main() { maps\mp\mp_test_fx::main(); maps\mp\_load::main(); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; // Uncomment to change player models //game["american_soldiertype"] = "normandy"; // normandy //game["british_soldiertype"] = "africa"; // normandy, africa //game["russian_soldiertype"] = "coats"; // coats, padded //game["german_soldiertype"] = "normandy"; // normandy, africa, winterlight, winterdark game["sd_attackers_obj_text"] = &"SD_OBJ_ATTACKERS"; game["sd_defenders_obj_text"] = &"SD_OBJ_DEFENDERS"; if(getcvar("g_gametype") == "hq") { level.radio = []; level.radio[0] = spawn("script_model", (0, 544, 16)); level.radio[0].angles = (0, 225, 0); level.radio[1] = spawn("script_model", (224, 544, 16)); level.radio[1].angles = (0, 180, 0); level.radio[2] = spawn("script_model", (448, 544, 16)); level.radio[2].angles = (0, 135, 0); level.radio[3] = spawn("script_model", (0, 320, 16)); level.radio[3].angles = (0, 270, 0); level.radio[4] = spawn("script_model", (224, 320, 16)); level.radio[4].angles = (0, 180, 0); level.radio[5] = spawn("script_model", (448, 320, 16)); level.radio[5].angles = (0, 90, 0); level.radio[6] = spawn("script_model", (0, 96, 16)); level.radio[6].angles = (0, 315, 0); level.radio[7] = spawn("script_model", (224, 96, 16)); level.radio[7].angles = (0, 0, 0); level.radio[8] = spawn("script_model", (448, 96, 16)); level.radio[8].angles = (0, 45, 0); } }