3 #include <common/mutators/base.qh>
4 #define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
5 int autocvar_g_invasion_type;
7 IntrusiveList g_invasion_roundends;
8 IntrusiveList g_invasion_waves;
9 IntrusiveList g_invasion_spawns;
10 void invasion_Initialize();
12 REGISTER_MUTATOR(inv, false)
17 g_invasion_roundends = IL_NEW();
18 g_invasion_waves = IL_NEW();
19 g_invasion_spawns = IL_NEW();
20 if (autocvar_g_invasion_teams >= 2) {
21 GameRules_teams(true);
22 GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
24 GameRules_limit_score(autocvar_g_invasion_point_limit);
27 cvar_settemp("g_monsters", "1");
28 invasion_Initialize();
41 float inv_monsterskill;
43 const int INV_TYPE_ROUND = 0; // round-based waves of enemies
44 const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
45 const int INV_TYPE_STAGE = 2; // reach the end of the level