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

  game["allies"] = "american";
  game["axis"] = "german";
  game["attackers"] = "allies";
  game["defenders"] = "axis";
  game["american_soldiertype"] = "normandy";
  game["german_soldiertype"] = "normandy";

  if(level.wwx_radiobased)
  {
	level.radio = [];
	level.radio[0] = spawn("script_model", (-1356,1229,176));
	level.radio[0].angles = (0, 90, 0);
	level.radio[1] = spawn("script_model", (94,4,65));
	level.radio[1].angles = (0, 90, 0);
	level.radio[2] = spawn("script_model", (-52,-1117,170));
	level.radio[2].angles = (0, 90, 0);
	level.radio[3] = spawn("script_model", (-1319,-1241,174));
	level.radio[3].angles = (0, 90, 0);
	level.radio[4] = spawn("script_model", (-2130,-216,179));
	level.radio[4].angles = (0, 90, 0);
	level.radio[5] = spawn("script_model", (-2465,2870,180));
	level.radio[5].angles = (0, 90, 0);
	level.radio[6] = spawn("script_model", (792,2559,198));
	level.radio[6].angles = (0, 90, 0);
	level.radio[7] = spawn("script_model", (1613,1337,202));
	level.radio[7].angles = (0, 90, 0);
	level.radio[8] = spawn("script_model", (-2842,684,151));
	level.radio[8].angles = (0, 90, 0);
  }


  maps\mp\brest_drown::main();
  if(level.wwx_ambmapsound) ambientPlay("ambient_france");
  //map specific variables
  level.mapheight = 650;
  level.map_x_width = 3500;
  level.map_y_width = 4000;
  level.map_centerx = -1000;
  level.map_centery = 300;
  maps\mp\brest_planes::main();
//  show_location();
}

show_location() 
{
  while (true)
  {
    players = getentarray("player", "classname");        
    numplayers = players.size;
    for (i=0;i<numplayers;i++) 
    {
      players[i] iprintln("Current location is "+players[i].origin+", current angle is "+players[i].angles);
    }
    wait 5;
  }
}