// Bronze and Bristle by Tindall Berry and Ultimaximus
// Akure Intermediate

#base overclocks_tindall.pop
population
{
	StartingCurrency				400
	RespawnWaveTime					2
	CanBotsAttackWhileInSpawnRoom	no
	FixedRespawnWaveTime			Yes
	// Rafmod cvars
	BodyPartScaleSpeed			50	 
	FixSetCustomModelInput		1	 
	NoRomevisionCosmetics		1	 
	TextPrintTime				0	 
	UpgradeStationKeepWeapons	1	 
	// Custom nav
	CustomNavFile	"mvm_akure_rc1a_unfucked"	 	// Fixes stuck spots, also fixes spawnbot dropdown for Giant Medics thanks to Whurr
	// Model precache
	PrecacheModel	"models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl"	 
	PrecacheModel	"models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl"	 
	PrecacheModel	"models\weapons\c_models\c_howitzer\c_lochnload.mdl"	 
	PrecacheModel	"models\weapons\w_bugbait.mdl"	 
	PrecacheModel	"models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl"	 
	PrecacheModel	"models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl"	 
	PrecacheModel	"models\weapons\c_models\c_gupgun\c_leechgun.mdl"	 
	PrecacheModel	"models\props_2fort\cow001_reference.mdl"	 
	// Sound precache
	PrecacheSound	"weapons/china_lake_shoot.wav"	 
	PrecacheSound	"weapons/sven_shotgun_shoot.wav"	 
	PrecacheSound	"weapons/mp40_shoot.wav"	 
	PrecacheSound	"weapons/supernailgun_shoot.wav"	 
	PrecacheSound	"music/pinpinneon_inferior_fabrications.mp3"	 
	PrecacheSound	"terraria/mechboss_laser.wav"	 
	PrecacheSound	"terraria/mourning_spine.wav"	 
	// Custom weapons
	// Scout
	CustomWeapon	 	// Scout Slug Scattergun
	{
		Name								"Steel Slugger"
		OriginalItemName					"The Back Scatter"
		"bullets per shot bonus"			0.1
		"damage bonus HIDDEN"				8.33
		"dmg pierces resists absorbs"		1
		"can headshot"						1
		"revolver use hit locations"		1
		"closerange backattack minicrits"	0
		"spread penalty"					1
		"custom weapon fire sound"			"=75|weapons/shotgun/shotgun_fire6.wav"
		"custom item model"					"models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl"
		"special item description"			"Fires high damage slugs that deal critical damage on headshots."
		"special item description 2"		"Doink!"
	}
	// Soldier
	CustomWeapon	 	// Soldier Homing Rocket Launcher
	{
		Name									"Psychopath's Seeker"
		OriginalItemName						"The Liberty Launcher"
		"clip size bonus"						2.5
		"hidden primary max ammo bonus"			1.5
		"fire rate bonus HIDDEN"				0.35
		"projectile spread angle penalty"		10
		"projectile speed decreased"			0.65
		"mod projectile heat seek power"		360
		"mod projectile heat aim error"			360
		"mod projectile heat follow crosshair"	1
		"mod projectile heat aim time"			2
		"Reload time increased"					3
		"reload full clip at once"				1
		"damage penalty"						0.5
		"blast radius decreased"				0.75
		"projectile speed increased"			1
		"rocket jump damage reduction"			1
		"custom weapon fire sound"				"=75|weapons/grenade_launcher1.wav"
		"custom item model"						"models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl"
		"special item description"				"Launches a wide spread of low damage rockets that home in on the crosshair."
		"special item description 2"			"If you run, you'll only die tired."
	}
	CustomWeapon	 	// Soldier Nuke Launcher
	{
		Name							"Atomic Anguish"
		OriginalItemName				"The Black Box"
		"mod no reload DISPLAY ONLY"	1
		"mod max primary clip override"	-1
		"maxammo primary reduced"		0.5
		"fire rate penalty"				2.25
		"projectile gravity"			800
		"dmg penalty vs players"		2
		"crits_become_minicrits"		1
		"blast dmg to self increased"	1.8
		"clip size penalty"				1
		"health on radius damage"		0
		"paintkit_proto_def_index"		218	// uranium
		"set_item_texture_wear"			0	// factory new
		"custom weapon fire sound"		"=75|ambient/explosions/explode_1.wav"
		"special item description"		"Launches high damage heavy rockets."
		"special item description 2"	"This was not a good idea at any point in time."
	}
	// Pyro
	CustomWeapon	 	// Pyro Airblast Flame Thrower
	{
		Name									"Con-man's Compressor"
		OriginalItemName						"The Degreaser"
		"damage penalty"						0.85
		"weapon burn dmg reduced"				0.75
		"airblast cost decreased"				0.25
		"mult airblast refire time"				0.5
		"airblast_pushback_disabled"			1
		"single wep deploy time decreased"		1
		"switch from wep deploy time decreased"	1
		"airblast cost increased"				1
		"paintkit_proto_def_index"				214	// neo tokyo
		"set_item_texture_wear"					0	// factory new
		"special item description"				"Airblasts faster with a reduced cost but deals reduced flame damage."
		"special item description 2"			"We're puttin' on a clinic!"
	}
	// Demoman
	CustomWeapon	 	// Demoman Auto Grenade Launcher
	{
		Name								"Burst of Brimstone"
		OriginalItemName					"The Loch-n-Load"
		"clip size bonus"					1.5
		"hidden primary max ammo bonus"		1.5
		"fire rate bonus HIDDEN"			0.45
		"projectile spread angle penalty"	2
		"projectile speed increased"		1.5
		"grenade explode on impact"			1
		"Reload time increased HIDDEN"		0.8
		"damage penalty"					0.7
		"self dmg push force decreased"		0.3
		"clip size penalty"					1
		"sticky air burst mode"				0
		"dmg bonus vs buildings"			1
		"custom weapon fire sound"			"=75|weapons/china_lake_shoot.wav"
		"custom item model"					"models\weapons\c_models\c_howitzer\c_lochnload.mdl"
		"special item description"			"Rapidly launches low damage grenades with a smaller explosion radius that explode on impact."
		"special item description 2"		"Blammo!"
	}
	CustomWeapon	 	// Demoman Toxic Grenade Launcher
	{
		Name							"Toxic Torid"
		OriginalItemName				"Upgradeable TF_WEAPON_GRENADELAUNCHER"
		"clip size bonus"				1.5
		"maxammo primary reduced"		0.75
		"fire rate penalty"				1.3
		"projectile speed decreased"	0.8
		"damage penalty"				0.75
		"mult dmg vs tanks"				1.6
		"bleeding duration"				4
		"mult bleeding dmg"				2.5
		"slow enemy on hit major"		2
		"grenade explode on impact"		1
		"self dmg push force decreased"	0.65
		"paintkit_proto_def_index"		243	// tumour toasted
		"set_item_texture_wear"			0	// factory new
		"custom weapon fire sound"		"=75|npc/antlion_grub/squashed.wav"
		"custom impact sound"			"=75|weapons/bugbait/bugbait_impact1.wav"
		"custom projectile model"		"models\weapons\w_bugbait.mdl"
		"explosion particle"			"merasmus_bomb_explosion"
		"custom kill icon"				"purgatory"
		"special item description"		"Launches toxic bombs that slow enemies and deal heavy damage over time."
		"special item description 2"	"Smelly, smelly gas!"
	}
	// Heavy
	CustomWeapon	 	// Heavy Deflector
	{
		Name							"Bootleg Deflector"
		OriginalItemName				"Deflector"
		"minigun spinup time increased"	1.25
		"aiming movespeed increased"	1.35
		"spread penalty"				1.5
		"attack projectiles"			1
		"damage bonus"					1.1
		"special item description"		"Destroys projectiles in a wider spread and deals slightly more damage, but spins up slower."
		"special item description 2"	"I hate metal!"
	}
	CustomWeapon	 	// Homing Rocket Minigun
	{
		Name									"Bludger's Barrage"
		OriginalItemName						"Tomislav"
		"max health additive penalty"			-50
		"maxammo primary reduced"				0.75
		"override projectile type"				2
		"fire rate penalty"						1.4
		"damage bonus"							2
		"mult dmg vs tanks"						3
		"Projectile speed decreased"			0.6
		"projectile spread angle penalty"		10
		"mod projectile heat seek power"		360
		"mod projectile heat aim error"			360
		"mod projectile heat follow crosshair"	1
		"mod projectile heat aim time"			2
		"self dmg push force decreased"			0.01
		"no self blast dmg"						2
		"minigun spinup time decreased"			1
		"weapon spread bonus"					1
		"paintkit_proto_def_index"				217	// bomber soul
		"set_item_texture_wear"					0	// factory new
		"projectile trail particle"				"~tranq_distortion_trail"
		"custom kill icon"						"merasmus_zap"
		"special item description"				"Fires homing rockets in a wide spread that converge on the crosshair."
		"special item description 2"			"I have one question for you: EXPLOSIONS?!"
	}
	CustomWeapon	 	// Heavy Auto Shotgun
	{
		Name							"Soviet Slammer"
		OriginalItemName				"The Family Business"
		"mod no reload DISPLAY ONLY"	1
		"mod max primary clip override"	-1
		"maxammo secondary reduced"		0.75
		"fire rate bonus HIDDEN"		0.4
		"spread penalty"				2
		"mult dmg vs tanks"				0.5
		"damage penalty"				1
		"clip size bonus"				1
		"fire rate bonus"				1
		"custom weapon fire sound"		"=55|weapons/sven_shotgun_shoot.wav"
		"custom item model"				"models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl"
		"special item description"		"Fires inaccurate shells rather quickly."
