// Spyper
// CFG: Koishi (SHADoW NiNE TR3S)
// Model: El Taco

// BGM:
// Cruel To Be Kind - Nick Lowe: https://www.youtube.com/watch?v=b0l3QWUXVho

// Dependencies:
// Dynamic Defaults: https://forums.alliedmods.net/showthread.php?t=258090
// Epic Scout: https://forums.alliedmods.net/showthread.php?t=267291

"character"
{
	"name" "Spyper"
	"class" "8"
	"model" "models\freak_fortress_2\spyper\spyper2.mdl"
	"ragedist" "500.0"
	"ragedamage" "2500"
	"health_formula"	"(((600.0+n)*(n-1))^1.04)+2100"
	"maxspeed" "300"
	"pickups"  "3"
	"description_en" "Spyper:\n'Gentlemate!'\nTeleport: RELOAD, look up, wait for the meter to charge to 100% and stand up.\nRage (Stun + Rifle / Jarate / Disguise Kit):\nCall for Medic, when your Rage Meter is full.\nAlt-Fire to use the Invis-Watch"
	
	"weapon1"
	{
		"name" "tf_weapon_invis"
		"index" "30"
		"show"	"1"
		"attributes"	"83 ; 0.00"
	}
	"weapon2"
	{
		"name"	"tf_weapon_knife"
		"index"	"3"
		"show"	"1"
		"attributes"	"50 ; 0.5 ; 166 ; 5 ; 179 ; 1 ; 2025 ; 2 ; 2014 ; 1"
	}
	"ability1"
	{
		"name" "dynamic_weighdown"
		
		// slot is ignored
		"arg1"	"0" // 1 = disabled by default (can only be re-enabled in code)
		"arg2"	"0" // number of uses. set to 0 to be infinite.
		"arg3"	"1.0" // the hale's normal gravity. this will practically always be 1.0
		
		// strings
		"arg19"	"You have used weighdown!"
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability2"
	{
		"name" "dynamic_teleport"
		
		// slot is not used
		"arg1"	"4.0" // charge time
		"arg2"	"25.0" // teleport cooldown
		"arg5"	"0" // uses remaining. set to zero for infinite.
		"arg6"	"5.0" // initial delay before use. probably will be same as arg2
		"arg7"	"100.0" // min damage before emergency teleport becomes available
		"arg8"	"1" // 1 = try teleporting above the target first, 0 = don't
		"arg9"	"1" // 1 = try teleporting to the side of the target first, 0 = don't (note that in rare cases the hale may end up falling when they teleport. this will only happen if the player is by a steep non-90 degree slope)
		"arg10"	"1.5" // duration of stun. can be zero.
		"arg11"	"1" // 1 = use RELOAD instead of ALT-FIRE		
		"arg16"	"No one left to teleport to! (spectator glitch)" // teleport fail message. it'll only happen if arg12 is set to 1, or the spectator glitch happens.
		"arg17"	"EMERGENCY TELEPORT! Look up, press and release RELOAD." // emergency teleport message message
		"arg18"	"Teleport is not ready. %.1f seconds remaining." // cooldown message
		"arg19"	"Teleport is ready. %.0f percent charged.\nHold RELOAD until fully charged, look up, and release." // charge message
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability3"
	{
		"name"	"rage_random_weapon"
		
		"arg1"	"0" // trigger. 0 = E rage, 1 = triggered by ability management system
		"arg2"	"2" // number of weapons (MAX: 10)
		"arg3"	"0.0" // weapon duration. set to 0.0 to keep it forever. (or until replaced)
		
		// all weapons below have the "no random critical hits" attribute
		// from arg11 and every 10 args after, specs for various weapons repeat
		
		// Sniper Rifle
		"arg11"	"tf_weapon_sniperrifle" // weapon name
		"arg12"	"14" // weapon index
		"arg13"	"2 ; 1.5 ; 237 ; 1.25 ; 304 ; 3 ; 308 ; 9 ; 309 ; 1 ; 636 ; 1 ; 637 ; 1 ; 2025 ; 2 ; 2014 ; 1"
		"arg14"	"1" // weapon visibility
		"arg15"	"255" // weapon alpha (0 = fully hidden, 255 = fully visible)
		"arg16"	"0"
		"arg19"	"5" // starting reserve ammo
		
		// Jarate
		"arg21"	"tf_weapon_jar"
		"arg22"	"58"
		"arg23"	"56 ; 1"
		"arg24"	"1"
		"arg25"	"255"
		"arg26"	"1"
		"arg29"	"10"
		
		"plugin_name"	"ff2_sarysapub3"
	}
	"ability4"
	{
		"name"	"dynamic_speed_management"
		
		"arg1"	"300.0" // start speed
		"arg2"	"300.0" // end speed
		"arg5"	"1" // 1 = use Sniper Rifle speed modifier if applicable
		"arg6"	"0.30" // Sniper Rifle speed factor override. default is 0.27. ignored if <= 0.0
		"plugin_name"	"ff2_dynamic_defaults"
	}
   	"ability5"
	{  
		"name"	"dynamic_point_teleport"
		
