam effect has now been replaced with a 300-second Mannpower-weakening effect."
			Line "{yellow}The chances of a bonus now increase every time it is not rolled and decreases when it is rolled."
			Line "{yellow}With the exception of the Medic, Crit and Uber canteens are blacklisted from use by any class."
			// Line "{yellow}Crit, Uber canteen and move speed upgrade are blacklisted."
			Line "{red}Like Divine Madness, all zombies have approximately 4x HP and no speed penalty."
			Line "{red}Zombies deal extra damage starting from wave 17."
			Line "{ff758c}Please only play this mission at server marked |22-tick| to avoid getting kicked."
			//Line "{white}Update as of 8/18/2024:"
		}
		
		//SpawnTemplate "Pushblocks" // in here so 'corelogic' doesn't delete them while wiping Shadows things
		SpawnTemplate "Roundtimer"
		SpawnTemplate "TankTeleport"
	//	SpawnTemplate "DumpsterBox"
		SpawnTemplate "DoublePointsSpawner"
	//	SpawnTemplate "FireSaleSpawner"
		SpawnTemplate "InstakillSpawner"
		SpawnTemplate "NukeSpawner"
		SpawnTemplate "MaxAmmoSpawner"
		SpawnTemplate "BonusPointsSpawner"
		SpawnTemplate "OverhealSpawner"
		SpawnTemplate "AgilitySpawner"
		SpawnTemplate "ReviveAllSpawner"
		SpawnTemplate "PlagueSpawner"
		SpawnTemplate "StrengthSpawner"
		SpawnTemplate "UberSpawner"
		SpawnTemplate "VisionSpawner"
		SpawnTemplate "PowerPlaySpawner"
		SpawnTemplate "RandomPowerSpawner"
		SpawnTemplate // spawned here as safeguard against corelogic wipe
		{
			Name "MannPower"
			Origin "7478 -4353 -4970"
			Angles "0 270 0"
		}
		SpawnTemplate // spawned here as safeguard against corelogic wipe
		{
			Name "RoomPower"
			Origin "6160 -3764 -4980"
			Angles "0 0 0"
		}
		SpawnTemplate // spawned here as safeguard against corelogic wipe
		{
			Name "ClassEnc"
			Origin "7880 -3770 -4786"
			Angles "0 90 0"
		}
		SpawnTemplate // spawned here as safeguard against corelogic wipe
		{
			Name "LuckyBonus"
			Origin "-6083 -3252 -4400"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Vending_Jugg"
			Origin "2596 -2030 -6632"
		}
		SpawnTemplate
		{
			Name "Vending_Quickrevive"
			// Origin "2596 -2030 -6632"
			Origin "-6887 -1117 -4655"
			Angles "0 0 0"
			// Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Vending_Speed"
			Origin "2596 -2030 -6632"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Vending_Blaster"
			Origin "2596 -2030 -6632"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Vending_Doubletap"
			Origin "2596 -2030 -6632"
			Angles "0 0 0"
		}
		WaveSpawn
		{
			Name "stage_01"
			Where spawnbot_zombie
			TotalCount 80
			MaxActive 27
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 0.8
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_hudreminder
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 1600
					CharacterAttributes
					{
						//"move speed bonus" 0.8
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 1600
					CharacterAttributes
					{
						//"move speed bonus" 0.8
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 1600
					CharacterAttributes
					{
						//"move speed bonus" 0.8
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 1600
					CharacterAttributes
					{
						//"move speed bonus" 0.5
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_02"
			Where spawnbot_zombie
			TotalCount 100
			MaxActive 28
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.8
			WaitForAllDead "stage_01"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start
				Action Trigger
			}
						
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 3000
					CharacterAttributes
					{
						//"move speed bonus" 0.82
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 3000
					CharacterAttributes
					{
						//"move speed bonus" 0.82
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 3000
					CharacterAttributes
					{
						//"move speed bonus" 0.82
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 3000
					CharacterAttributes
					{
						//"move speed bonus" 0.52
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_02"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_01"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Soldier_Mutant
					Health 50000
					CharacterAttributes
					{
						//"move speed bonus" 0.82
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_02_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_02"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_03"
			Where spawnbot_zombie
			TotalCount 125
			MaxActive 28
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.8
			WaitForAllDead "stage_02_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear
				Action Trigger
			}
						
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 4200
					CharacterAttributes
					{
						//"move speed bonus" 0.84
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 4200
					CharacterAttributes
					{
						//"move speed bonus" 0.84
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 4200
					CharacterAttributes
					{
						//"move speed bonus" 0.54
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 4200
					CharacterAttributes
					{
						//"move speed bonus" 0.84
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 4200
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 4200
				}
			}
		}
		WaveSpawn
		{
			Name "stage_04"
			Where spawnbot_zombie
			TotalCount 135
			MaxActive 28
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.8
			WaitForAllDead "stage_03"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start
				Action Trigger
			}
						