		"special item description 2"	"I am 100 metres from your location and approaching rapidly."
	}
	// Engineer
	CustomWeapon	 	// Engineer Machine Gun
	{
		Name								"Veruc"
		OriginalItemName					"TF_WEAPON_SHOTGUN_PRIMARY"
		"single wep deploy time increased"	1.25
		"mod no reload DISPLAY ONLY"		1
		"mod max primary clip override"		-1
		"fire rate bonus HIDDEN"			0.3
		"bullets per shot bonus"			0.3
		"spread penalty"					2
		"damage bonus"						1.66
		"custom weapon fire sound"			"=55|weapons/mp40_shoot.wav"
		"custom item model"					"models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl"
		"special item description"			"Rapidly fires three bullets in a horizontal spread."
		"special item description 2"		"I want that rifle, Daddy!"
	}
	// Medic
    CustomWeapon         // Medic Burst Fire Syringe Gun
    {
        Name								"Four Part Plan"
        OriginalItemName					"The Blutsauger"
        "add cond on hit"					24    // jarate
        "add cond on hit duration"			7
        "single wep deploy time increased"	1.35
        "clip size penalty"					0.1
        "maxammo primary reduced"			0.133
        "fire rate bonus HIDDEN"			0.5
        "damage bonus"						2
        "no reduced damage rampup"			1
        "heal on hit for rapidfire"			0
        "custom weapon fire sound"			"=75|weapons/supernailgun_shoot.wav"
        "custom item model"					"models\weapons\c_models\c_gupgun\c_leechgun.mdl"
        "special item description"			"Rapidly fires high damage syringes that coat enemies with Jarate."
        "special item description 2"		"Part five: booby trap the stalemate button!"
    }
	// Spy
	CustomWeapon	 	// Spy Multi-shot Revolver
	{
		Name							"Maggie"	// Based on the Maggie from Borderlands 2
		OriginalItemName				"TF_WEAPON_REVOLVER"
		"clip size penalty"				0.34
		"maxammo secondary reduced"		0.5
		"fire rate penalty"				1.8
		"bullets per shot bonus"		6
		"spread penalty"				4
		"damage penalty"				0.4
		"paintkit_proto_def_index"		263	// death deluxe
		"set_item_texture_wear"			0	// factory new
		"custom weapon fire sound"		"=75|weapons/357_fire2.wav"
		"special item description"		"Fires six bullets in a wide spread."
		"special item description 2"	"Monty's wife don't take no guff."
	}
	ExtraLoadoutItems	 
	{
		Scout
		{
			Primary		"Steel Slugger"
		}
		Soldier
		{
			Primary		"Psychopath's Seeker"
			Primary		"Atomic Anguish"
		}
		Pyro
		{
			Primary		"Con-man's Compressor"
		}
		Demoman
		{
			Primary		"Burst of Brimstone"
			Primary		"Toxic Torid"
		}
		HeavyWeapons
		{
			Primary		"Bootleg Deflector"
			Primary		"Bludger's Barrage"
			Secondary	"Soviet Slammer"
		}
		Engineer
		{
			Primary		"Veruc"
		}
		Medic
		{
			Primary		"Four Part Plan"
		}
		Spy
		{
			Secondary	"Maggie"
		}
	}
	// Upgrade bans
	DisallowUpgrade	 
	{
		Name		"Rocket Jumper"
		Upgrade		"clip size upgrade atomic"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Rocket Jumper"
		Upgrade		"faster reload rate"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Atomic Anguish"
		Upgrade		"clip size upgrade atomic"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Con-man's Compressor"
		Upgrade		"airblast pushback scale"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Stickybomb Jumper"
		Upgrade		"clip size bonus upgrade"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Stickybomb Jumper"
		Upgrade		"faster reload rate"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Bludger's Barrage"
		Upgrade		"projectile penetration heavy"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Bludger's Barrage"
		Upgrade		"attack projectiles"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Bludger's Barrage"
		Upgrade		"generate rage on damage"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"Soviet Slammer"
		Upgrade		"fire rate bonus"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Upgrade		"engy sentry fire rate increased"
		MaxLevel	2
	}
	DisallowUpgrade	 
	{
		Name		"Four Part Plan"
		Upgrade		"mad milk syringes"
		MaxLevel	0
	}
	DisallowUpgrade	 
	{
		Name		"The Vaccinator"
		Upgrade		"uber duration bonus"
		MaxLevel	1
	}
	// Point templates
	PointTemplates	 
	{
		NoFixup 1
		FunMapEntities
		{
			// Cliff
			phys_ragdollmagnet
			{
				"radius"	"240"
				"force"		"1000000"
				"origin"	"2000 -2275 -140"
			}
			phys_ragdollmagnet
			{
				"radius"	"240"
				"force"		"1000000"
				"origin"	"1700 -2275 -140"
			}
			// Mid indoor catwalk
			phys_ragdollmagnet
			{
				"radius"	"200"
				"force"		"1000000"
				"origin"	"680 1000 140"
			}
			prop_dynamic
			{
				"model"		"models\props_2fort\cow001_reference.mdl"
				"origin"	"630 1000 32"
			}
		}
		TeleporterDoor
		{
			NoFixup 1
			logic_relay
			{
				"OnSpawn"	"wave_start_relay,AddOutput,OnTrigger glowfadeout:Trigger:::,,"
				"OnSpawn"	"wave_start_relay,AddOutput,OnTrigger spawnteleport:Disable:::,,"
				"OnSpawn"	"wave_finished_relay,AddOutput,OnTrigger glowfadein:Trigger:::,,"
				"OnSpawn"	"wave_finished_relay,AddOutput,OnTrigger spawnteleport:Enable::0.25:,,"
				"OnSpawn"	"@bb-1800 -1600 -200 -1400 2800 0@trigger_multiple,$SetData$m_hFilter,filter_redteam,," // Fixes incorrect filtername on spawn doors, $SetKey$filtername doesn't work
			}
			prop_dynamic
			{
				"targetname"		"spawndoor"
				"parentname"		"rotationpoint"
				"model"				"models/props_soho/door002.mdl"
				"disableshadows"	"1"
				"origin"			"-1860 1856 -136" // Spawn
				"angles"			"0 180 0"
			}
			prop_dynamic
			{
				"parentname"		"spawndoor"
				"model"				"models/props_soho/door002.mdl"
				"disableshadows"	"1"
				"origin"			"-1860 1859 -136"
			}
			trigger_hurt
			{
				"targetname"	"doorkill"
				"parentname"	"spawndoor"
				"damage"		"10000"
				"damagetype"	"1" // Crush
				"origin"		"-1860 1858 -136"
				"mins"			"-28 -3 -56"
				"maxs"			"28 3 56"
				"spawnflags"	"1"
				"startdisabled"	"1"
			}
			func_door_rotating
			{
				"targetname"	"rotationpoint"
				"distance"		"-90"
				"speed"			"450"
				"noise1"		"DoorSound.Null"
				"noise2"		"DoorSound.Null"
				"origin"		"-1858 1859 -192"
				"spawnflags"	"64" // Rotate on X axis
			}
			prop_dynamic
			{
				"targetname"		"doorglow"
				"parentname"		"spawndoor"
				"model"				"models/props_viaduct_event/door_glow_mesh.mdl"
				"modelscale"		"0.5"
				"rendermode"		"1" // Enable transparency
				"rendercolor"		"240 215 215"
				"disableshadows"	"1"
				"origin"			"-1860 1858 -120"
				"angles"			"0 180 0"
			}
			prop_dynamic // Two glows to obscure cutoff
			{
				"targetname"		"doorglow"
				"parentname"		"spawndoor"
				"model"				"models/props_viaduct_event/door_glow_mesh.mdl"
				"modelscale"		"0.5"
				"rendermode"		"1"
				"rendercolor"		"240 215 215"
				"disableshadows"	"1"
				"origin"			"-1860 1858 -155"
				"angles"			"0 0 180"
			}
			prop_dynamic // Glows for back side
			{
				"targetname"		"doorglow"
				"parentname"		"spawndoor"
				"model"				"models/props_viaduct_event/door_glow_mesh.mdl"
				"modelscale"		"0.5"
				"rendermode"		"1"
				"rendercolor"		"240 215 215"
				"disableshadows"	"1"
				"origin"			"-1860 1857 -120"
			}
			prop_dynamic
			{
				"targetname"		"doorglow"
				"parentname"		"spawndoor"
				"model"				"models/props_viaduct_event/door_glow_mesh.mdl"
				"modelscale"		"0.5"
				"rendermode"		"1"
				"rendercolor"		"240 215 215"
				"disableshadows"	"1"
				"origin"			"-1860 1857 -155"
				"angles"			"0 180 180"
			}
			prop_dynamic
			{
				"model"				"models/props_soho/door002.mdl"
				"disableshadows"	"1"
				"origin"			"-704 -1056 -360" // Front
				"angles"			"0 180 0"
			}
			point_teleport
			{
				"targetname"	"frontdoor"
				"target"		"!activator"
				"origin"		"-704 -1030 -415.97"
				"angles"		"0 90 0"
			}
			trigger_multiple
			{
				"targetname"	"spawnteleport"
				"origin"		"-1860 1871 -184"
				"mins"			"-32 -15 -8"
				"maxs"			"32 15 8"
				"spawnflags"	"1" // Apply to players
				"OnStartTouch"	"rng1,PickRandom,,,"
			}
			math_counter
			{
				"targetname"	"opacityamt"
				"startvalue"	"255"
				"min"			"0"
				"max"			"255"
				"OutValue"		"doorglow,Alpha,,,"
