}
ENDCLASS(Gametype)
-REGISTRY(Gametypes, 24)
+REGISTRY(Gametypes, 25) // Lyberta: added 1
#define Gametypes_from(i) _Gametypes_from(i, NULL)
REGISTER_REGISTRY(Gametypes)
REGISTRY_CHECK(Gametypes)
//=============================================================================
+// Lyberta: adding survival gametype
+
+#ifdef CSQC
+void HUD_Mod_SURV(vector pos, vector mySize);
+#endif
+CLASS(Survival, Gametype)
+ INIT(Survival)
+ {
+ this.gametype_init(this, _("Survival"), "surv", "g_surv", true, "", "timelimit=20 pointlimit=5 teams=2 leadlimit=0", _("Survive as long as you can"));
+ }
+ METHOD(Survival, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ return true;
+ }
+#ifdef CSQC
+ ATTRIB(Survival, m_modicons, void(vector pos, vector mySize), HUD_Mod_SURV);
+#endif
+ENDCLASS(Survival)
+REGISTER_GAMETYPE(SURVIVAL, NEW(Survival));
+#define g_surv IS_GAMETYPE(SURVIVAL)
+
+//=============================================================================
+
const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
const int MAPINFO_FEATURE_VEHICLES = 2;
const int MAPINFO_FEATURE_TURRETS = 4;