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

if(level.wwx_ambmapsound) ambientPlay("ambient_mp_siegfriedline_final");


setCullFog (60, 8500, .43, .46, .45, 0);

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

setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".25");


// 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


	if(level.wwx_radiobased)
      {
		level.radio = [];
		level.radio[0] = spawn("script_model", (2645, -440, 127));
		level.radio[0].angles = (0, 180, 0);

		level.radio[1] = spawn("script_model", (2004.2, -1390.14, 283));
		level.radio[1].angles = (0, 20, 0);

		level.radio[2] = spawn("script_model", (586.777, -1311.37, 100.998));
		level.radio[2].angles = (359.371, 296.2, -0.309089);

		level.radio[3] = spawn("script_model", (-1992, -886, 381));
		level.radio[3].angles = (0, 270, 0);

		level.radio[4] = spawn("script_model", (-1230.26, -3881.83, 150));
		level.radio[4].angles = (0, 205.4, 0);

		level.radio[5] = spawn("script_model", (122.263, -5621.17, 67));
		level.radio[5].angles = (0, 25.4, 0);

		level.radio[6] = spawn("script_model", (3306.74, -4557.83, 258));
		level.radio[6].angles = (0, 205.4, 0);

		level.radio[7] = spawn("script_model", (2392.83, -3605.26, 259));
		level.radio[7].angles = (0, 295.4, 0);

		level.radio[8] = spawn("script_model", (2303.77, -2945.32, 389));
		level.radio[8].angles = (0, 312.1, 0);

		level.radio[9] = spawn("script_model", (394.679, -2113.77, -71));
		level.radio[9].angles = (0, 222.1, 0);

      }


game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

// set who does what in SD

game["attackers"] = "axis";
game["defenders"] = "allies";


 }