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 5400
					CharacterAttributes
					{
						//"move speed bonus" 0.86
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 5400
					CharacterAttributes
					{
						//"move speed bonus" 0.86
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 5400
					CharacterAttributes
					{
						//"move speed bonus" 0.86
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 5400
					CharacterAttributes
					{
						//"move speed bonus" 0.56
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 5400
					CharacterAttributes
					{
						//"move speed bonus" 0.86
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 5400
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 5400
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 10800
					CharacterAttributes
					{
						"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 5400
				}
			}
		}
		WaveSpawn
		{
			Name "stage_04"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_03"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Grappler_Mutant
					Health 80000
					//CharacterAttributes
					//{
					//	"move speed bonus" 0.82
					//}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_04_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_04"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_05"
			Where spawnbot_zombie
			TotalCount 160
			MaxActive 29
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.8
			WaitForAllDead "stage_04_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 6600
					CharacterAttributes
					{
						//"move speed bonus" 0.88
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 6600
					CharacterAttributes
					{
						//"move speed bonus" 0.88
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 6600
					CharacterAttributes
					{
						//"move speed bonus" 0.88
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 6600
					CharacterAttributes
					{
						//"move speed bonus" 0.58
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 6600
					CharacterAttributes
					{
						//"move speed bonus" 0.88
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 13200
					CharacterAttributes
					{
						"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 6600
				}
				TFBot
				{
					Template T_Zombie_Special_Burner
					Health 6600
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 6600
				}
			}
		}
		WaveSpawn
		{
			Name "stage_06"
			Where spawnbot_zombie
			TotalCount 155
			MaxActive 30
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.8
			WaitForAllDead "stage_05"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 7800
					CharacterAttributes
					{
						//"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 7800
					CharacterAttributes
					{
						//"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 7800
					CharacterAttributes
					{
						//"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 7800
					CharacterAttributes
					{
						//"move speed bonus" 0.6
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 7800
					CharacterAttributes
					{
						//"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 7800
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 7800
				}
			}
		}
		WaveSpawn
		{
			Name "stage_06"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_05"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Burner_Mutant
					Health 120000
					//CharacterAttributes
					//{
					//	"move speed bonus" 0.82
					//}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_06_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_06"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear_extended
				Action Trigger
			}
		}
		WaveSpawn // first tank round
		{
			Name "stage_07_transition"
			Where spawnbot_tank
			WaitBeforeStarting 75
			WaitForAllDead "stage_06_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\bossround_start.mp3"
			FirstSpawnOutput
			{
				Target bossstage_start
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_07"
			Where spawnbot_zombie
			TotalCount 45
			MaxActive 15
			SpawnCount 1
			WaitBeforeStarting 15
			WaitBetweenSpawns 3.5
			WaitForAllSpawned	"stage_07_transition"
			TotalCurrency 0
			
			DoneOutput
			{
				Target bossstage_clear
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 50000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 50000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 50000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 50000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 50000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 50000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 50000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 50000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 50000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					DeathSound shadows\tank_death_02.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 50000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 50000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 50000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 50000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 50000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 50000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 50000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 50000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 50000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					DeathSound shadows\tank_death_03.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 50000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 50000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 50000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 50000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 50000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 50000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 50000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 50000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 50000
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_08"
			Where spawnbot_zombie
			TotalCount 165
			MaxActive 32
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.7
			WaitForAllDead "stage_07"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave8plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 10200
					CharacterAttributes
					{
						//"move speed bonus" 0.94
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 10200
					CharacterAttributes
					{
						//"move speed bonus" 0.94
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 10200
					CharacterAttributes
					{
						//"move speed bonus" 0.94
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 10200
					CharacterAttributes
					{
						//"move speed bonus" 0.94
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 10200
					CharacterAttributes
					{
						//"move speed bonus" 0.64
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 10200
					CharacterAttributes
					{
						//"move speed bonus" 0.94
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 20400
					CharacterAttributes
					{
						"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 10200
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 10200
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 10200
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 10200
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 10200
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 5100
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_08"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_07"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Corroder_Mutant
					Health 200000
					//CharacterAttributes
					//{
					//	"move speed bonus" 0.82
					//}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_08_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_08"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_08_mini"
			Where spawnbot_zombie
			TotalCount 300
			MaxActive 50
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.5
			WaitForAllSpawned "stage_08_end"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_start_mini
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Tiny
					Health 4800
					CharacterAttributes
					{
						//"move speed bonus" 1.22
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_08_mini"
			Where spawnbot_zombie
			TotalCount 35
			MaxActive 5
			SpawnCount 1
			WaitBeforeStarting 75
			WaitBetweenSpawns 2.25
			WaitForAllSpawned "stage_08_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 6.9
						Repeats 0 
						IfSeeTarget 1
						Type "Tesla Bolt"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 5
						Repeats 0 
						IfSeeTarget 1
						Type "Fireball"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 5
						Repeats 0 
						IfSeeTarget 1
						Type "Fireball"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 6
						Repeats 0 
						IfSeeTarget 1
						Type "Ball O' Bats"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 8
						Repeats 0 
						IfSeeTarget 0
						Type "Healing Aura"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 9
						Repeats 0 
						IfSeeTarget 0
						Type "Teleport"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 7.5
						Repeats 0 
						IfSeeTarget 1
						Type "Meteor Shower"
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny_Mutant
					Health 96000
					Item "TF_WEAPON_SPELLBOOK"
					
