WaveSchedule
{
	RedPlayersAreRobots 1
	LuaScriptFile "scripts/player_ghost_possess_main.lua"		
	PlayerAttributes
	{
		//Will spawn you as a ghost
		Spy
		{
		"not solid to players"  1
		"SET BONUS: special dsp"  38
		"SET BONUS: move speed set bonus"  500
		"damage force reduction"  0
		"airblast vulnerability multiplier"  0
		"dmg penalty vs players" 0
		"max health additive bonus"  874
		"voice pitch scale"  1.6
		"ignored by enemy sentries"  1
		"ignored by bots"  1
		"dmg taken increased"  0
		"health regen"  1000
		"special item description 3"  "GHOST"
		"air dash count" 100
		"increased jump height" 1.3
		"increased air control" 3
		}	
	}
	CustomWeapon
	{
			"Possession Tool"
		{
			OriginalItemName "TF_WEAPON_KNIFE"
			"fire input on attack" "popscript^$checkIfMeleeHitAllyPossess^"	
		}
	}
	PlayerSpawnTemplate
	{
		Name "EvaluateSpawn"
	}
	HandModelOverride
	{
	Scout "models/weapons/c_models/c_scout_bot_arms.mdl"
	Soldier "models/weapons/c_models/c_soldier_bot_arms.mdl"
	Pyro "models/weapons/c_models/c_pyro_bot_arms.mdl"
	Demoman "models/weapons/c_models/c_demo_bot_arms.mdl"
	Heavy "models/weapons/c_models/c_heavy_bot_arms.mdl"
	//you're unlikely to see engineer bots as possessable targets given the jank
	//introduced by being able to switch class with living buildings. However, if you make that
	//mistake, here's the arm model to save you 0.01 seconds.
	Engineer "models/weapons/c_models/c_engineer_bot_arms.mdl"
	Medic "models/weapons/c_models/c_medic_bot_arms.mdl"
	Sniper "models/weapons/c_models/c_sniper_bot_arms.mdl"
	Spy "models/weapons/c_models/c_spy_bot_arms.mdl"	
	}	
	PointTemplates
	{
		EvaluateSpawn
		{
			OnSpawnOutput
			{
				Target "popscript"
				Action "$EvaluateSpawn"
				Delay 0.01
			}
		}
	}
	ItemWhitelist
	{
		Name "Possession Tool"
	}	
	ForceItem "Possession Tool"
	ClassLimit 	//Everyone will be a spy
    {
	//	Soldier 0
	//	Scout 0
	//	Sniper 0
	//	Heavy 0
	//	Engineer 0
	//	Medic 0
	//	Pyro 0
	//	Demoman 0
    }
	ExtraLoadoutItems
	{	
		Spy
		{
			Melee "Possession Tool"
		}
	}		
}