				"OnHitMin"		"glowfadeout,CancelPending,,,"
				"OnHitMax"		"glowfadein,CancelPending,,,"
			}
			logic_relay
			{
				"targetname"	"glowfadeout"
				"OnTrigger"		"opacityamt,Subtract,14,,"
				"OnTrigger"		"!self,Trigger,,0.02," // Ticks are 0.015s, 0.02 will fire every other tick
				"spawnflags"	"2" // Allow fast retrigger
			}
			logic_relay
			{
				"targetname"	"glowfadein"
				"OnTrigger"		"opacityamt,Add,14,,"
				"OnTrigger"		"!self,Trigger,,0.02,"
				"spawnflags"	"2"
			}
			ambient_generic
			{
				"targetname" 	"doorsfx"
				"message" 		"doors/generic_door_open.wav"
				"health"		"10" // Volume
				"radius"		"1600"
				"origin"		"-704 -1056 -348"
				"spawnflags"	"48" // Start silent, is not looped
			}
		}
		KillerDoor
		{
			NoFixup 1
			trigger_hurt
			{
				"targetname"	"floorkill"
				"damage"		"10000"
				"damagetype"	"1"
				"origin"		"-1860 1906 -184"
				"mins"			"-23 -50 -8"
				"maxs"			"23 50 8"
				"spawnflags"	"1"
				"startdisabled"	"1"
			}
			phys_ragdollmagnet
			{
				"targetname"	"doorkill"
				"radius"		"100"
				"force"			"-75000"
				"origin"		"-1860 1856 -136"
				"startdisabled"	"1"
			}
			ambient_generic
			{
				"targetname" 	"doorkillsfx"
				"message" 		"ambient_mp3/rottenburg/tunneldoor_closed_quiet.mp3"
				"health"		"10"
				"radius"		"1600"
				"origin"		"-1860 1856 -136"
				"spawnflags"	"48"
			}
			logic_case
			{
				"targetname"	"rng1"
				"OnCase01"		"doorteleport,Trigger,,,"
				"OnCase02"		"doorteleport,Trigger,,,"
				"OnCase03"		"doorteleport,Trigger,,,"
				"OnCase04"		"doorteleport,Trigger,,,"
				"OnCase05"		"doorteleport,Trigger,,,"
				"OnCase06"		"doorteleport,Trigger,,,"
				"OnCase08"		"doorteleport,Trigger,,,"
				"OnCase09"		"doorteleport,Trigger,,,"
				"OnCase10"		"rng2,PickRandom,,,"
			}
			logic_case
			{
				"targetname"	"rng2"
				"OnCase01"		"doorteleport,Trigger,,,"
				"OnCase02"		"doorteleport,Trigger,,,"
				"OnCase03"		"doorteleport,Trigger,,,"
				"OnCase04"		"doorteleport,Trigger,,,"
				"OnCase05"		"doorteleport,Trigger,,,"
				"OnCase06"		"doorteleport,Trigger,,,"
				"OnCase07"		"doorteleport,Trigger,,,"
				"OnCase08"		"doorteleport,Trigger,,,"
				"OnCase09"		"doorteleport,Trigger,,,"
				"OnCase10"		"doorslam,Trigger,,," // 1/100 chance to activate
			}
			logic_relay
			{
				"targetname"	"doorteleport"
				"OnTrigger"		"frontdoor,Teleport,,,"
				"OnTrigger"		"doorsfx,PlaySound,,0.1,"
				"OnTrigger"		"@bb-753 -1057 -416 -657 -977 -392@obj_teleporter,RemoveHealth,864,0.1," // Destroy teleporters in front of door so players don't get stuck in them
			}
			logic_relay
			{
				"targetname"	"doorslam"
				"OnTrigger"		"rotationpoint,Open,,,"
				"OnTrigger"		"doorkill,Enable,,0.05,"
				"OnTrigger"		"floorkill,Enable,,0.1,"
				"OnTrigger"		"doorkill,Disable,,0.6,"
				"OnTrigger"		"floorkill,Disable,,0.6,"
				"OnTrigger"		"doorkillsfx,PlaySound,1,,"
			}
		}
		DestroyerLogic
		{
			NoFixup	1
			logic_relay
			{
				"targetname"	"relay_destroyer_spawned"
				"OnTrigger"		"player,$DisplayTextChat,{AF4BFF}The Destroyer has awoken!,0,-1"
				"OnTrigger"		"player,$DisplayTextChat,{9AFF9A}Now Playing: {FFD800}Inferior Fabrications - PinpinNeon,3,-1"
				"OnTrigger"		"music_inferior_fabrications,PlaySound,,0,-1"
			}
			logic_relay
			{
				"targetname"	"relay_destroyer_killed"
				"OnTrigger"		"player,$DisplayTextChat,{AF4BFF}The Destroyer has been defeated!,0,-1"
				"OnTrigger"		"music_inferior_fabrications,FadeOut,5,0,-1"
			}
			ambient_generic
			{
				"targetname"	"music_inferior_fabrications"
				"message"		"#music/pinpinneon_inferior_fabrications.mp3"
				"health"		"6"
				"spawnflags"	"17"
			}
			ambient_generic
			{
				"targetname"	"music_inferior_fabrications"
				"message"		"#music/pinpinneon_inferior_fabrications.mp3"
				"health"		"6"
				"spawnflags"	"17"
			}
		}
		DestroyerProbeTeleport
		{
			NoFixup 1
			trigger_teleport
			{
				"targetname"	"teleport_probe_destroyer"
				"filtername"	"probe_filter"
				"target"		"probe_spawntarget"
				"spawnflags"	"1"
				"mins"			"-200 -200 -200"
				"maxs"			"200 200 200"
				"origin"		"-2800 -150 -200"
			}
			filter_tf_bot_has_tag
			{
				"targetname"	"probe_filter"
				"tags"			"bot_probe"
			}
		}
		DestroyerTeleportTarget
		{
			NoFixup 1
			info_target
			{
				"targetname"	"probe_spawntarget"
				"origin"		"0 0 16"
			}
		}
	}
	Templates
	{
		T_TFBot_Tind_Scout // w6
		{
			Class Scout
			Name "Scout"
			ClassIcon scout
			Skill Easy
			Health 125
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 1200
			Item "Upgradeable TF_WEAPON_SCATTERGUN"
		}
		T_TFBot_Tind_Scout_FaN // w7
		{
			Class Scout
			Name "Force-a-Nature Scout"
			ClassIcon scout_fan
			Skill Normal
			Health 125
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 600
			Item "The Force-a-Nature"
			Item "The Fed-Fightin' Fedora"
		}
		T_TFBot_Tind_Scout_Melee // w1,5
		{
			Class Scout
			Name "Bat Scout"
			ClassIcon scout_bat_nys
			Skill Hard
			Health 125
			WeaponRestrictions MeleeOnly
			Item "Upgradeable TF_WEAPON_BAT"
		}
		T_TFBot_Tind_Scout_Jump // w8
		{
			Class Scout
			Name "Hyper League Scout"
			ClassIcon scout_jumping_nys
			Skill Hard
			Health 125
			WeaponRestrictions MeleeOnly
			MaxVisionRange 1000
			Attributes AutoJump
				AutoJumpMin 3
				AutoJumpMax 5
			Item "The Sandman"
			Item "The Hanger-on Hood"
			Item "The Flight of the Monarch"
			ItemAttributes
			{
				ItemName "The Sandman"
				"effect bar recharge rate increased"	0.5
			}
			CharacterAttributes
			{
				"increased jump height"	2
				"move speed bonus"		1.1
			}
		}
		T_TFBot_Tind_Scout_Giant_FaN // w5
		{
			Class Scout
			Name "Force-a-Nature Super Scout"
			ClassIcon scout_fan_giant
			Skill Expert
			Health 1600
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 900
			Attributes MiniBoss
			Item "The Force-a-Nature"
			Item "The Fed-Fightin' Fedora"
			ItemAttributes
			{
				ItemName "The Force-a-Nature"
				"scattergun knockback mult"	1.2
				"bullets per shot bonus"	1.5
				"damage penalty"			1
			}
			CharacterAttributes
			{
				"damage force reduction"			0.6
				"airblast vulnerability multiplier"	0.6
				"override footstep sound set"		5
			}
		}
		T_TFBot_Tind_Scout_Giant_Sandman // w3
		{
			Class Scout
			Name "Major League Scout"
			ClassIcon scout_stun_giant
			Skill Expert
			Health 1600
			WeaponRestrictions MeleeOnly
			MaxVisionRange 1200
			Attributes MiniBoss
			Item "The Sandman"
			Item "Batter's Helmet"
			Item "MNC Mascot Outfit"
			ItemAttributes
			{
				ItemName "The Sandman"
				"effect bar recharge rate increased"	0.1
				"max health additive penalty"			0	// Fixes overheal particles
			}
			CharacterAttributes
			{
				"damage force reduction"				0.6
				"airblast vulnerability multiplier"		0.6
				"override footstep sound set"			5
			}
		}
		T_TFBot_Tind_Soldier // w4,5,8
		{
			Class Soldier
			Name "Soldier"
			ClassIcon soldier
			Skill Normal
			Health 200
			WeaponRestrictions PrimaryOnly
			Attributes HoldFireUntilFullReload
			Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
		}
		T_TFBot_Tind_Soldier_BlackBox // w6
		{
			Class Soldier
			Name "Black Box Soldier"
			ClassIcon soldier_blackbox
			Skill Hard
			Health 200
			WeaponRestrictions PrimaryOnly
			Attributes HoldFireUntilFullReload
			Item "The Black Box"
			Item "The War Pig"
			ItemAttributes
			{
				ItemName "The Black Box"
				"damage penalty"					0.33
				"fire rate bonus"					0.01
				"projectile spread angle penalty"	3
				"heal on hit for rapidfire"			60
			}
		}
		T_TFBot_Tind_Soldier_Mangler // w3
		{
			Class Soldier
			Name "Cow Mangler Soldier"
			ClassIcon soldier_mangler
			Skill Normal
			Health 200
			WeaponRestrictions PrimaryOnly
			Item "The Cow Mangler 5000"
			Item "The Virtual Viewfinder"
			ItemAttributes
			{
				ItemName "The Cow Mangler 5000"
				"faster reload rate"	-0.8
				"fire rate penalty"		1.5
			}
		}
		T_TFBot_Tind_Soldier_Giant // w2
		{
			Class Soldier
			Name "Giant Soldier"
			ClassIcon soldier_giant
			Skill Expert
			Health 4000