					Spell
					{
						Delay 0
						Cooldown 10
						Repeats 0 
						IfSeeTarget 0
						Type "Invisibility"
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_08_mini_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_08_mini"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear_mini
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_09"
			Where spawnbot_zombie
			TotalCount 175
			MaxActive 34
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.7
			WaitForAllDead "stage_08_mini_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave8plus
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 11400
					CharacterAttributes
					{
						//"move speed bonus" 0.96
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 11400
					CharacterAttributes
					{
						//"move speed bonus" 0.96
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny
					Health 5700
					CharacterAttributes
					{
						//"move speed bonus" 1.44
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 11400
					CharacterAttributes
					{
						//"move speed bonus" 0.96
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 11400
					CharacterAttributes
					{
						//"move speed bonus" 0.96
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 11400
					CharacterAttributes
					{
						//"move speed bonus" 0.66
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 11400
					CharacterAttributes
					{
						//"move speed bonus" 0.96
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 22800
					CharacterAttributes
					{
						//"move speed bonus" 0.9
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 11400
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 11400
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 11400
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 11400
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 11400
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 5700
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_10"
			Where spawnbot_zombie
			TotalCount 180
			MaxActive 34
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.7
			WaitForAllDead "stage_09"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave8plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Tiny
					Health 6240
					CharacterAttributes
					{
						"move speed bonus" 1.5
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 12540
					CharacterAttributes
					{
						//"move speed bonus" 0.7
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 25080
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Special_Burner
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 12540
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 12540
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 6270
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_10"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_09"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_MadSci_Mutant
					Health 250000
					//CharacterAttributes
					//{
					//	"move speed bonus" 0.82
					//}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_10_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_10"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_11"
			Where spawnbot_zombie
			TotalCount 185
			MaxActive 35
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.7
			WaitForAllDead "stage_10_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave11_camouflage
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear_extended
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Tiny
					Health 6900
					CharacterAttributes
					{
						"move speed bonus" 1.5
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 13800
					CharacterAttributes
					{
						//"move speed bonus" 0.7
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 27600
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 13800
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 13800
				}
			}
		}
		WaveSpawn
		{
			Name "stage_12_transition"
			Where spawnbot_tank
			WaitBeforeStarting 75
			WaitForAllDead "stage_11"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\bossround_start.mp3"
			FirstSpawnOutput
			{
				Target bossstage_start
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_12"
			Where spawnbot_zombie
			TotalCount 54
			MaxActive 18
			SpawnCount 1
			WaitBeforeStarting 15
			WaitBetweenSpawns 2.75
			WaitForAllSpawned	"stage_12_transition"
			TotalCurrency 0
			
			// DoneOutput
			// {
			// 	Target bossstage_clear
			// 	Action Trigger
			// }
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					Health 120000
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 100000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 100000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 100000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 100000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 100000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 100000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 100000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 100000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 100000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					Health 120000
					DeathSound shadows\tank_death_02.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 100000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 100000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 100000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 100000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 100000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 100000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 100000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 100000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 100000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					Health 120000
					DeathSound shadows\tank_death_03.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 100000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 100000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 100000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 100000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 100000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 100000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 100000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 100000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 100000
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_12_extended"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 5
			WaitForAllDead "stage_12"
			TotalCurrency 0

