//checked includes changed to match cerberus output
#include maps/mp/gametypes/_spawning;
#include maps/mp/_compass;
#include maps/mp/mp_mirage_amb;
#include maps/mp/_load;
#include maps/mp/mp_mirage_fx;
#include maps/mp/_utility;

main() //checked matches cerberus output
{
	level.levelspawndvars = ::levelspawndvars;
	maps/mp/mp_mirage_fx::main();
	precachemodel( "collision_physics_256x256x10" );
	precachemodel( "collision_physics_cylinder_32x128" );
	precachemodel( "collision_clip_128x128x10" );
	precachemodel( "collision_clip_256x256x10" );
	maps/mp/_load::main();
	maps/mp/mp_mirage_amb::main();
	maps/mp/_compass::setupminimap( "compass_map_mp_mirage" );
	setdvar( "compassmaxrange", "2400" );
	visionsetnaked( "mp_mirage", 1 );
	game[ "strings" ][ "war_callsign_a" ] = &"MPUI_CALLSIGN_MAPNAME_A";
	game[ "strings" ][ "war_callsign_b" ] = &"MPUI_CALLSIGN_MAPNAME_B";
	game[ "strings" ][ "war_callsign_c" ] = &"MPUI_CALLSIGN_MAPNAME_C";
	game[ "strings" ][ "war_callsign_d" ] = &"MPUI_CALLSIGN_MAPNAME_D";
	game[ "strings" ][ "war_callsign_e" ] = &"MPUI_CALLSIGN_MAPNAME_E";
	game[ "strings_menu" ][ "war_callsign_a" ] = "@MPUI_CALLSIGN_MAPNAME_A";
	game[ "strings_menu" ][ "war_callsign_b" ] = "@MPUI_CALLSIGN_MAPNAME_B";
	game[ "strings_menu" ][ "war_callsign_c" ] = "@MPUI_CALLSIGN_MAPNAME_C";
	game[ "strings_menu" ][ "war_callsign_d" ] = "@MPUI_CALLSIGN_MAPNAME_D";
	game[ "strings_menu" ][ "war_callsign_e" ] = "@MPUI_CALLSIGN_MAPNAME_E";
	spawncollision( "collision_physics_256x256x10", "collider", ( 58.5, 3360, 53.5 ), vectorScale( ( 0, 1, 0 ), 352.9 ) );
	spawncollision( "collision_physics_cylinder_32x128", "collider", ( 3029, 1571.5, 129.5 ), vectorScale( ( 0, 0, -1 ), 8.3 ) );
	spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1341, 517.5, -35.5 ), ( 354.7, 0, -0.6 ) );
	spawncollision( "collision_clip_256x256x10", "collider", ( 1744, 482, 16 ), ( 270, 183.902, 86.0983 ) );
	maps/mp/gametypes/_spawning::level_use_unified_spawning( 1 );
}

levelspawndvars( reset_dvars ) //checked matches cerberus output
{
	ss = level.spawnsystem;
	ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2500", reset_dvars );
}