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes HoldFireUntilFullReload
			Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
				"damage bonus"	1.2
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.4
				"airblast vulnerability multiplier"	0.4
				"override footstep sound set"		3
			}
		}
		T_TFBot_Tind_Soldier_Giant_Charged // w6
		{
			Class Soldier
			Name "Giant Charged Soldier"
			ClassIcon soldier_crit
			Skill Expert
			Health 4000
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes AlwaysCrit
			Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			Item "The Slo-Poke"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
				"faster reload rate"			-0.8
				"fire rate penalty"				2
				"Projectile speed decreased"	0.5
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.4
				"airblast vulnerability multiplier"	0.4
				"override footstep sound set"		3
			}
		}
		T_TFBot_Tind_Soldier_Giant_BurstFire_Light // w5
		{
			Class Soldier
			Name "Giant Burst Fire Soldier"
			ClassIcon soldier_burstfire
			Skill Expert
			Health 4000
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes HoldFireUntilFullReload
			Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			Item "The Doe-Boy"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
				"faster reload rate"			0.4
				"fire rate bonus"				0.1
				"Projectile speed decreased"	0.65
				"clip size upgrade atomic"		6
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.4
				"airblast vulnerability multiplier"	0.4
				"override footstep sound set"		3
			}
		}
		T_TFBot_Tind_Soldier_Giant_Barrage // w7
		{
			Class Soldier
			Name "Giant Barrage Soldier"
			ClassIcon soldier_barrage
			Skill Expert
			Health 4000
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes HoldFireUntilFullReload
			Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			Item "Soldier Drill Hat"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
				"clip size upgrade atomic"			26
				"faster reload rate"				0.3
				"fire rate bonus"					0.2
				"projectile spread angle penalty"	4
				"Projectile speed decreased"		0.5
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.4
				"airblast vulnerability multiplier"	0.4
				"override footstep sound set"		3
			}
		}
		T_TFBot_Tind_Pyro // w1,2,3,7
		{
			Class Pyro
			Name "Pyro"
			ClassIcon pyro
			Skill Easy
			Health 175
			WeaponRestrictions PrimaryOnly
			Item "Upgradeable TF_WEAPON_FLAMETHROWER"
		}
		T_TFBot_Tind_Pyro_Detonator // w2
		{
			Class Pyro
			Name "Detonator Pyro"
			ClassIcon pyro_detonator
			Skill Hard
			Health 175
			WeaponRestrictions SecondaryOnly
			Item "The Detonator"
			Item "Old Guadalajara"
		}
		T_TFBot_Tind_Pyro_Giant // w6
		{
			Class Pyro
			Name "Giant Pyro"
			ClassIcon pyro_giant
			Skill Expert
			Health 3300
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes AlwaysFireWeapon
			Item "Upgradeable TF_WEAPON_FLAMETHROWER"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_FLAMETHROWER"
				"damage bonus"	1.2
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.5
				"airblast vulnerability multiplier"	0.5
				"override footstep sound set"		6
			}
		}
		T_TFBot_Tind_Pyro_Giant_Fury // w4
		{
			Class Pyro
			Name "Giant Dragon's Fury Pyro"
			ClassIcon pyro_dragon_fury_swordstone_giant
			Skill Expert
			Health 3300
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 600
			Attributes MiniBoss
			Item "The Dragon's Fury"
			Item "Pyromancer's Mask"
			ItemAttributes
			{
				ItemName "The Dragon's Fury"
				"damage bonus"		1.2
				"airblast disabled"	1
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.5
				"airblast vulnerability multiplier"	0.5
				"override footstep sound set"		6
			}
		}
		T_TFBot_Tind_Pyro_Giant_Detonator // w2
		{
			Class Pyro
			Name "Giant Detonator Pyro"
			ClassIcon pyro_detonator_giant
			Skill Expert
			Health 3300
			WeaponRestrictions SecondaryOnly
			Attributes MiniBoss
			Item "The Detonator"
			Item "Old Guadalajara"
			ItemAttributes
			{
				ItemName "The Detonator"
				"fire rate bonus"				0.3
				"blast dmg to self increased"	0
				"damage penalty"				1
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.5
				"airblast vulnerability multiplier"	0.5
				"override footstep sound set"		6
			}
		}
		T_TFBot_Tind_Demoman // w3,7
		{
			Class Demoman
			Name "Demoman"
			ClassIcon demo
			Skill Normal
			Health 175
			WeaponRestrictions PrimaryOnly
			Attributes HoldFireUntilFullReload
			Item "Upgradeable TF_WEAPON_GRENADELAUNCHER"
		}
		T_TFBot_Tind_Demoman_Probe // w8
		{
			Class Demoman
			Name "Probe"
			ClassIcon probe
			Skill Hard
			Health 600
			Scale 1.35
			WeaponRestrictions MeleeOnly
			Tag	bot_probe
			Attributes IgnoreFlag	 
			Action Mobber	 
			Item "The Scotsman's Skullcutter"
			Item "Alcoholic Automaton"
			ItemAttributes
			{
				ItemName "The Scotsman's Skullcutter"
				"custom kill icon"	"splendid_screen"
			}
			ItemAttributes	 
			{
				ItemName "Alcoholic Automaton"
				"set item tint rgb"	12073019	// team spirit red
			}
			CharacterAttributes
			{
				"health regen"					1
				"head scale"					3
				"torso scale"					0
				"hand scale"					0
				"cannot pick up intelligence"	1
			}
		}
		T_TFBot_Tind_Demoman_Giant // w3
		{
			Class Demoman
			Name "Giant Demoman"
			ClassIcon demo_giant
			Skill Expert
			Health 3300
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes HoldFireUntilFullReload
			Item "Upgradeable TF_WEAPON_GRENADELAUNCHER"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
				"fire rate bonus"	0.5
			}
			CharacterAttributes
			{
				"move speed bonus"						0.5
				"damage force reduction"				0.5
				"airblast vulnerability multiplier"		0.5
				"override footstep sound set"			4
			}
		}
		T_TFBot_Tind_Demoman_Giant_RapidFire // w5
		{
			Class Demoman
			Name "Giant Rapid Fire Demoman"
			ClassIcon demo_spammer_giant
			Skill Expert
			Health 3300
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Item "Upgradeable TF_WEAPON_GRENADELAUNCHER"
			Item "The Tavish Degroot Experience"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
				"fire rate bonus"		0.75
				"faster reload rate"	-0.8
			}
			CharacterAttributes
			{
				"move speed bonus"						0.5
				"damage force reduction"				0.5
				"airblast vulnerability multiplier"		0.5
				"override footstep sound set"			4
			}
		}
		T_TFBot_Tind_Demoman_Giant_Brimstone // w6
		{
			Class Demoman
			Name "Giant Brimstone Demoman"
			ClassIcon demo_burst_giant
			Skill Expert
			Health 3300
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes HoldFireUntilFullReload
			Item "The Loch-n-Load"
			Item "Blast Defense"
			Item "The Juggernaut Jacket"
			ItemAttributes
			{
				ItemName "The Loch-n-Load"
				"clip size upgrade atomic"			6
				"fire rate bonus"					0.1
				"projectile spread angle penalty"	2
				"Projectile speed increased"		1.2
				"grenade explode on impact"			1
				"faster reload rate"				0.65
				"blast radius decreased"			0.5
				"clip size penalty"					1
				"sticky air burst mode"				0
				"dmg bonus vs buildings"			1
				"custom weapon fire sound"			"=75|weapons/china_lake_shoot.wav"
				"custom item model"					"models\weapons\c_models\c_howitzer\c_lochnload.mdl"
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.5
				"airblast vulnerability multiplier"	0.5
				"override footstep sound set"		4
			}
		}
		T_TFBot_Tind_Heavy // w1,5
		{
			Class Heavyweapons
			Name "Heavy"
			ClassIcon heavy
			Skill Easy
			Health 300
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 1200
			Item "Upgradeable TF_WEAPON_MINIGUN"
		}
		T_TFBot_Tind_Heavy_KGB // w2,4
		{
			Class Heavyweapons
			Name "Punchie"
			ClassIcon heavy_champ
			Skill Hard
			Health 300
			WeaponRestrictions MeleeOnly
			Item "The Killing Gloves Of Boxing"
			Item "Pugilist's Protector"
		}
		T_TFBot_Tind_Heavy_GRU // w7
		{
			Class Heavyweapons
			Name "Lightweight Champ"
			ClassIcon heavy_gru
			Skill Hard
			Health 300
			WeaponRestrictions MeleeOnly
			Item "Gloves Of Running Urgently MVM"
			Item "Football Helmet"
		}
		T_TFBot_Tind_Heavy_SteelFist // w6
		{