			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk_Mutant
					Health 1800000 // oh, the horror
					CharacterAttributes
					{
						"mult dmg with reduced health" 1.33
						"move speed as health decreases" 1.15
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					Item "TF_WEAPON_SPELLBOOK"
					Spell
					{
						Delay 4
						Cooldown 4.44
						Repeats 0 
						IfSeeTarget 1
						Type "Fireball"
						IfHealthBelow 1500000
					}
					Spell
					{
						Delay 4
						Cooldown 6.66
						Repeats 0 
						IfSeeTarget 1
						Type "Meteor Shower"
						IfHealthBelow 900000
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 1500000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 1500000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 1500000
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 900000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 900000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 900000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3.85
						IfHealthBelow 1500000
					}
					AddCond   //Adds conditions to bots
					{
						Index 26
						Delay 0
						Duration -1
						IfHealthBelow 1500000
					}
					AddCond   //invincibility while mad
					{
						Index 5
						Delay 0
						Duration 3.85
						IfHealthBelow 900000
					}
					AddCond   //Adds conditions to bots
					{
						Index 32
						Delay 0
						Duration -1
						IfHealthBelow 900000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 1500000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 1500000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 1500000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 1500000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 1500000
					}
					ChangeAttributes	
					{
						Cooldown 0
						Repeats 1
						Name "enraged"
						IfHealthBelow 1500000
					}
					ChangeAttributes	
					{
						Cooldown 0
						Repeats 1
						Name "oh_no"
						IfHealthBelow 900000
					}
					EventChangeAttributes
					{
						enraged
						{
							CharacterAttributes
							{
								"dmg from ranged reduced" 0.65
								"dmg from melee increased" 0.65
								"attach particle effect" 3063
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_FISTS
								"damage bonus" 3.46153846
								"bleeding duration" 5
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_SHOTGUN_HWG
								"bleeding duration" 10
							}
						}
						oh_no
						{
							CharacterAttributes
							{
								"dmg from ranged reduced" 0.5
								"dmg from melee increased" 0.35
								"attach particle effect" 3063
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_FISTS
								"damage bonus" 4.2
								"bleeding duration" 8
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_SHOTGUN_HWG
								"damage bonus" 29.7777777
								"bleeding duration" 16
							}
						}
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk_Mutant
					Health 1800000 // oh, the horror
					CharacterAttributes
					{
						"mult dmg with reduced health" 1.33
						"move speed as health decreases" 1.15
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					DeathSound shadows\tank_death_02.mp3
					Item "TF_WEAPON_SPELLBOOK"
					Spell
					{
						Delay 4
						Cooldown 4.44
						Repeats 0 
						IfSeeTarget 1
						Type "Fireball"
						IfHealthBelow 1500000
					}
					Spell
					{
						Delay 4
						Cooldown 6.66
						Repeats 0 
						IfSeeTarget 1
						Type "Meteor Shower"
						IfHealthBelow 900000
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 1500000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 1500000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 1500000
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 900000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 900000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 900000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3.85
						IfHealthBelow 1500000
					}
					AddCond   //Adds conditions to bots
					{
						Index 26
						Delay 0
						Duration -1
						IfHealthBelow 1500000
					}
					AddCond   //invincibility while mad
					{
						Index 5
						Delay 0
						Duration 3.85
						IfHealthBelow 900000
					}
					AddCond   //Adds conditions to bots
					{
						Index 32
						Delay 0
						Duration -1
						IfHealthBelow 900000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 1500000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 1500000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 1500000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 1500000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 1500000
					}
					ChangeAttributes	
					{
						Cooldown 0
						Repeats 1
						Name "enraged"
						IfHealthBelow 1500000
					}
					ChangeAttributes	
					{
						Cooldown 0
						Repeats 1
						Name "oh_no"
						IfHealthBelow 900000
					}
					EventChangeAttributes
					{
						enraged
						{
							CharacterAttributes
							{
								"dmg from ranged reduced" 0.65
								"dmg from melee increased" 0.65
								"attach particle effect" 3063
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_FISTS
								"damage bonus" 3.46153846
								"bleeding duration" 5
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_SHOTGUN_HWG
								"bleeding duration" 10
							}
						}
						oh_no
						{
							CharacterAttributes
							{
								"dmg from ranged reduced" 0.5
								"dmg from melee increased" 0.35
								"attach particle effect" 3063
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_FISTS
								"damage bonus" 4.2
								"bleeding duration" 8
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_SHOTGUN_HWG
								"damage bonus" 29.7777777
								"bleeding duration" 16
							}
						}
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk_Mutant
					Health 1800000 // oh, the horror
					CharacterAttributes
					{
						"mult dmg with reduced health" 1.33
						"move speed as health decreases" 1.15
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					DeathSound shadows\tank_death_03.mp3
					Item "TF_WEAPON_SPELLBOOK"
					Spell
					{
						Delay 4
						Cooldown 4.44
						Repeats 0 
						IfSeeTarget 1
						Type "Fireball"
						IfHealthBelow 1500000
					}
					Spell
					{
						Delay 4
						Cooldown 6.66
						Repeats 0 
						IfSeeTarget 1
						Type "Meteor Shower"
						IfHealthBelow 900000
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 1500000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 1500000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 1500000
					}
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 900000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 900000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 900000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3.85
						IfHealthBelow 1500000
					}
					AddCond   //Adds conditions to bots
					{
						Index 26
						Delay 0
						Duration -1
						IfHealthBelow 1500000
					}
					AddCond   //invincibility while mad
					{
						Index 5
						Delay 0
						Duration 3.85
						IfHealthBelow 900000
					}
					AddCond   //Adds conditions to bots
					{
						Index 32
						Delay 0
						Duration -1
						IfHealthBelow 900000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 1500000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 1500000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 1500000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 1500000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 1500000
					}
					ChangeAttributes	
					{
						Cooldown 0
						Repeats 1
						Name "enraged"
						IfHealthBelow 1500000
					}
					ChangeAttributes	
					{
						Cooldown 0
						Repeats 1
						Name "oh_no"
						IfHealthBelow 900000
					}
					EventChangeAttributes
					{
						enraged
						{
							CharacterAttributes
							{
								"dmg from ranged reduced" 0.65
								"dmg from melee increased" 0.65
								"attach particle effect" 3063
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_FISTS
								"damage bonus" 3.46153846
								"bleeding duration" 5
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_SHOTGUN_HWG
								"bleeding duration" 10
							}
						}
						oh_no
						{
							CharacterAttributes
							{
								"dmg from ranged reduced" 0.5
								"dmg from melee increased" 0.35
								"attach particle effect" 3063
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_FISTS
								"damage bonus" 4.2
								"bleeding duration" 8
							}
							ItemAttributes
							{
								ItemName TF_WEAPON_SHOTGUN_HWG
