main()
{
maps\mp\_load::main();

// set fog. density, red, green, blue, alpha
if(level.wwx_ambmapfog) setExpFog(0.0001, 0.55, 0.6, 0.55, 0);

// set background ambient noise
if(level.wwx_ambmapsound) ambientPlay("ambient_mp_moelingen_fixed");


// set nationalities of allies and axis
game["allies"] = "american"; // or british or russian
game["axis"] = "german";


// set who does what in SD
game["attackers"] = "allies";
game["defenders"] = "axis";


// set the way allies and axis look
// possible values are:
// for american: normandy
// for british: normandy, africa
// for russian: coats, padded
// for german: normandy, africa, winterlight, winterdark
game["british_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";


// set radio positions for HQ
if(level.wwx_radiobased)
{
level.radio = [];
level.radio[0] = spawn("script_model", (-2008, 2154, 66));
level.radio[0].angles = (0, 107, 0);
level.radio[1] = spawn("script_model", (1830, 1760, 10));
level.radio[1].angles = (0, 1, 0);
level.radio[2] = spawn("script_model", (-860, 1600, 8));
level.radio[2].angles = (0, 312, 0);
level.radio[3] = spawn("script_model", (-374, 1070, 10));
level.radio[3].angles = (0, 312, 0);
level.radio[4] = spawn("script_model", (236, -227, 10));
level.radio[4].angles = (0, 50, 0);
level.radio[5] = spawn("script_model", (-1239, -307, 170));
level.radio[5].angles = (0, 312, 0);
level.radio[6] = spawn("script_model", (1900, -1200, 40));
level.radio[6].angles = (0, 312, 0);
level.radio[7] = spawn("script_model", (383, 897, 6));
level.radio[7].angles = (0, 312, 0);
level.radio[8] = spawn("script_model", (640, -1584, 6));
level.radio[8].angles = (0, 312, 0);
}

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

}