			Class Heavyweapons
			Name "Steel Gauntlet"
			ClassIcon heavy_gauntlet_nys
			Skill Hard
			Health 900
			Scale 1.5
			WeaponRestrictions MeleeOnly
			Item "Fists Of Steel"
			CharacterAttributes
			{
				"health regen"	1
			}
		}
		T_TFBot_Tind_Heavy_Giant // w7
		{
			Class Heavyweapons
			Name "Giant Heavy"
			ClassIcon heavy_giant
			Skill Expert
			Health 5000
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 1500
			Attributes MiniBoss
			Item "Upgradeable TF_WEAPON_MINIGUN"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_MINIGUN"
				"damage bonus"	1.5
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.4
				"airblast vulnerability multiplier"	0.4
				"override footstep sound set"		2
			}
		}
		T_TFBot_Tind_Engineer_Teleport // w4,6
		{
			Class Engineer
			Name "Engineer"
			ClassIcon engineer
			Skill Expert
			Health 500
			Attributes TeleportToHint
			Item "Upgradeable TF_WEAPON_WRENCH"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_WRENCH"
				"damage bonus"	21
			}
			CharacterAttributes
			{
				"health regen"					1
				"cannot pick up intelligence"	1
			}
		}
		T_TFBot_Tind_Medic_Uber_Quick // w6,7
		{
			Class Medic
			Name "Quick Uber Medic"
			ClassIcon medic_uber
			Skill Hard
			Health 150
			Attributes SpawnWithFullCharge
			Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC"
			Item "Upgradeable TF_WEAPON_MEDIGUN"
			Item "Das Naggenvatcher"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_MEDIGUN"
				"ubercharge rate bonus"	5
				"uber duration bonus"	-3
				"heal rate bonus"		0.01
			}
		}
		T_TFBot_Tind_Medic_BigHeal // w2,4
		{
			Class Medic
			Name "Big Heal Medic"
			ClassIcon medic
			Skill Hard
			Health 150
			Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC"
			Item "The Quick-Fix"
			Item "The Combat Medic's Crusher Cap"
			ItemAttributes
			{
				ItemName "The Quick-Fix"
				"ubercharge rate bonus"	0.01
				"heal rate bonus"		10
			}
		}
		T_TFBot_Tind_Sniper // w3,5,6,8
		{
			Class Sniper
			Name "Sniper"
			ClassIcon sniper
			Skill Hard
			Health 125
			MaxVisionRange 2000
			Item "Upgradeable TF_WEAPON_SNIPERRIFLE"
			Item "Upgradeable TF_WEAPON_CLUB"
		}
		T_TFBot_Tind_Sniper_Bow // w3,4
		{
			Class Sniper
			Name "Bowman"
			ClassIcon sniper_bow
			Skill Normal
			Health 150
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 2000
			Item "The Huntsman"
			ItemAttributes
			{
				ItemName "The Huntsman"
				"damage penalty"	0.5
			}
		}
		T_TFBot_Tind_Sniper_Bow_RapidFire // w5
		{
			Class Sniper
			Name "Rapid Fire Bowman"
			ClassIcon sniper_bow_multi
			Skill Hard
			Health 600
			Scale 1.35
			WeaponRestrictions PrimaryOnly
			MaxVisionRange 2000
			Item "The Huntsman"
			Item "Larrikin Robin"
			ItemAttributes
			{
				ItemName "The Huntsman"
				"faster reload rate"	0.6
			}
			CharacterAttributes
			{
				"health regen"	1
				"head scale"	0.7
			}
		}
		T_TFBot_Tind_Sniper_SMG // w2
		{
			Class Sniper
			Name "SMG Sniper"
			ClassIcon sniper_smg_tind
			Skill Easy
			Health 150
			WeaponRestrictions SecondaryOnly
			MaxVisionRange 1500
			Item "Upgradeable TF_WEAPON_SMG"
			Item "Dec2014 Hunter_Ushanka"
		}
		T_TFBot_Tind_Sniper_Giant_SMG // w3,7
		{
			Class Sniper
			Name "Giant SMG Sniper"
			ClassIcon sniper_smg_tind_giant
			Skill Expert
			Health 3000
			WeaponRestrictions SecondaryOnly
			MaxVisionRange 1500
			Attributes MiniBoss
			Item "Upgradeable TF_WEAPON_SMG"
			Item "Dec2014 Hunter_Ushanka"
			ItemAttributes
			{
				ItemName "Upgradeable TF_WEAPON_SMG"
				"damage bonus"			1.25
				"fire rate penalty"		1.2
			}
			CharacterAttributes
			{
				"move speed bonus"					0.5
				"damage force reduction"			0.6
				"airblast vulnerability multiplier"	0.6
				"override footstep sound set"		5
				"head scale"						0.55
			}
		}
		T_TFBot_Tind_Spy // w2,5,7,8
		{
			Class Spy
			Name "Spy"
			ClassIcon spy
			Skill Expert
			Health 125
			Item "Upgradeable TF_WEAPON_REVOLVER"
			Item "Upgradeable TF_WEAPON_KNIFE"
			CharacterAttributes
			{
				"cannot pick up intelligence"	1
			}
		}
		T_TFBot_Tind_Heavy_Chief_Destroyer // w8
		{
			Class HeavyWeapons
			Name "The Destroyer"
			ClassIcon boss_thedestroyer
			Health 80000
			Attributes MiniBoss
			Attributes UseBossHealthBar
			Attributes IgnoreFlag	 
			Action Mobber	 
			AlwaysGlow 1	 
			SpawnTemplate "DestroyerTeleportTarget"	 
			Message	 
			{
				Name			"{99CCFF}The Destroyer {FBECCB}:  MINOR DAMAGE SUSTAINED. DISCARDING OBSOLETE ARMOUR PLATING. LASER CANNONS ENGAGED."
				IfHealthBelow	48000
				Delay			0
				Repeats			1
			}
			Message	 
			{
				Name			"{99CCFF}The Destroyer {FBECCB}:  MODERATE DAMAGE SUSTAINED. DISCARDING LASER CANNONS. HEAT SEEKERS ENGAGED."
				IfHealthBelow	24000
				Delay			0
				Repeats			1
			}
			ChangeAttributes	 
			{
				Name			"Phase1"
				IfHealthBelow	90000
				Delay			0
				Repeats			1
				Cooldown		999
			}
			ChangeAttributes	 
			{
				Name			"Phase2"
				IfHealthBelow	48000
				Delay			0
				Repeats			1
				Cooldown		999
			}
			ChangeAttributes	 
			{
				Name			"Phase3"
				IfHealthBelow	24000
				Delay			0
				Repeats			1
				Cooldown		999
			}
			EventChangeAttributes
			{
				Default // Allows vanilla compatibility
				{
					Skill Expert
					Attributes MiniBoss
					Attributes UseBossHealthBar
					WeaponRestrictions MeleeOnly
					Item "Upgradeable TF_WEAPON_FISTS"
					Item "Big Steel Jaw of Summer Fun"
					Item "Alcoholic Automaton"
					ItemAttributes
					{
						ItemName "Upgradeable TF_WEAPON_FISTS"
						"fire rate bonus"			0.6
						"damage bonus"				1.2
						"dmg bonus vs buildings"	2
					}
					ItemAttributes
					{
						ItemName "Alcoholic Automaton"
						"set item tint rgb"	12073019	// team spirit red
					}
					CharacterAttributes
					{
						"rage giving scale"								0.05
						"move speed bonus"								0.5
						"damage force reduction"						0.1
						"airblast vulnerability multiplier"				0.1
						"airblast vertical vulnerability multiplier"	0.1
						"override footstep sound set"					2
						"head scale"									3
						"torso scale"									0
						"cancel falling damage"							1
						"voice pitch scale"								0
						"cannot pick up intelligence"					1
						"dmg taken increased"							1.75
					}
				}
				Phase1
				{
					Skill Expert
					WeaponRestrictions MeleeOnly
					Item "Upgradeable TF_WEAPON_FISTS"
					Item "Big Steel Jaw of Summer Fun"
					Item "Alcoholic Automaton"
					ItemAttributes
					{
						ItemName "Upgradeable TF_WEAPON_FISTS"
						"fire rate bonus"			0.6
						"damage bonus"				1.2
						"dmg bonus vs buildings"	2
						"custom kill icon"			"bread_bite"
					}
					ItemAttributes
					{
						ItemName "Alcoholic Automaton"
						"set item tint rgb"	12073019	// team spirit red
					}
					CharacterAttributes
					{
						"rage giving scale"								0.05
						"move speed bonus"								0.5
						"damage force reduction"						0.1
						"airblast vulnerability multiplier"				0.1
						"airblast vertical vulnerability multiplier"	0.1
						"override footstep sound set"					2
						"head scale"									3
						"torso scale"									0
						"cancel falling damage"							1
						"voice pitch scale"								0
						"dmg taken increased"							1.25
						"mult stun resistance"							0
					}
				}
				Phase2
				{
					Skill Expert
					WeaponRestrictions MeleeOnly
					Item "Panic Attack Shotgun"
					Item "Upgradeable TF_WEAPON_FISTS"
					Item "Big Steel Jaw of Summer Fun"
					Item "Alcoholic Automaton"
					ItemAttributes
					{
						ItemName "Panic Attack Shotgun"
						"is_passive_weapon"						1
						"override projectile type"				13
						"energy weapon penetration"				1
						"damage penalty"						1
						"damage bonus"							10
						"fire rate penalty"						1.6
						"fire rate bonus with reduced health"	0.05
						"faster reload rate"					-0.8
						"Projectile speed increased"			2
						"set item tint rgb"						12073019	// team spirit red
						"custom weapon fire sound"				"=140|terraria/mechboss_laser.wav"
						"custom kill icon"						"righteous_bison"
					}
					ItemAttributes