								"damage bonus" 29.7777777
								"bleeding duration" 16
							}
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_12_extended"
			Where spawnbot_zombie
			TotalCount 45
			MaxActive 18
			SpawnCount 1
			WaitBeforeStarting 7.5
			WaitBetweenSpawns 2.5
			WaitForAllDead	"stage_12"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					Health 150000
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 120000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 120000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 16
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 26
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 32
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 120000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 120000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 120000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 120000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 120000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					Health 150000
					DeathSound shadows\tank_death_02.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 120000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 120000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 16
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 26
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 32
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 120000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 120000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 120000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 120000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 120000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					Health 150000
					DeathSound shadows\tank_death_03.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 120000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 120000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 16
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 26
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					AddCond   //Adds conditions to bots
					{
						Index 32
						Delay 0
						Duration -1
						IfHealthBelow 120000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 120000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 120000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 120000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 120000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 120000
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_12_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_12_extended"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target bossstage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_13"
			Where spawnbot_zombie
			TotalCount 195
			MaxActive 38
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.6
			// WaitForAllDead "stage_12"
			WaitForAllSpawned "stage_12_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave13plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 16800
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 16800
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 16800
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 16800
					CharacterAttributes
					{
						//"move speed bonus" 0.735
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 16800
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 33600
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Special_Superfist
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 16800
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 16800
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_13"
			Where spawnbot_zombie
			TotalCount 12
			MaxActive 6
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 60
			WaitBetweenSpawns 8
			// WaitForAllDead "stage_12"
			WaitForAllSpawned "stage_12_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 16800
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_13_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_13"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_13_mini"
			Where spawnbot_zombie
			TotalCount 160
			MaxActive 30
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.5
			WaitForAllSpawned "stage_13_end"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_start_mini
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear_mini
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 17000
				}
			}
		}
		WaveSpawn
		{
			Name "stage_14"
			Where spawnbot_zombie
			TotalCount 165
			MaxActive 36
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.6
			WaitForAllDead "stage_13_mini"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave13plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 18000
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 18000
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 18000
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 18000
					CharacterAttributes
					{
						//"move speed bonus" 0.735
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 18000
					CharacterAttributes
					{
						"move speed bonus" 1.035
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 36000
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 18000
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 18000
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 18000
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 18000
				}
				TFBot
				{
					Template T_Zombie_Special_Superfist
					Health 18000
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 18000
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 18000
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Snatcher
					Health 18000
				}
			}
		}
		WaveSpawn
		{
			Name "stage_14"
			Where spawnbot_zombie
			TotalCount 10
			MaxActive 4
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 60
			WaitBetweenSpawns 10
			WaitForAllDead "stage_13_mini"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 18000
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_14"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_13_mini"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Crawler_Mutant
					Health 400000
					//CharacterAttributes
					//{
					//	"move speed bonus" 0.82
					//}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_14_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_14"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_15"
			Where spawnbot_zombie
			TotalCount 175
			MaxActive 40
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.6
			WaitForAllSpawned "stage_14_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave13plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 40800
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Burner
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Special_Charged
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Special_Charged
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 20400
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 20400
					CharacterAttributes
					{
						"move speed bonus" 0.90
					}
				}
				TFBot
				{
					Template T_Zombie_Snatcher
					Health 20400
				}
			}
		}
		WaveSpawn
		{
			Name "stage_15"
			Where spawnbot_zombie
			TotalCount 21
			MaxActive 5
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 60
			WaitBetweenSpawns 8
			WaitForAllSpawned "stage_14_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 20400
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_15_end"
			Where spawnbot_zombie
			WaitBeforeStarting 0
			WaitForAllDead "stage_15"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_16"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 1
			WaitForAllSpawned "stage_15_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_rain
				Action Trigger
			}
			DoneOutput
			{
				Target autotank_death
				Action Trigger
			}
			Squad
			{
				Squad
				{
					TFBot
					{
						Template T_Robot_Boss_Treadkill
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_16"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 120
			WaitBetweenSpawns 30
			WaitForAllDead "stage_15_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"	
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Camouflage_Mutant
					Health 750000
					CharacterAttributes
					{
						// "move speed bonus" 0.82
						"mult dmg with reduced health" 2.75
						"move speed as health decreases" 1.35
						"add cond when active" 97
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_16"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 120.5
			WaitBetweenSpawns 30
			WaitForAllDead "stage_15_end"
			TotalCurrency 0
			
			// FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"		
			FirstSpawnOutput
			{
				Target a_little_warning
				Action Trigger
			}		
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Burner_Mutant
					Health 800000
					Spell
					{
						Delay 0.1
						Cooldown 6.66
						Repeats 0 
						IfSeeTarget 1
						Type "Meteor Shower"
					}
					AddCond   //Adds conditions to bots
					{
						Index 110
						Delay 0
						Duration -1
					}
					CharacterAttributes
					{
						// "move speed bonus" 0.82
						"mult dmg with reduced health" 1.75
						"move speed as health decreases" 1.75
						// "add cond when active" 110
					}
				}
			}
		}
		WaveSpawn // marked so the round ends properly
		{
			Name "stage_16_end"
			Where spawnbot_tank
			WaitBeforeStarting 0
			WaitForAllDead "stage_16"
			TotalCurrency 0
			
			StartWaveOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_17"
			Where spawnbot_zombie
			TotalCount 185
			MaxActive 42
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.5
			WaitForAllDead "stage_16_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave17plus_vamptrigger
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 24000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 24000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Demo
					Health 24000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 24000
					CharacterAttributes
					{
						//"move speed bonus" 0.735
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny
					Health 12000
					CharacterAttributes
					{
						"move speed bonus" 1.535
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 48000
					CharacterAttributes
					{
						"move speed bonus" 0.90
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Superfist
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Charged
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Exploder
					Health 30000
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 24000
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 12000
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
								"damage bonus" 2
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Screamer
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Snatcher
					Health 24000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_17"
			Where spawnbot_zombie
			TotalCount 10
			MaxActive 5
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 6
			WaitForAllDead	"stage_16_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 180000
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 170000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 170000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 170000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 170000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 170000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 170000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 170000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 170000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 170000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 180000
					DeathSound shadows\tank_death_02.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 170000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 170000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 170000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 170000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 170000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 170000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 170000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 170000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 170000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 180000
					DeathSound shadows\tank_death_03.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 170000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 170000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 170000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 170000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 170000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 170000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 170000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 170000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 170000
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_17"
			Where spawnbot_zombie
			TotalCount 20
			MaxActive 7
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 60
			WaitBetweenSpawns 7
			WaitForAllDead "stage_16_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 24000
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn // marked so the round ends properly
		{
			Name "stage_17_end"
			Where spawnbot_tank
			WaitBeforeStarting 0
			WaitForAllDead "stage_17"
			TotalCurrency 0
			
			StartWaveOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_17_mini"
			Where spawnbot_zombie
			TotalCount 175
			MaxActive 35
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.5
			WaitForAllSpawned "stage_17_end"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_start_mini
				Action Trigger
			}
			DoneOutput
			{
				Target stage_clear_mini
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_MadSci
					Health 26000
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 13000
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
								"damage bonus" 2
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_18"
			Where spawnbot_zombie
			TotalCount 215
			MaxActive 40
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.5
			WaitForAllDead "stage_17_mini"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave17plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Sniper
					Health 27000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Soldier
					Health 27000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Scout
					Health 27000
					CharacterAttributes
					{
						//"move speed bonus" 0.735
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny
					Health 13500
					CharacterAttributes
					{
						"move speed bonus" 1.535
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 27000
					CharacterAttributes
					{
						"move speed bonus" 1.35
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 54000
					CharacterAttributes
					{
						"move speed bonus" 0.935
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Superfist
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Charged
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 27000
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 13500
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
								"damage bonus" 2
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Screamer
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Snatcher
					Health 27000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Exploder
					Health 33750
				}
			}
		}
		WaveSpawn
		{
			Name "stage_18"
			Where spawnbot_zombie
			TotalCount 20
			MaxActive 6
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 60
			WaitBetweenSpawns 7
			WaitForAllDead "stage_17_mini"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 27000
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_18"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90
			WaitBetweenSpawns 30
			WaitForAllDead "stage_17_mini"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Superfist_Mutant
					Health 950000
					CharacterAttributes
					{
						"damage bonus" 2
						"dmg pierces resists absorbs" 1
						"mult dmg with reduced health" 2.25
						"move speed as health decreases" 1.35
						"add cond when active" 90
					}
					AddCond   // on spawn
					{
						Index 51
						Delay 0
						Duration 20
					}
					AddCond   // 80% health
					{
						Index 51
						Delay 0
						Duration 15
						IfHealthBelow 760000
					}
					AddCond   // 60% health
					{
						Index 51
						Delay 0
						Duration 15
						IfHealthBelow 570000
					}
					AddCond   // 40% health
					{
						Index 51
						Delay 0
						Duration 15
						IfHealthBelow 380000
					}
					AddCond   // 20% health
					{
						Index 51
						Delay 0
						Duration 15
						IfHealthBelow 190000
					} // overall, a total of 80 seconds of uber, just like the original
				}
			}
		}
		WaveSpawn
		{
			Name "stage_18"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 90.5
			WaitBetweenSpawns 30
			WaitForAllDead "stage_17_mini"
			TotalCurrency 0
			
			// FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Grappler_Mutant
					Health 900000
					CharacterAttributes
					{
						"damage bonus" 2
						"dmg pierces resists absorbs" 1
						"mult dmg with reduced health" 1.65
						"move speed as health decreases" 1.25
						"add cond when active" 94
						"damage returns as health" 0.33
					}
					Item "TF_WEAPON_SPELLBOOK"
					Spell
					{
						Delay 0
						Cooldown 7
						Repeats 0 
						IfSeeTarget 1
						Type "Tesla Bolt"
					}
				}
			}
		}
		WaveSpawn // marked so the round ends properly
		{
			Name "stage_18_end"
			Where spawnbot_tank
			WaitBeforeStarting 0
			WaitForAllDead "stage_18"
			TotalCurrency 0
			