		// slot (arg0) simply determines if normal rage (0) or death rage (-1) fills charges
		"arg1"	"4" // activation key. 1 is left click, 2 is right click, 3 is reload, 4 is middle mouse
		"arg2"	"1" // number of uses per rage.
		"arg3"	"9999.0" // max distance
		"arg4"	"%d point teleports remaining. (press SPECIAL (MOUSE3))" // center text string
		"arg5"	"ghost_smoke" // particle effect (old location)
		"arg6"	"ghost_smoke" // particle effect (old location)
		"arg7"	"buttons/blip1.wav" //"buttons/blip1.wav" // sound to play on teleport
		"arg8"	"1" // if this is 1, preserves momentum (same as otokiru version)
		"arg9"	"1" // if this is 1, charges are added to your total (different from otokiru version)
		"arg10"	"0" // if this is 1, your clip is emptied upon teleport. really this feature is _only_ for blitzkrieg. at high difficulties without this you'd get cheap(er) kills.
		"arg11"	"0.0" // attack delay set on all weapons upon point teleport. again, mainly just for Blitzkrieg. won't do squat if he rages after.
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"sound_begin"
	{
		"1" "vo/Spy_specialcompleted04.mp3"
		"2" "freak_fortress_2/spyper/start.mp3"
		"3" "freak_fortress_2/spyper/gentlemate.mp3"
	}
	"sound_hit"
	{
		"1" "freak_fortress_2/spyper/noworries.mp3"
		"2" "freak_fortress_2/spyper/nothingpersonal.mp3"
		"3" "freak_fortress_2/spyper/goodday.mp3"
		"4" "freak_fortress_2/spyper/apologies.mp3"		
	}
	"sound_kspree"
	{
		"1" "freak_fortress_2/spyper/hahamate.mp3"
		"2" "freak_fortress_2/spyper/suggestion.mp3"
		"3" "freak_fortress_2/spyper/mydearfriend.mp3"
	}
	"sound_stabbed"
	{
		"1" "vo/sniper_domination11.mp3"
		"2" "vo/taunts/spy_taunt_rps_lose_11.mp3"
	}
	"sound_kill_buildable"
	{
		"1" "freak_fortress_2/spyper/backtowork.mp3"
		"2" "freak_fortress_2/spyper/throwawrench.mp3"
	}
	"sound_death"
	{
		"1"	"freak_fortress_2/spyper/disappointment.mp3"
		"2"	"freak_fortress_2/spyper/yougotlucky.mp3"
		"3"	"freak_fortress_2/spyper/shouldhavewon.mp3"
	}
	"sound_lastman"
	{
		"1" "freak_fortress_2/spyper/suggestion.mp3"
		"2" "freak_fortress_2/spyper/start.mp3"
		"3" "freak_fortress_2/spyper/gettingstarted.mp3"
		"4" "freak_fortress_2/spyper/hidingwontsaveyou.mp3"
		"5" "freak_fortress_2/spyper/piker.mp3"
	}
	"sound_win"
	{
		"1" "freak_fortress_2/spyper/outcome-embarassin.mp3"
		"2" "freak_fortress_2/spyper/offtodatvan.mp3"
		"3" "freak_fortress_2/spyper/cowards.mp3"
		"4" "freak_fortress_2/spyper/spyping.mp3"
	}
	"sound_ability"
	{
		"1"	"freak_fortress_2/spyper/yourside.mp3"
		"2"	 "vo/taunts/spy_taunts10.mp3"
		"slot2" "1"
	}
	"sound_precache"
	{
		"1" "freak_fortress_2/spyper/cruel2bekind.mp3"
	}
	"sound_bgm"
	{
		"path1"	"freak_fortress_2/spyper/cruel2bekind.mp3"
		"time1"	"205.5"
	}
	"mod_download"
	{
		"1" "models/freak_fortress_2/spyper/spyper2"
	}
	"download"
	{
		"1"	"sound/freak_fortress_2/spyper/hahamate.mp3"
		"2"	"sound/freak_fortress_2/spyper/hidingwontsaveyou.mp3"
		"3"	"sound/freak_fortress_2/spyper/nothingpersonal.mp3"
		"4"	"sound/freak_fortress_2/spyper/noworries.mp3"
		"5"	"sound/freak_fortress_2/spyper/offtodatvan.mp3"
		"6"	"sound/freak_fortress_2/spyper/outcome-embarassin.mp3"
		"7"	"sound/freak_fortress_2/spyper/shouldhavewon.mp3"
		"8"	"sound/freak_fortress_2/spyper/start.mp3"
		"9"	"sound/freak_fortress_2/spyper/suggestion.mp3"
		"10"	"sound/freak_fortress_2/spyper/throwawrench.mp3"
		"11"	"sound/freak_fortress_2/spyper/yougotlucky.mp3"
		"12"	"sound/freak_fortress_2/spyper/yourside.mp3"
		"13"	"sound/freak_fortress_2/spyper/apologies.mp3"
		"14"	"sound/freak_fortress_2/spyper/backtowork.mp3"
		"15"	"sound/freak_fortress_2/spyper/cowards.mp3"
		"16"	"sound/freak_fortress_2/spyper/disappointment.mp3"
		"17"	"sound/freak_fortress_2/spyper/gentlemate.mp3"
		"18"	"sound/freak_fortress_2/spyper/gettingstarted.mp3"
		"19"	"sound/freak_fortress_2/spyper/goodday.mp3"
		"20"	"sound/freak_fortress_2/spyper/piker.mp3"
		"21"	"sound/freak_fortress_2/spyper/mydearfriend.mp3"
		"22"	"sound/freak_fortress_2/spyper/spyping.mp3"
		"23"	"models/freak_fortress_2/spyper/spyper2.phy"
		"24"	"sound/freak_fortress_2/spyper/cruel2bekind.mp3"
	}
}