					{
						ItemName "Upgradeable TF_WEAPON_FISTS"
						"fire rate bonus"			0.6
						"damage bonus"				1.2
						"dmg bonus vs buildings"	2
						"custom kill icon"			"bread_bite"
					}
					ItemAttributes
					{
						ItemName "Alcoholic Automaton"
						"set item tint rgb"	12073019	// team spirit red
					}
					CharacterAttributes
					{
						"rage giving scale"								0.05
						"move speed bonus"								0.65
						"damage force reduction"						0.1
						"airblast vulnerability multiplier"				0.1
						"airblast vertical vulnerability multiplier"	0.1
						"override footstep sound set"					2
						"head scale"									3
						"torso scale"									0
						"cancel falling damage"							1
						"voice pitch scale"								0
						"dmg taken increased"							1.75
						"mult stun resistance"							0
					}
				}
				Phase3
				{
					Skill Expert
					WeaponRestrictions MeleeOnly
					Item "Panic Attack Shotgun"
					Item "Upgradeable TF_WEAPON_FISTS"
					Item "Big Steel Jaw of Summer Fun"
					Item "Alcoholic Automaton"
					ItemAttributes
					{
						ItemName "Panic Attack Shotgun"
						"is_passive_weapon"								1
						"override projectile type"						2
						"damage penalty"								1
						"damage bonus"									15
						"fire rate bonus"								0.5
						"fire rate bonus with reduced health"			0.5
						"faster reload rate"							-0.8
						"Projectile speed decreased"					0.35
						"projectile spread angle penalty"				45
						"mod projectile heat seek power"				135
						"mod projectile heat aim error"					90
						"mod projectile heat aim time"					1.2
						"mod projectile heat no predict target speed"	1
						"custom weapon fire sound"						"=140|terraria/mourning_spine.wav"
					}
					ItemAttributes
					{
						ItemName "Upgradeable TF_WEAPON_FISTS"
						"fire rate bonus"			0.6
						"damage bonus"				1.2
						"dmg bonus vs buildings"	2
						"custom kill icon"			"bread_bite"
					}
					ItemAttributes
					{
						ItemName "Alcoholic Automaton"
						"set item tint rgb"	12073019	// team spirit red
					}
					CharacterAttributes
					{
						"rage giving scale"								0.05
						"move speed bonus"								0.65
						"damage force reduction"						0.1
						"airblast vulnerability multiplier"				0.1
						"airblast vertical vulnerability multiplier"	0.1
						"override footstep sound set"					2
						"head scale"									3
						"torso scale"									0
						"cancel falling damage"							1
						"voice pitch scale"								0
						"dmg taken increased"							1.75
						"mult stun resistance"							0
					}
					RocketCustomParticle "eyeboss_projectile"	 
				}
			}
		}
		T_TFBot_Tind_SentryBuster
		{
			Class Demoman
			Name "Sentry Buster"
			ClassIcon sentry_buster
			Skill Expert
			Health 2500
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes IgnoreEnemies
			Attributes DisableDodge
			Item "Upgradeable TF_WEAPON_GRENADELAUNCHER"
			CharacterAttributes
			{
				"move speed bonus"					1.85
				"damage force reduction"			0.5
				"airblast vulnerability multiplier"	0.5
				"override footstep sound set"		7
				"cannot be backstabbed"				1
			}
		}
	}
	SpawnTemplate	"FunMapEntities"	 
	SpawnTemplate	"TeleporterDoor"	 
	SpawnTemplate	"KillerDoor"	 
	Mission // Sentry Busters
	{
		Objective	DestroySentries
		Where	spawnbot
		BeginAtWave	1
		RunForThisManyWaves	8
		InitialCooldown	40
		CooldownTime	40
		DesiredCount	1
		TFBot
		{
			Template	T_TFBot_Tind_SentryBuster
		}
	}
	Mission // Wave 3 Snipers
	{
		Objective	Sniper
		Where	spawnbot_building
		BeginAtWave	3
		RunForThisManyWaves	1
		InitialCooldown	40
		CooldownTime	40
		DesiredCount	2
		TFBot
		{
			Template	T_TFBot_Tind_Sniper
		}
	}
	Mission // Wave 5 Snipers
	{
		Objective	Sniper
		Where	spawnbot_building
		BeginAtWave	5
		RunForThisManyWaves	1
		InitialCooldown	20
		CooldownTime	30
		DesiredCount	2
		TFBot
		{
			Template	T_TFBot_Tind_Sniper
		}
	}
	Mission // Wave 6 Snipers
	{
		Objective	Sniper
		Where	spawnbot_building
		BeginAtWave	6
		RunForThisManyWaves	1
		InitialCooldown	30
		CooldownTime	30
		DesiredCount	3
		TFBot
		{
			Template	T_TFBot_Tind_Sniper
		}
	}
	Mission // Wave 8 Snipers
	{
		Objective	Sniper
		Where	spawnbot_building
		BeginAtWave	8
		RunForThisManyWaves	1
		InitialCooldown	12
		CooldownTime	30
		DesiredCount	3
		TFBot
		{
			Template	T_TFBot_Tind_Sniper
		}
	}
	Mission // Wave 2 Spies
	{
		Objective	Spy
		Where	spawnbot_building
		BeginAtWave	2
		RunForThisManyWaves	1
		InitialCooldown	10
		CooldownTime	60
		DesiredCount	2
		TFBot
		{
			Template	T_TFBot_Tind_Spy
		}
	}
	Mission // Wave 5 Spies
	{
		Objective	Spy
		Where	spawnbot_building
		BeginAtWave	5
		RunForThisManyWaves	1
		InitialCooldown	45
		CooldownTime	45
		DesiredCount	2
		TFBot
		{
			Template	T_TFBot_Tind_Spy
		}
	}
	Mission // Wave 7 Spies
	{
		Objective	Spy
		Where	spawnbot_building
		BeginAtWave	7
		RunForThisManyWaves	1
		InitialCooldown	60
		CooldownTime	30
		DesiredCount	3
		TFBot
		{
			Template	T_TFBot_Tind_Spy
		}
	}
	Mission // Wave 8 Spies
	{
		Objective	Spy
		Where	spawnbot_building
		BeginAtWave	8
		RunForThisManyWaves	1
		InitialCooldown	20
		CooldownTime	40
		DesiredCount	3
		TFBot
		{
			Template	T_TFBot_Tind_Spy
		}
	}
	Mission // Wave 4 Engineers
	{
		Objective	Engineer
		Where	spawnbot_building
		BeginAtWave	4
		RunForThisManyWaves	1
		InitialCooldown	60
		CooldownTime	60
		DesiredCount	1
		TFBot
		{
			Template	T_TFBot_Tind_Engineer_Teleport
			TeleportWhere	spawnbot
			TeleportWhere	spawnbot_flank
			TeleportWhere	spawnbot_right
		}
	}
	Mission // Wave 6 Engineers
	{
		Objective	Engineer
		Where	spawnbot_building
		BeginAtWave	6
		RunForThisManyWaves	1
		InitialCooldown	45
		CooldownTime	45
		DesiredCount	1
		TFBot
		{
			Template	T_TFBot_Tind_Engineer_Teleport
			TeleportWhere	spawnbot
			TeleportWhere	spawnbot_flank
			TeleportWhere	spawnbot_right
		}
	}
/////////////////
//WAVES
//POPFILE PAYOUT
//START $400
//DROP W1 $750 / W2 $900 / W3 $600 / W4 $600 / W5 $800 / W6 $600 / W7 $1250 / W8 $500
//START: $400 / DROP: $6000 / TOTAL: $6400 / TOTAL PLUS BONUS: $7100
/////////////////

// WAVE 1/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// 1 Tank, (300)
// 36 Pyros, (180)
// 10 Heavies, (100)
// Support - Bat Scouts, (170)
// Total cash in this wave is $750
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // 1 Tank
		{
			TotalCurrency	300
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			FirstSpawnWarningSound	"#mvm/mvm_tank_start.wav"	// Not built into the map
			Tank
			{
				Health	18000
				Name	"Tank"
				Speed	75
				StartingPathTrackNode	tank_path_left_a_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
			}
		}
		WaveSpawn // 36 Pyros
		{
			TotalCurrency	180
			TotalCount	36
			MaxActive	12
			SpawnCount	6
			WaitBeforeStarting	6
			WaitBetweenSpawns	12
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Pyro
			}
		}
		WaveSpawn // 10 Heavies
		{
			TotalCurrency	100
			TotalCount	10
			MaxActive	10
			SpawnCount	5
			WaitBeforeStarting	75
			WaitBetweenSpawns	5
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Heavy
			}
		}
		WaveSpawn // Support - Bat Scouts
		{
			TotalCurrency	170
			TotalCount	40
			MaxActive	5
			SpawnCount	5
			WaitBeforeStarting	0
			WaitBetweenSpawns	15
			Where	spawnbot
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Scout_Melee
			}
		}
	}
// WAVE 2/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// A1 - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics, (250)
// A2 - 20 Detonator Pyros, (60)
// B - 21 Heavyweight Champs, (105)
// B - 3 Giant Detonator Pyros, (90)
// B - 14 SMG Snipers, (55)
// C - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics, (250)
// C Support - Pyros, (90)
// Spy mission active
// Total cash in this wave is $900
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // A1 - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics
		{
			Name	Wave2a1
			TotalCurrency	250
			TotalCount	5
			MaxActive	5
			SpawnCount	5
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			Where	spawnbot
