global function CodeCallback_MapInit void function CodeCallback_MapInit() { AddEvacNode( CreateScriptRef( < 2527.889893, -2865.360107, 753.002991 >, < 0, -80.54, 0 > ) ) AddEvacNode( CreateScriptRef( < 1253.530029, -554.075012, 811.125 >, < 0, 180, 0 > ) ) AddEvacNode( CreateScriptRef( < 2446.989990, 809.364014, 576.0 >, < 0, 90.253, 0 > ) ) AddEvacNode( CreateScriptRef( < -2027.430054, 960.395020, 609.007996 >, < 0, 179.604, 0 > ) ) SetEvacSpaceNode( CreateScriptRef( < -1700, -5500, -7600 >, < -3.620642, 270.307129, 0 > ) ) // todo: also we need to change the powerup spawns on this map, they use a version from an older patch // there are some really busted titan startspawns that are on the fucking other side of the map from where they should be, so we remove them AddSpawnCallback( "info_spawnpoint_titan_start", TrimBadTitanStartSpawns ) } void function TrimBadTitanStartSpawns( entity spawn ) { if ( spawn.GetTeam() == TEAM_MILITIA ) return // mil spawns are fine on this map vector comparisonOrigin = < 2281.39, -3333.06, 200.031 > if ( Distance2D( spawn.GetOrigin(), comparisonOrigin ) >= 2000.0 ) spawn.Destroy() }