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 void invasion_Initialize();
9 REGISTER_MUTATOR(inv, false)
14 GameRules_limit_score(autocvar_g_invasion_point_limit);
17 cvar_settemp("g_monsters", "1");
18 invasion_Initialize();
31 float inv_monsterskill;
33 const int INV_TYPE_ROUND = 0; // round-based waves of enemies
34 const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
35 const int INV_TYPE_STAGE = 2; // reach the end of the level