why is the charactermotor script not being recognised in this script

i was follwing a touorial on making the player swim under water and whilst doing so i found out that calling the character motor script is impossible why is this here is the script

using UnityEngine;
using System.Collections;

public class Swim : MonoBehaviour {
public CharacterController cc;
public charatermotor cm;

	void Start ()
	{
	
	RenderSettings.fog = false;
	RenderSettings.fogColor = new Color(0.0f,0.8f,0.8f,0.5f);
	RenderSettings.fogDensity = 0.4f;
	
	}
	
	bool underwater(){
	
		return gameObject.transform.position.y < 58;
	}
	
		cc = GameObject.GetComponent <CharacterController>();
		cm = GameObject.GetComponent <CharacterMotor>();
	}
	
	void Update () 
	{
	RenderSettings.fog = underwater();
	
	if (underwater){
	
	cm.movement.MaxforwardSpeed = 2;
	cm.Movement.MaxSidewaysSpeed = 2;
	cm.Movement.MaxBackwardsSpeed = 2;
	cm.Movement.MaxFallSpeed = 2;
	
	//if (Input.GetKey(keycode.Space))
	
	}
	else
	{
		cm.movement.MaxforwardSpeed = 6;
		cm.Movement.MaxSidewaysSpeed = 6;
		cm.Movement.MaxBackwardsSpeed = 6;
		cm.Movement.MaxFallSpeed = 20;
		
	}

}

i havent got around to adding the conditions for the input yet so i commented it out

as i said heres the pic confirming that the charactermotor script is active

and heres confiming that its the script was added as a part of the character controller package

Your script has many spelling and case issues. You need to be very careful that variables and class names match exactly. Here is a version of your script that compiles for me.

using UnityEngine;
using System.Collections;

public class Swim : MonoBehaviour {
	public CharacterController cc;
	public CharacterMotor cm;
	
	void Start ()
	{
		RenderSettings.fog = false;
		RenderSettings.fogColor = new Color(0.0f,0.8f,0.8f,0.5f);
		RenderSettings.fogDensity = 0.4f;
		cc = gameObject.GetComponent <CharacterController>();
		cm = gameObject.GetComponent <CharacterMotor>();
	}
	
	bool Underwater(){
		return transform.position.y < 58;
	}

	void Update () 
	{
		RenderSettings.fog = Underwater();
		
		if (Underwater()) {
			
			cm.movement.maxForwardSpeed = 2;
			cm.movement.maxSidewaysSpeed = 2;
			cm.movement.maxBackwardsSpeed = 2;
			cm.movement.maxFallSpeed = 2;
		}
		else
		{
			cm.movement.maxForwardSpeed = 6;
			cm.movement.maxSidewaysSpeed = 6;
			cm.movement.maxBackwardsSpeed = 6;
			cm.movement.maxFallSpeed = 20;
		}
	}
}