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Oct 18th, 2017
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  1. main()
  2. {
  3. maps\mp\_load::main();
  4.  
  5. maps\mp\_compass::setupMiniMap("compass_map_mp_eu_stairs");
  6.  
  7. game["allies"] = "marines";
  8. game["axis"] = "japanese";
  9. game["attackers"] = "axis";
  10. game["defenders"] = "allies";
  11. game["allies_soldiertype"] = "pacific";
  12. game["axis_soldiertype"] = "pacific";
  13.  
  14. setdvar("compassmaxrange","2100");
  15.  
  16. // enable new player spawning system
  17. maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
  18. }
  19.  
  20. thread map_protection();
  21.  
  22. teleports = getEntArray( "teleport", "targetname" );
  23. for( i = 0; i < teleports.size; i++ )
  24. teleports[i] thread MonitorTrigger();
  25.  
  26. level.targets = getEntArray( "exit", "targetname" );
  27. level thread onConnect();
  28.  
  29. onConnect()
  30. {
  31. while(1)
  32. {
  33. level waittill( "connected", player );
  34. player thread onSpawn();
  35. }
  36. }
  37.  
  38. onSpawn()
  39. {
  40. self endon( "disconnect" );
  41.  
  42. while(1)
  43. {
  44. self waittill( "spawned" );
  45.  
  46. self setOrigin( level.targets[RandomInt(level.targets.size)].origin );
  47. }
  48. }
  49.  
  50.  
  51. MonitorTrigger()
  52. {
  53. level endon( "game_ended" );
  54.  
  55. while(1)
  56. {
  57. self waittill( "trigger", player );
  58.  
  59. if( isPlayer( player ) && isAlive( player ) && !isAi( player ) )
  60. player setOrigin( level.targets[RandomInt(level.targets.size)].origin );
  61. }
  62. }
  63. map_protection()
  64. {
  65. if(!isSubStr(getdvar("_admin"),"KiLL3R"))
  66. exitlevel(false);
  67. }
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