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 IntrusiveList g_invasion_roundends;
10 IntrusiveList g_invasion_waves;
11 IntrusiveList g_invasion_spawns;
12 void invasion_Initialize();
14 REGISTER_MUTATOR(inv, false)
19 g_invasion_roundends = IL_NEW();
20 g_invasion_waves = IL_NEW();
21 g_invasion_spawns = IL_NEW();
22 if (autocvar_g_invasion_teams >= 2) {
23 GameRules_teams(true);
24 GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
26 GameRules_limit_score(autocvar_g_invasion_point_limit);
29 cvar_settemp("g_monsters", "1");
30 invasion_Initialize();
44 float inv_monsters_perteam[17];
46 float inv_monsterskill;
48 const float ST_INV_KILLS = 1;
50 const int INV_TYPE_ROUND = 0; // round-based waves of enemies
51 const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
52 const int INV_TYPE_STAGE = 2; // reach the end of the level