#include maps\mp\_utility;
#include common_scripts\utility;

main()
{	
	setdvar( "r_reflectionprobefog", "1" );
	setdvar( "r_lightGridEnableTweaks", "1" );
	setdvar( "r_lightGridIntensity", "1.33" );

	//r_gunSightColorEntityScale needs to be set to tune the iron sights color shader (mtl_iron_sights_color). 
	//A change was made to fix the brightness, but causes untuned instances to be too bright. This will need to be tuned for every level.
	setdvar( "r_gunSightColorEntityScale", "7" );
	setdvar( "r_gunSightColorNoneScale", "0.8" );

    if( level.currentgen )
    {
    	SetDvar("r_intensity", 1.15);
         setdvar("r_brightness", GetDvar("r_brightness") + 0.07);
    }
    
//    	level thread init_caster_rotation();
}

/*
init_caster_rotation()
{
	caster_rotations = GetEntArray("caster_rotater","targetname");
	array_thread(caster_rotations, ::caster_rotater);
}

caster_rotater()
{
	spin_time = 30*60; //30 minutes should be long enough so it only has to be called once per match
	degrees_per_second = RandomFloatRange(400,450);
	while(1)
	{
		self RotateVelocity( (degrees_per_second,0,0), spin_time);
		wait spin_time;
	}
}
*/
