// T6 GSC SOURCE // Decompiled by https://github.com/xensik/gsc-tool #include maps\mp\_utility; #include maps\mp\mp_dig_fx; #include maps\mp\_load; #include maps\mp\mp_dig_amb; #include maps\mp\_compass; #include maps\mp\gametypes\_spawning; main() { level.levelspawndvars = ::levelspawndvars; maps\mp\mp_dig_fx::main(); precachemodel( "collision_clip_wall_32x32x10" ); precachemodel( "p6_dig_brick_03" ); maps\mp\_load::main(); maps\mp\mp_dig_amb::main(); maps\mp\_compass::setupminimap( "compass_map_mp_dig" ); setdvar( "compassmaxrange", "2100" ); 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"; brick1 = spawn( "script_model", ( -5.6285, 604.473, 39.05 ) ); brick1.angles = ( 359.199, 90.0129, -0.822672 ); brick2 = spawn( "script_model", ( -12.63, 604.47, 39.05 ) ); brick2.angles = ( 359.199, 90.0129, -0.822672 ); brick3 = spawn( "script_model", ( -5.63, 614.97, 39.05 ) ); brick3.angles = ( 359.199, 90.0129, -0.822672 ); brick4 = spawn( "script_model", ( -12.63, 614.97, 39.05 ) ); brick4.angles = ( 359.199, 90.0129, -0.822672 ); brick5 = spawn( "script_model", ( -5.63, 629.47, 39.55 ) ); brick5.angles = ( 359.199, 90.0129, -0.822672 ); brick6 = spawn( "script_model", ( -12.63, 629.47, 39.55 ) ); brick6.angles = ( 359.199, 90.0129, -0.822672 ); brick1 setmodel( "p6_dig_brick_03" ); brick2 setmodel( "p6_dig_brick_03" ); brick3 setmodel( "p6_dig_brick_03" ); brick4 setmodel( "p6_dig_brick_03" ); brick5 setmodel( "p6_dig_brick_03" ); brick6 setmodel( "p6_dig_brick_03" ); spawncollision( "collision_clip_wall_32x32x10", "collider", ( -1404, -1126, 46.5 ), vectorscale( ( 0, 1, 0 ), 90.0 ) ); maps\mp\gametypes\_spawning::level_use_unified_spawning( 1 ); } levelspawndvars( reset_dvars ) { ss = level.spawnsystem; ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2300", reset_dvars ); ss.hq_objective_influencer_inner_radius = set_dvar_float_if_unset( "scr_spawn_hq_objective_influencer_inner_radius", "1000", reset_dvars ); }