4 #include <common/mutators/base.qh>
5 #define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
6 int autocvar_g_invasion_teams;
7 int autocvar_g_invasion_type;
8 bool autocvar_g_invasion_team_spawns;
10 void invasion_Initialize();
12 REGISTER_MUTATOR(inv, false)
17 if (autocvar_g_invasion_teams >= 2) {
18 GameRules_teams(true);
19 GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
21 GameRules_limit_score(autocvar_g_invasion_point_limit);
24 cvar_settemp("g_monsters", "1");
25 invasion_Initialize();
39 float inv_monsters_perteam[17];
41 float inv_monsterskill;
43 const float ST_INV_KILLS = 1;
45 const int INV_TYPE_ROUND = 0; // round-based waves of enemies
46 const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
47 const int INV_TYPE_STAGE = 2; // reach the end of the level