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Soldier_Giant
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
			}
		}
		WaveSpawn // A2 - 20 Detonator Pyros
		{
			Name	Wave2a2
			TotalCurrency	60
			TotalCount	20
			MaxActive	10
			SpawnCount	5
			WaitBeforeStarting	4
			WaitBetweenSpawns	4
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Pyro_Detonator
			}
		}
		WaveSpawn // B - 21 Heavyweight Champs
		{
			Name	Wave2b
			WaitForAllSpawned	Wave2a2
			TotalCurrency	105
			TotalCount	21
			MaxActive	9
			SpawnCount	3
			WaitBeforeStarting	10
			WaitBetweenSpawns	5
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Heavy_KGB
			}
		}
		WaveSpawn // B - 3 Giant Detonator Pyros
		{
			Name	Wave2b
			WaitForAllSpawned	Wave2a2
			TotalCurrency	90
			TotalCount	3
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	15
			WaitBetweenSpawns	12
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Pyro_Giant_Detonator
			}
		}
		WaveSpawn // B - 14 SMG Snipers
		{
			Name	Wave2b
			WaitForAllSpawned	Wave2a2
			TotalCurrency	55
			TotalCount	14
			MaxActive	6
			SpawnCount	2
			WaitBeforeStarting	15
			WaitBetweenSpawns	6
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Sniper_SMG
			}
		}
		WaveSpawn // C - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics
		{
			Name	Wave2c
			WaitForAllDead	Wave2a1
			WaitForAllSpawned	Wave2b
			TotalCurrency	250
			TotalCount	5
			MaxActive	5
			SpawnCount	5
			WaitBeforeStarting	15
			WaitBetweenSpawns	0
			Where	spawnbot_right
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Soldier_Giant
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
			}
		}
		WaveSpawn // C Support - Pyros
		{
			WaitForAllSpawned	Wave2b
			TotalCurrency	90
			TotalCount	30
			MaxActive	6
			SpawnCount	3
			WaitBeforeStarting	10
			WaitBetweenSpawns	6
			Where	spawnbot_right
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Pyro
			}
		}
	}
// WAVE 3/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// A - 24 Demos, (95)
// B1 - 3 Giant Sandman Scouts, (60)
// B2 - 20 Bowmen, (120)
// B2 - 12 Pyros, (95)
// C - 3 Giant SMG Snipers, (60)
// C - 2 Giant Demos, (50)
// C Support - Cow Mangler Soldiers, (120)
// Sniper mission active
// Total cash in this wave is $600
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // A - 24 Demos
		{
			Name	Wave3a
			TotalCurrency	95
			TotalCount	24
			MaxActive	12
			SpawnCount	6
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot
			RandomSpawn	1
			TFBot
			{
				Template	T_TFBot_Tind_Demoman
			}
		}
		WaveSpawn // B1 - 3 Giant Sandman Scouts
		{
			Name	Wave3b1
			WaitForAllSpawned	Wave3a
			TotalCurrency	60
			TotalCount	3
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	6
			WaitBetweenSpawns	30
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Scout_Giant_Sandman
			}
		}
		WaveSpawn // B2 - 20 Bowmen
		{
			Name	Wave3b2
			WaitForAllSpawned	Wave3a
			TotalCurrency	120
			TotalCount	20
			MaxActive	10
			SpawnCount	5
			WaitBeforeStarting	15
			WaitBetweenSpawns	11
			Where	spawnbot
			RandomSpawn	1
			TFBot
			{
				Template	T_TFBot_Tind_Sniper_Bow
			}
		}
		WaveSpawn // B2 - 12 Pyros
		{
			Name	Wave3b2
			WaitForAllSpawned	Wave3a
			TotalCurrency	95
			TotalCount	12
			MaxActive	6
			SpawnCount	3
			WaitBeforeStarting	22
			WaitBetweenSpawns	11
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Pyro
			}
		}
		WaveSpawn // C - 3 Giant SMG Snipers
		{
			Name	Wave3c
			WaitForAllSpawned	Wave3b2
			TotalCurrency	60
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			WaitBeforeStarting	10
			WaitBetweenSpawns	16
			Where	spawnbot_right
			TFBot
			{
				Template	T_TFBot_Tind_Sniper_Giant_SMG
			}
		}
		WaveSpawn // C - 2 Giant Demos
		{
			Name	Wave3c
			WaitForAllSpawned	Wave3b2
			TotalCurrency	50
			TotalCount	2
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	20
			WaitBetweenSpawns	20
			Where	spawnbot_right
			TFBot
			{
				Template	T_TFBot_Tind_Demoman_Giant
			}
		}
		WaveSpawn // C Support - Cow Mangler Soldiers
		{
			WaitForAllSpawned	Wave3b1
			TotalCurrency	120
			TotalCount	28
			MaxActive	8
			SpawnCount	4
			WaitBeforeStarting	2
			WaitBetweenSpawns	8
			Where	spawnbot_right
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Soldier_Mangler
			}
		}
	}
// WAVE 4/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// A1 - 1 Tank, (225)
// A2 - 10 Squads; 1 Soldier, 1 Big Heal Medic, (100)
// A1 - 20 Heavyweight Champs, (120)
// B - 2 Giant Dragon's Fury Pyros, (60)
// Support - Bowmen, (95)
// Engineer mission active
// Total cash in this wave is $600
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // A1 - 1 Tank
		{
			Name	Wave4a1
			TotalCurrency	225
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			FirstSpawnWarningSound	"#mvm/mvm_tank_start.wav"
			Tank
			{
				Health	30000
				Name	"Tank"
				Speed	75
				StartingPathTrackNode	tank_path_left_a_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
			}
		}
		WaveSpawn // A2 - 10 Squads; 1 Soldier, 1 Big Heal Medic
		{
			Name	Wave4a2
			TotalCurrency	100
			TotalCount	20
			MaxActive	6
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	6
			Where	spawnbot
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Soldier
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_BigHeal
				}
			}
		}
		WaveSpawn // A1 - 20 Heavyweight Champs
		{
			Name	Wave4a1
			TotalCurrency	120
			TotalCount	20
			MaxActive	7
			SpawnCount	5
			WaitBeforeStarting	20
			WaitBetweenSpawns	10
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Heavy_KGB
			}
		}
		WaveSpawn // B - 2 Giant Dragon's Fury Pyros
		{
			Name	Wave4b
			WaitForAllSpawned	Wave4a1
			TotalCurrency	60
			TotalCount	2
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	12
			WaitBetweenSpawns	2
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Pyro_Giant_Fury
			}
		}
		WaveSpawn // Support - Bowmen
		{
			TotalCurrency	95
			TotalCount	32
			MaxActive	4
			SpawnCount	2
			WaitBeforeStarting	10
			WaitBetweenSpawns	2
			Where	spawnbot
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Sniper_Bow
			}
		}
	}
// WAVE 5/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// A - 24 Heavies, (120)
// A - 4 Giant Rapid Fire Demos, (100)
// B1 - 4 Giant Force-a-Nature Scouts, (60)
// B2 - 7 Rapid Fire Bowmen, (70)
// B2 - 20 Soldiers, (140)
// C - 3 Squads; 1 Giant Burst Fire Soldier, 2 Rapid Fire Bowmen, (225)
// B Support - Bat Scouts, (85)
// Sniper mission active
// Spy mission active
// Total cash in this wave is $800
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // A - 24 Heavies
		{
			Name	Wave5a
			TotalCurrency	120
			TotalCount	24
			MaxActive	6
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	1
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Heavy
			}
		}
		WaveSpawn // A - 4 Giant Rapid Fire Demos
		{
			Name	Wave5a
			TotalCurrency	100
			TotalCount	4
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	3
			WaitBetweenSpawns	12
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Demoman_Giant_RapidFire
			}
		}
		WaveSpawn // B1 - 4 Giant Force-a-Nature Scouts
		{
			Name	Wave5b1
			WaitForAllSpawned	Wave5a
			TotalCurrency	60
			TotalCount	4
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawnsAfterDeath	8
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Scout_Giant_FaN
			}
		}
		WaveSpawn // B2 - 7 Rapid Fire Bowmen
		{
			Name	Wave5b2
			WaitForAllSpawned	Wave5a
			TotalCurrency	70
			TotalCount	7
			MaxActive	4
			SpawnCount	1
			WaitBeforeStarting	6
			WaitBetweenSpawns	8
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Sniper_Bow_RapidFire
			}
		}
		WaveSpawn // B2 - 20 Soldiers
		{
			Name	Wave5b2
			WaitForAllSpawned	Wave5a
			TotalCurrency	140
			TotalCount	20
			MaxActive	12
			SpawnCount	4
			WaitBeforeStarting	20
			WaitBetweenSpawns	8
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Soldier
			}
		}
		WaveSpawn // C - 3 Squads; 1 Giant Burst Fire Soldier, 2 Rapid Fire Bowmen
		{
			Name	Wave5c
			WaitForAllSpawned	Wave5b2
			TotalCurrency	225
			TotalCount	9
			MaxActive	9
			SpawnCount	3
			WaitBeforeStarting	5
			WaitBetweenSpawns	13
