#include "point_checkpoint" #include "anti_rush" #include "opfor/nvision" #include "beast/changesolid_zone" const bool blAntiRushEnabled = false; // You can change this to have AntiRush mode enabled or disabled const float flSurvivalVoteAllow = g_EngineFuncs.CVarGetFloat( "mp_survival_voteallow" ); void MapInit() { Precache(); // Not in use RegisterPointCheckPointEntity(); // Enable Nightvision Support NightVision::Enable(); ANTI_RUSH::EntityRegister( blAntiRushEnabled ); // Global CVars g_EngineFuncs.CVarSetFloat( "mp_hevsuit_voice", 0 ); g_EngineFuncs.ServerPrint( "Hunt the Cunt Version 1.0 - Download this campaign from scmapdb.com\n" ); } void Precache() { if( g_Engine.mapname == "htc_1" ) g_Game.PrecacheModel( "models/cubemath/key.mdl" ); } void TurnOnSurvival(CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue) { g_EngineFuncs.CVarSetFloat( "mp_survival_voteallow", flSurvivalVoteAllow ); // Revert to the original cvar setting as per server if( g_SurvivalMode.IsEnabled() && g_SurvivalMode.MapSupportEnabled() && !g_SurvivalMode.IsActive() ) g_SurvivalMode.Activate( true ); } void DisableSurvival(CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue) { g_SurvivalMode.Disable(); } void HideFallEnts(CBaseEntity@ pTriggerScript) { CBaseEntity@ pEntity = g_EntityFuncs.FindEntityByTargetname( pEntity, "xen_fall_splat" ); array P_ENTITIES( 128 ); if( pEntity is null || g_EntityFuncs.EntitiesInBox( @P_ENTITIES, pEntity.pev.absmin - Vector( 0, 0, 64 ), pEntity.pev.absmax + Vector( 0, 0, 64 ), 0 ) < 1 ) return; for( uint i = 0; i < P_ENTITIES.length(); i++ ) { if( P_ENTITIES[i] is null || P_ENTITIES[i].IsBSPModel() ) continue; if( P_ENTITIES[i].IsPlayer() ) P_ENTITIES[i].pev.effects |= EF_NODRAW; else g_EntityFuncs.Remove( P_ENTITIES[i] ); } }