// Counters float monster_count, totalmonsters; float n_knights, n_dogs, n_ogres, n_shamblers, n_wizards, n_shalraths, n_soldiers, n_hknights, n_enforcers, n_demons, n_zombies, n_tarbabies, n_fish, n_spiders; float current_monsters; float waterspawns_count, flyspawns_count; float wave_count, max_waves; float max_turrets; // Monster defs .float drop_size; float m_speed_run; float m_speed_walk; // Turret defs .float turret_buff; // TD defs .float stat_current_wave; .float stat_totalwaves; .float spawntype; float spawn_delay; float max_current; float ignore_turrets; float SWARM_NORMAL = 0; float SWARM_WEAK = 1; float SWARM_STRONG = 2; float SWARM_FLY = 3; float SWARM_SWIM = 4; float build_time; float td_dont_end; void(float starting) wave_end; .float turret_cnt; float td_gencount; void() spawnfunc_td_controller; float current_phase; #define PHASE_BUILD 1 #define PHASE_COMBAT 2 // Scores #define SP_TD_KILLS 0 #define SP_TD_TURKILLS 2 #define SP_TD_SCORE 4 #define SP_TD_DEATHS 6 #define SP_TD_SUICIDES 8 // Controller .float maxwaves; .float monstercount; .float startwave; .float dontend; .float maxturrets; .float buildtime; .float mspeed_run; .float mspeed_walk; .float spawndelay; .float maxcurrent; .float ignoreturrets; // Generator float gendestroyed; #define GENERATOR_MIN '-52 -52 -14' #define GENERATOR_MAX '52 52 75'