			Where	spawnbot_right
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Soldier_Giant_BurstFire_Light
				}
				TFBot
				{
					Template	T_TFBot_Tind_Sniper_Bow_RapidFire
				}
				TFBot
				{
					Template	T_TFBot_Tind_Sniper_Bow_RapidFire
				}
			}
		}
		WaveSpawn // B Support - Bat Scouts
		{
			WaitForAllSpawned	Wave5b1
			TotalCurrency	85
			TotalCount	28
			MaxActive	8
			SpawnCount	4
			WaitBeforeStarting	5
			WaitBetweenSpawns	6
			Where	spawnbot_flank
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Scout_Melee
			}
		}
	}
// WAVE 6/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// A1 - 48 Black Box Soldiers, (100)
// A2 - 1 Squad; 1 Giant Brimstone Demo, 4 Quick Uber Medics, (100)
// B1 - 8 Giant Pyros, (120)
// B2 - 12 Steel Gauntlets, (120)
// C - 3 Squads; 1 Giant Charged Soldier, 1 Quick Uber Medic, (120)
// Support - Scouts, (20)
// C Support - Scouts, (20)
// Sniper mission active
// Engineer mission active
// Total cash in this wave is $600
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // A1 - 48 Black Box Soldiers
		{
			Name	Wave6a1
			TotalCurrency	100
			TotalCount	48
			MaxActive	12
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0.5
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Soldier_BlackBox
			}
		}
		WaveSpawn // A2 - 1 Squad; 1 Giant Brimstone Demo, 4 Quick Uber Medics
		{
			Name	Wave6a2
			TotalCurrency	100
			TotalCount	5
			MaxActive	5
			SpawnCount	5
			WaitBeforeStarting	5
			WaitBetweenSpawns	0
			Where	spawnbot
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Demoman_Giant_Brimstone
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
			}
		}
		WaveSpawn // B1 - 8 Giant Pyros
		{
			Name	Wave6b1
			WaitForAllDead	Wave6a2
			TotalCurrency	120
			TotalCount	8
			MaxActive	4
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	12
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Pyro_Giant
			}
		}
		WaveSpawn // B2 - 12 Steel Gauntlets
		{
			Name	Wave6b2
			WaitForAllSpawned	Wave6a1
			TotalCurrency	120
			TotalCount	12
			MaxActive	6
			SpawnCount	1
			WaitBeforeStarting	5
			WaitBetweenSpawns	4
			Where	spawnbot_right
			TFBot
			{
				Template	T_TFBot_Tind_Heavy_SteelFist
			}
		}
		WaveSpawn // C - 3 Squads; 1 Giant Charged Soldier, 1 Quick Uber Medic
		{
			Name	Wave6c
			WaitForAllSpawned	Wave6b1
			TotalCurrency	120
			TotalCount	6
			MaxActive	6
			SpawnCount	2
			WaitBeforeStarting	15
			WaitBetweenSpawns	10
			Where	spawnbot_right
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Soldier_Giant_Charged
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
			}
		}
		WaveSpawn // Support - Scouts
		{
			TotalCurrency	20
			TotalCount	20
			MaxActive	8
			SpawnCount	4
			WaitBeforeStarting	15
			WaitBetweenSpawns	5
			Where	spawnbot
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Scout
			}
		}
		WaveSpawn // C Support - Scouts
		{
			WaitForAllSpawned	Wave6b1
			TotalCurrency	20
			TotalCount	20
			MaxActive	4
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Scout
			}
		}
	}
// WAVE 7/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// A1 - 1 Tank, (150)
// A2 - 40 Force-a-Nature Scouts, (120)
// A2 - 2 Squads; 1 Giant Heavy, 3 Quick Uber Medics, (200)
// B1 - 20 Demos, (100)
// B2 - 28 Pyros, (140)
// B1 - 3 Giant Crit SMG Snipers, (75)
// C - Final Tank, (225)
// C - 3 Squads; 1 Giant Barrage Soldier, 2 Quick Uber Medics, (135)
// C Support - Lightweight Champs, (105)
// Spy mission active
// Total cash in this wave is $1250
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn // A1 - 1 Tank
		{
			Name	Wave7a1
			TotalCurrency	150
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			FirstSpawnWarningSound	"#mvm/mvm_tank_start.wav"
			Tank
			{
				Health	28000
				Name	"Tank"
				Speed	75
				StartingPathTrackNode	tank_path_left_a_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
			}
		}
		WaveSpawn // A2 - 40 Force-a-Nature Scouts
		{
			Name	Wave7a2
			TotalCurrency	120
			TotalCount	40
			MaxActive	15
			SpawnCount	5
			WaitBeforeStarting	0
			WaitBetweenSpawns	6
			Where	spawnbot
			RandomSpawn	1
			TFBot
			{
				Template	T_TFBot_Tind_Scout_FaN
			}
		}
		WaveSpawn // A2 - 2 Squads; 1 Giant Heavy, 3 Quick Uber Medics
		{
			Name	Wave7a2
			TotalCurrency	200
			TotalCount	8
			MaxActive	5
			SpawnCount	4
			WaitBeforeStarting	15
			WaitBetweenSpawns	24
			Where	spawnbot
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Heavy_Giant
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
			}
		}
		WaveSpawn // B1 - 20 Demos
		{
			Name	Wave7b1
			WaitForAllSpawned	Wave7a2
			TotalCurrency	100
			TotalCount	20
			MaxActive	8
			SpawnCount	4
			WaitBeforeStarting	12
			WaitBetweenSpawns	6
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Demoman
			}
		}
		WaveSpawn // B2 - 28 Pyros
		{
			Name	Wave7b2
			WaitForAllSpawned	Wave7a2
			TotalCurrency	140
			TotalCount	28
			MaxActive	8
			SpawnCount	4
			WaitBeforeStarting	14
			WaitBetweenSpawns	5
			Where	spawnbot_flank
			TFBot
			{
				Template	T_TFBot_Tind_Pyro
			}
		}
		WaveSpawn // B1 - 3 Giant Crit SMG Snipers
		{
			Name	Wave7b1
			WaitForAllSpawned	Wave7a2
			TotalCurrency	75
			TotalCount	3
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	20
			WaitBetweenSpawns	10
			Where	spawnbot
			TFBot
			{
				Template	T_TFBot_Tind_Sniper_Giant_SMG
				Attributes AlwaysCrit
			}
		}
		WaveSpawn // C - Final Tank
		{
			Name	Wave7c
			WaitForAllSpawned	Wave7b1
			TotalCurrency	225
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	0
			FirstSpawnWarningSound	"#mvm/mvm_tank_start.wav"
			Tank
			{
				Health	28000
				Name	"Tank"
				Speed	75
				Skin	1
				StartingPathTrackNode	tank_path_left_a_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
			}
		}
		WaveSpawn // C - 3 Squads; 1 Giant Barrage Soldier, 2 Quick Uber Medics
		{
			Name	Wave7c
			WaitForAllSpawned	Wave7b1
			TotalCurrency	135
			TotalCount	9
			MaxActive	9
			SpawnCount	3
			WaitBeforeStarting	15
			WaitBetweenSpawns	15
			Where	spawnbot_right
			Squad
			{
				TFBot
				{
					Template	T_TFBot_Tind_Soldier_Giant_Barrage
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
				TFBot
				{
					Template	T_TFBot_Tind_Medic_Uber_Quick
				}
			}
		}
		WaveSpawn // C Support - Lightweight Champs
		{
			WaitForAllSpawned	Wave7b2
			TotalCurrency	105
			TotalCount	36
			MaxActive	9
			SpawnCount	3
			WaitBeforeStarting	5
			WaitBetweenSpawns	3
			Where	spawnbot_right
			Support	1
			TFBot
			{
				Template	T_TFBot_Tind_Heavy_GRU
			}
		}
	}
// WAVE 8/8 ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// The Destroyer, (0)
// Support - 20 Probes, (200)
// Support - Random Spawned Jumping Scouts, Soldiers, (300)
// Sniper mission active
// Spy mission active
// Total cash in this wave is $500
///////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		SpawnTemplate	"DestroyerLogic"	 
		SpawnTemplate	"DestroyerProbeTeleport"	 
		Explanation	 
		{
			Line	"{AF4BFF}You feel vibrations from deep below..."
		}
		WaveSpawn // The Destroyer
		{
			TotalCurrency	0
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	12
			WaitBetweenSpawns	0
			Where	spawnbot
			FirstSpawnOutput	 
			{
				Target	relay_destroyer_spawned
				Action	Trigger
			}
			DoneOutput	 
			{
				Target	relay_destroyer_killed
				Action	Trigger
			}
			TFBot
			{
				Template	T_TFBot_Tind_Heavy_Chief_Destroyer
			}
		}
		WaveSpawn // Support - 20 Probes
		{
			TotalCurrency	200
			TotalCount	20
			MaxActive	4
			SpawnCount	1
			WaitBeforeStarting	45
			WaitBetweenSpawns	10
			Where	spawnbot_flank
			Support	Limited
			TFBot
			{
				Template	T_TFBot_Tind_Demoman_Probe
			}
		}
		WaveSpawn // Support - Random Spawned Jumping Scouts, Soldiers
		{
			TotalCurrency	300
			TotalCount	100
			MaxActive	8
			SpawnCount	2
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Where	spawnbot
			Support	1
			RandomChoice
			{
				TFBot
				{
					Template	T_TFBot_Tind_Scout_Jump
				}
				TFBot
				{
					Template	T_TFBot_Tind_Scout_Jump
				}
				TFBot
				{
					Template	T_TFBot_Tind_Soldier
				}
			}
		}
	}
}