#define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
int autocvar_g_invasion_teams;
+int autocvar_g_invasion_type;
bool autocvar_g_invasion_team_spawns;
bool g_invasion;
void invasion_Initialize();
cvar_settemp("g_monsters", "1");
- SetLimits(autocvar_g_invasion_point_limit, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
+ GameRules_limit_score(autocvar_g_invasion_point_limit);
+
if (autocvar_g_invasion_teams >= 2)
{
- ActivateTeamplay();
- if (autocvar_g_invasion_team_spawns)
- have_team_spawns = -1; // request team spawns
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
}
}
float inv_monsterskill;
const float ST_INV_KILLS = 1;
+
+const int INV_TYPE_ROUND = 0; // round-based waves of enemies
+const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
+const int INV_TYPE_STAGE = 2; // reach the end of the level