#include maps/mp/gametypes_zm/zcleansed;
#include maps/mp/zombies/_zm_game_module;
#include maps/mp/gametypes_zm/_zm_gametype;
#include maps/mp/zombies/_zm_utility;
#include common_scripts/utility;
#include maps/mp/_utility;

precache()
{
}

main()
{
	getspawnpoints();
	maps/mp/gametypes_zm/_zm_gametype::setup_standard_objects( "diner" );
	if ( getDvar( "ui_gametype" ) == "zcleansed" )
	{
		maps/mp/zombies/_zm_game_module::set_current_game_module( level.game_module_cleansed_index );
	}
	else
	{
		maps/mp/zombies/_zm_game_module::set_current_game_module( level.game_module_turned_index );
	}
	setdvar( "aim_target_player_enabled", 1 );
	diner_front_door = getentarray( "auto2278", "targetname" );
	array_thread( diner_front_door, ::self_delete );
	diner_side_door = getentarray( "auto2278", "targetname" );
	array_thread( diner_side_door, ::self_delete );
	garage_all_door = getentarray( "auto2279", "targetname" );
	array_thread( garage_all_door, ::self_delete );
	level.cleansed_loadout = getgametypesetting( "cleansedLoadout" );
	if ( level.cleansed_loadout )
	{
		level.humanify_custom_loadout = ::maps/mp/gametypes_zm/zcleansed::gunprogressionthink;
		level.cleansed_zombie_round = 5;
	}
	else
	{
		level.humanify_custom_loadout = ::maps/mp/gametypes_zm/zcleansed::shotgunloadout;
		level.cleansed_zombie_round = 2;
	}
	collision = spawn( "script_model", ( -5000, -6700, 0 ), 1 );
	collision setmodel( "zm_collision_transit_diner_survival" );
	collision disconnectpaths();
}

getspawnpoints()
{
	level._turned_zombie_respawnpoints = getstructarray( "initial_spawn_points", "targetname" );
	level._turned_powerup_spawnpoints = [];
	level._turned_powerup_spawnpoints[ 0 ] = spawnstruct();
	level._turned_powerup_spawnpoints[ 0 ].origin = ( -6072, -7808, 8 );
	level._turned_powerup_spawnpoints[ 1 ] = spawnstruct();
	level._turned_powerup_spawnpoints[ 1 ].origin = ( -5408, -6824, -53,5431 );
	level._turned_powerup_spawnpoints[ 2 ] = spawnstruct();
	level._turned_powerup_spawnpoints[ 2 ].origin = ( -4760, -7144, -64 );
	level._turned_powerup_spawnpoints[ 3 ] = spawnstruct();
	level._turned_powerup_spawnpoints[ 3 ].origin = ( -4864, -7864, -62,35 );
}

onendgame()
{
}