			StartWaveOutput
			{
				Target stage_clear
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_19"
			Where spawnbot_zombie
			TotalCount 245
			MaxActive 41
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 0.5
			WaitForAllDead "stage_18_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\stage_start.mp3"
			FirstSpawnOutput
			{
				Target stage_start_wave17plus
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Soldier
					Health 30000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Tiny
					Health 15000
					CharacterAttributes
					{
						"move speed bonus" 1.535
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 60000
					CharacterAttributes
					{
						"move speed bonus" 0.935
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Superfist
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Charged
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 30000
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 15000
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
								"damage bonus" 2
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Screamer
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Snatcher
					Health 30000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_19"
			Where spawnbot_zombie
			TotalCount 15
			MaxActive 5
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 6.5
			WaitForAllDead	"stage_18_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 200000
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 190000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 190000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 190000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 190000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 190000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 190000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 190000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 190000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 190000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 200000
					DeathSound shadows\tank_death_02.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 190000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 190000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 190000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 190000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 190000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 190000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 190000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 190000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 190000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 200000
					DeathSound shadows\tank_death_03.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 190000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 190000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 190000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 190000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 190000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 190000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 190000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 190000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 190000
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_19"
			Where spawnbot_zombie
			TotalCount 21
			MaxActive 6
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 60
			WaitBetweenSpawns 6.66
			WaitForAllDead "stage_18_end"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 30000
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn // marked so the round ends properly
		{
			Name "stage_19_end"
			Where spawnbot_tank
			WaitBeforeStarting 0
			WaitForAllDead "stage_19"
			TotalCurrency 0
			
			StartWaveOutput
			{
				Target stage_clear_finale
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_20_transition"
			Where spawnbot_tank
			WaitBeforeStarting 75
			WaitForAllDead "stage_19_end"
			TotalCurrency 0
			
			FirstSpawnWarningSound "shadows\bossround_start.mp3"
			FirstSpawnOutput
			{
				Target bossstage_start_finale
				Action Trigger
			}
		}
		WaveSpawn
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 295
			MaxActive 35
			SpawnCount 1
			WaitBeforeStarting 15
			WaitBetweenSpawns 0.5
			WaitForAllSpawned stage_20_transition
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target stage_start_finale
				Action Trigger
			}
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Tiny
					Health 16000
					CharacterAttributes
					{
						"move speed bonus" 1.535
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Spitter
					Health 32000
					CharacterAttributes
					{
						"move speed bonus" 1.035
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Headless
					Health 64000
					CharacterAttributes
					{
						"move speed bonus" 0.935
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Grappler
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Corroder
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Superfist
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Crawler
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Exploder
					Health 160000
				}
				TFBot
				{
					Template T_Zombie_Special_Burner
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Camouflage
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_MadSci
					Health 32000
					ChangeAttributes	
					{
						Delay 1
						Cooldown 0
						Repeats 1
						Name "Mad"
						IfHealthBelow 16000
					}
					EventChangeAttributes
					{
						Mad
						{
							ItemAttributes
							{
								ItemName "The Trepanabotomizer"
								"attach particle effect" 35
							}
							ItemAttributes
							{
								ItemName "BRAINS but visible"
								"damage bonus HIDDEN" 1.01
								"fire rate penalty" 1
								"add cond on hit" 27
								"add cond on hit duration" 8
								"slow enemy on hit major" 8
							}
							CharacterAttributes
							{
								"gesture speed increase" 1.5
								"move speed bonus" 1.3
								"damage bonus" 2
							}
							DeathSound ambient\energy\zap9.wav
						}
					}
				}
				TFBot
				{
					Template T_Zombie_Plague
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Jockey
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Killer_Clown
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Charged
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Screamer
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
				TFBot
				{
					Template T_Zombie_Snatcher
					Health 32000
					CharacterAttributes
					{
						"damage bonus" 2
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 135.5
			WaitBetweenSpawns 1
			WaitForAllDead	"stage_20_transition"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target battlelord_cosmetics_relay
				Action Trigger
			}
			Squad
			{
				Squad
				{
					TFBot
					{
						Template T_Robot_Boss_GiantCorrupted
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 135
			WaitBetweenSpawns 0
			WaitForAllDead	"stage_20_transition"
			TotalCurrency 0
						
