3 #include <common/mutators/base.qh>
4 #define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
5 int autocvar_g_invasion_teams;
6 int autocvar_g_invasion_type;
7 bool autocvar_g_invasion_team_spawns;
9 void invasion_Initialize();
11 REGISTER_MUTATOR(inv, false)
16 if (autocvar_g_invasion_teams >= 2) {
17 GameRules_teams(true);
18 GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
20 GameRules_limit_score(autocvar_g_invasion_point_limit);
23 cvar_settemp("g_monsters", "1");
24 invasion_Initialize();
38 float inv_monsters_perteam[17];
40 float inv_monsterskill;
42 const float ST_INV_KILLS = 1;
44 const int INV_TYPE_ROUND = 0; // round-based waves of enemies
45 const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
46 const int INV_TYPE_STAGE = 2; // reach the end of the level