Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
38 lines
529 B
Plaintext
38 lines
529 B
Plaintext
fsm StockKingOfTheHill : integer;
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const
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#include_ <content\ABLScripts\mwconst.abi>
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type
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#include_ <content\ABLScripts\mwtype.abi>
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var
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static ObjectID hill_drop_zone;
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static integer hill_radius;
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function init;
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code
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hill_drop_zone = edr_hill;
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hill_radius = 100;
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SetupScoring_KOTH(hill_drop_zone,hill_radius);
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TeamSetNav(0,ena_The_Hill);
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endfunction;
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state startState;
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code
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revealnavpoint(ena_The_Hill);
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endstate;
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state deadState;
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code
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endstate;
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endfsm.
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