			DoneOutput
			{
				Target blord_death
				Action Trigger
			}
			Squad
			{
				Squad
				{
					TFBot
					{
						Template T_Robot_Boss_Battlelord
					}
				}
			}
		}
		WaveSpawn // finale
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 18
			MaxActive 7
			SpawnCount 1
			WaitBeforeStarting 45
			WaitBetweenSpawns 12
			WaitForAllDead	stage_20_transition
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_01.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 240000
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 220000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 220000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 220000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 220000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 220000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 220000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 220000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 220000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 220000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_02.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 240000
					DeathSound shadows\tank_death_02.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 220000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 220000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 220000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 220000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 220000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 220000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 220000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 220000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 220000
					}
				}
				TFBot
				{
					Template T_Zombie_Special_Hulk
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"custom weapon fire sound" =100|shadows/tank_throw_03.mp3
					}
					CharacterAttributes
					{
						"damage bonus" 2
					}
					Health 240000
					DeathSound shadows\tank_death_03.mp3
					Taunt
					{
						Delay 0
						Cooldown 0 
						Repeats 1
						Name "Replay Taunt" 
						IfHealthBelow 220000
					}
					Sequence
					{
						Name rage_at_enemy_04
						Cooldown 0.5
						Delay 0
						Repeats 1
						IfHealthBelow 220000
					}
					VoiceCommand // mad
					{
						Delay 0.5
						Cooldown 0
						Repeats 1
						Type "Dispenser here"
						IfHealthBelow 220000
					}
					AddCond   //Adds conditions to bots
					{
						Index 5
						Delay 0
						Duration 3
						IfHealthBelow 220000
					}
					Sequence
					{
						Name throw_02
						Delay 10
						Cooldown 20
						Repeats 0
						IfHealthBelow 220000
					}
					WeaponSwitch
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "Secondary"
						IfHealthBelow 220000
					}
					FireWeapon
					{
						Delay 12.5
						Cooldown 20
						Repeats 0
						Type "Primary"
						IfHealthBelow 220000
					}
					WeaponSwitch
					{
						Delay 13.5
						Cooldown 20
						Repeats 0
						Type "Melee"
						IfHealthBelow 220000
					}
					VoiceCommand // lift rock
					{
						Delay 10
						Cooldown 20
						Repeats 0
						Type "No"
						IfHealthBelow 220000
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 10
			MaxActive 5
			SpawnCount 1
			Support Limited
			WaitBeforeStarting 45
			WaitBetweenSpawns 10
			WaitForAllDead "stage_20_transition"
			TotalCurrency 0
			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Warden
					Health 32000
					CharacterAttributes
					{
						"move speed bonus" 0.8
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 80
			WaitBetweenSpawns 30
			WaitForAllDead "stage_20_transition"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Plague_Mutant
					Health 1250000
					CharacterAttributes
					{
						"damage bonus" 2
						"mult dmg with reduced health" 2.5
						"move speed as health decreases" 1.7
						"dmg missing health" 0.35
						"add cond when active" 93
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_20"
			Where spawnbot_zombie
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 75
			WaitBetweenSpawns 30
			WaitForAllDead "stage_20_transition"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\thunder_04.wav"			
			RandomChoice
			{
				TFBot
				{
					Template T_Zombie_Soldier_Mutant
					Health 1500000
					CharacterAttributes
					{
						"damage bonus" 2
						"melee range multiplier" 1.65
						"health regen" 10000
						"mult dmg with reduced health" 3
						"move speed as health decreases" 2
						"dmg missing health" 0.25
						"add cond when active" 103
					}
					Item "TF_WEAPON_SPELLBOOK"
					// decided to remove minify from this mf's list of usable rare spells
					// now it cycles through the four usable rare spells every 5 seconds
					Spell // skeletal shenanigans
					{
						Delay 0
						Cooldown 20
						Repeats 0 
						IfSeeTarget 0
						Type "Summon Skeletons"
					}
					Spell // the original spell it used to have
					{
						Delay 5
						Cooldown 20
						Repeats 0 
						IfSeeTarget 0
						Type "Tesla Bolt"
					}
					Spell // bruiser wannabe
					{
						Delay 10
						Cooldown 20
						Repeats 0 
						IfSeeTarget 0
						Type "Summon Monoculus"
					}
					Spell // ok this is just ridiculous
					{
						Delay 15
						Cooldown 20
						Repeats 0 
						IfSeeTarget 0
						Type "Meteor Shower"
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage_20_support"
			Where spawnbot_zombie
			TotalCount 9999
			MaxActive 5
			SpawnCount 1
			WaitBeforeStarting 145
			WaitBetweenSpawns 3
			WaitForAllDead "stage_20_transition"
			Support 1
			TotalCurrency 0
			
			TFBot
			{
				Template T_Zombie_Special_Exploder
				ClassIcon "Sentry_buster_gry_duplicat"
				Health 160000
			}
		}
		WaveSpawn
		{
			Name "theend"
			Where spawnbot_winbot
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 15
			WaitBetweenSpawns 0
			WaitForAllDead	stage_20
			TotalCurrency 4444
			
			StartWaveOutput
			{
				Target youwin
				Action Trigger
			}
			
			Squad
			{
				Squad
				{
					TFBot
					{
						Class Heavyweapons
						Name "WinBot"
						WeaponRestrictions MeleeOnly
						Attributes IgnoreFlag
						CharacterAttributes
						{
							"move speed bonus" 0.08
							"is suicide counter" 2000
							"force distribute currency on death" 1
						}
						Health 10000
					}
				}
			}
		}
	}
}