It's finally here. Although, despite it taking forever, it still has a few bugs here and there--you may need admins present in case people start spawning as spectators, a common glitch. I'll try to fix it for good next time.
Despite the few bugs, it's far better than 1.1.2, both in terms of working-ness and good-looking-ness. So...
BOSS BATTLES 1.2
Spoiler
Major changes
New DEFAULT gamemode: ARENA (sm_boss_gamemode 1) - No respawning! The boss wins by eliminating all of RED team.
New gamemode: STOCK (sm_boss_gamemode 1; sm_boss_stock_lives <number>) - Same as Arena, except you can respawn a certain amount of times.
Setup time: Before the battle starts, players have a chance to hear what class the boss is playing and change their class accordingly (it feels, and pretty much is, the same as VS Saxton Hale Mode setup time)
Main menu (/boss) for players to get access to commands easier
Damage tracker (/bossdmg <number>) tracks your damage and the top <number> damagers that round, live! Specify any number you want from 1 to 8, if your monitor is big enough you'll love having 8 slots!
Spies are now allowed to use their knives, backstab removes 10% of the boss's max HP (20% for double bosses, changeable or disable-able via cvars)
Medics now allowed in double bosses, their mediguns heal the other boss for 20 HP per second
Boss health is now tracked by the plugin (overheal decay is completely gone)
Boss health is now accurately represented by the TF2 health meter (e.g. 2000 out of 5000 HP will have the + meter be filled by 40%)
Almost all weapon balancing moved to TF2Items, much more added
Not-so-major changes
Admin menu support, since apparently some of you still manually start battles (SO BRAVE)
Queue points are saved on disconnect
Much better boss HUD, no longer a CSAY, and is always shown to the boss
A random unusual effect is applied to most boss weapons
Top 4 damagers is displayed on round end
INFINITE infinite ammo (not just 99303 ammo)
Added 24 new random showdown strings
More-like-minor changes
AUTOMATIC BATTLE CRIIIIES!
New Administrator responses for double boss battles
"IT'S OVER 9000" from VS Saxton Hale Mode plays if the client has it. (It is up to you if you want your server to have clients download it)
Doors are now forced open, not removed
Cart triggers are now disabled, not removed
Normal function of doors and cart triggers is restored on battle end, the map no longer has to be restarted
Medic bot-bosses are now forced to change class since they don't work (VAAAAALVE!)
Changes that wouldn't even have been changes if I had made them changes, or something
sm_boss_timebomb now defaults to 0 (Off)
sm_boss_taunt_dmg now defaults to 9001
sm_boss_advertisements now defaults to 180 seconds (three minutes)
sm_boss_auto_wait must now be at least 10
Bugfixes
Fixed a case where battles would not start automatically
Fixed the plugin starting battles when the server has just one or two players
Fixed taunt kill-kills and telefrag kills in a double boss instantly ending the battle
Fixed feign deaths counting as kills for bosses
Fixed players being able to activate resupply lockers
Fixed the plugin trying to PrintToChat to the server console
Fixed beacon/timebomb not being disabled when the boss destroys a building
Fixed Pyro's taunt kill damage not being increased
Fixed bosses getting a queue point as soon as their battle ended for damaging themselves
Fixed !bossdmg glitching if the former boss used it outside of a battle
Fixed !bosshp not showing how much time until you can use it again in double boss battles
Fixed incorrect colour application on showdown winner lines
Fixed "PROPERTY DAMAGE" sometimes displaying when the boss kills a sapper
Fixed several instances where the plugin would attempt to CPrintToChat to the server console
Fixed Engineer bosses using the Widowmaker getting infinite metal (ammo)
Code changes
Code cleanup (barely)
Switched admin checks to CheckCommandAccess()
Removed unnessescary checks for IsClientConnected
Now requires SDKHooks and TF2Items, get them first if you haven't already.