//******************************************************************************
//  _____                  _    _             __
// |  _  |                | |  | |           / _|
// | | | |_ __   ___ _ __ | |  | | __ _ _ __| |_ __ _ _ __ ___
// | | | | '_ \ / _ \ '_ \| |/\| |/ _` | '__|  _/ _` | '__/ _ \
// \ \_/ / |_) |  __/ | | \  /\  / (_| | |  | || (_| | | |  __/
//  \___/| .__/ \___|_| |_|\/  \/ \__,_|_|  |_| \__,_|_|  \___|
//       | |               We don't make the game you play.
//       |_|                 We make the game you play BETTER.
//
//            Website: http://openwarfaremod.com/
//******************************************************************************

//******************************************************************************
// GAMETYPE DESCRIPTION
//******************************************************************************
// In Competitive Search and Destroy there two teams. Attackers and defenders.
//
// Attackers need to plant a bomb at the other team's bombsites and defend it so it's
// not defused by the defenders.
//
// Defenders need to defend their bombsites to prevent the attackers from planting 
// the bomb and defuse it in case they do accomplish to plant it.
//
// This is an elimination gametype so there's not respawn and a team will also
// win the round if it successfully eliminates the other team.
//
// Every player got an amount of money that he can use to buy weapons, items, ...

//******************************************************************************
// SEARCH AND DESTROY SETTINGS
// ALL VARIABLES WORK IN RANKED AND UNRANKED MODES
//******************************************************************************
// PLEASE REMEMBER TO UNCOMMENT THE LINES BY REMOVING THE DOUBLE SLASHES (//)
// WHEN CHANGING A VALUE. PLEASE DO NOT UNCOMMENT LINES SET TO DEFAULT VALUES.
//******************************************************************************

// Gametype mode. In mode 0, once the bomb is planted in one location the other
// location will disappear so the defending team will know in which bombsite the
// bomb has been planted. In mode 1, the other location will not disappear but it
// will just be  deactivated so the defending team won't really know in which 
// bombsite the attacker has planted the bomb.
set scr_csd_sdmode "1"

// Control which bombsites will be enable
// 0 = Spawn both bombsites (default)
// 1 = Randomly spawn one bombsite or both.
// 2 = Randomly spawn one bombsite.
// 3 = Spawn only bombsite A.
// 4 = Spawn only bombsite B. 
set scr_csd_bombsites_enabled "0"

// Show both bomb sites to the defenders even when one of them is disabled
// 0 = Disabled (default), 1 = Enabled
set scr_csd_defenders_show_both "1"

// Let teams know when the bomb has been planted
// 0 = Disabled, 1 = Enabled (default)
set scr_csd_bomb_notification_enable "1"

// Time it will take the bomb to go off once planted
// Values: Between 1 and 300.
set scr_csd_bombtimer "50"

// Modifier to the bomb time so the time the bomb will take to go off is variable.
// scr_csd_bombtimer will become any value between scr_csd_bombtimer - scr_csd_bombtimer_modifier 
// and scr_csd_bombtimer + scr_csd_bombtimer_modifier
// Values: Between 0 (default) and scr_csd_bombtimer - 5
set scr_csd_bombtimer_modifier "0"

// Show the bombtimer to the players in non-hardcore mode
// 0 = Disabled, 1 = Enabled (default)
set scr_csd_bombtimer_show "0"

// Time it will take a player to defuse the bomb once planted
// Values: Between 0 and 20.
set scr_csd_defusetime "5"

// Play a sound when the bomb is being defused
// 0 = Disabled, 1 = Enabled (default)
set scr_csd_defusing_sound "1"

// Give a bomb to every single player instead of being only one bomb for the entire team.
// 0 = Disabled (default), 1 = Enabled
set scr_csd_multibomb "0"

// Play a sound when the bomb is being planted
// 0 = Disabled, 1 = Enabled (default)
set scr_csd_planting_sound "1"

// Time it will take a player to plant the bomb
// Values: Between 0 and 20.
set scr_csd_planttime "3"

// Number of total rounds that will be played
set scr_csd_roundlimit "11"

// Number of rounds to play before switching sides
set scr_csd_roundswitch "5"

// Show a bomb icon next to the player that is currently carrying the bomb
// 0 = Disabled (default), 1 = Enabled
set scr_csd_scoreboard_bomb_carrier "0"

// Score limit to win the match
// When the score limit is set to 0 the game will be played based on the round limit
set scr_csd_scorelimit "6"

// Show the bomb briefcase model on the player's hands when planting/defusing the bomb
// 0 = Disabled, 1 = Enabled (default)
set scr_csd_show_briefcase "1"

// Time limit for each round. Round will finish once the team limit is reached.
set scr_csd_timelimit "3"

// Controls the ability for the defender to pick up the attackers explosives
// 0 = Disabled (default), 1 = Enabled
set scr_csd_allow_defender_explosivepickup "0"
  
// Controls the ability for the defender to destroy the attackers explosives
// 0 = Disabled (default), 1 = Enabled
set scr_csd_allow_defender_explosivedestroy "0"
  
// Sets the amount of time (in seconds) it takes for a defender to destroy the attackers explosives
// Allowed values: 1-60 (default is 10)
set scr_csd_allow_defender_explosivedestroy_time "10"

// Enables or disables the option for the defending team to win the round if
// the defender destroys the attackers bomb. If enabled defenders win. If disabled
// attackers can't plant but the round continues until time expires or a side is eliminated.
// 0 = Disabled (default), 1 = Enabled
set scr_csd_allow_defender_explosivedestroy_win "0"
  
// Enables or disables the warning sound to the attacking team when a defender begins to destroy the explosives
// 0 = Disabled (default), 1 = Enabled
set scr_csd_allow_defender_explosivedestroy_sound "0"
  
// Allows a defender when defusing to select from a selection of colored wires
// in hopes of defusing the bomb quicker, however, if he is wrong the bomb will blow.
// 0 = Disabled (default), 1 = Enabled
set scr_csd_allow_quickdefuse "1"

// Objectives can be destroyed by defenders using explosives
// If objective is destroyed the attackers win.
// 0 = Disabled (default), 1 = Enabled
set scr_csd_objective_takedamage_enable "0"
  
// Select whether the objective damage checker is done by damage received or counter-based
// In counter mode, every time damage is detected the counter subtracts a point.
// If the counter reaches zero, then the objective will blow.
// In damage received mode, the amount of damage done on the objective will be subtracted
// from the objectives health. If the health reaches zero, the objective will blow.
// 0 = Counter (default), 1 = Damage
set scr_csd_objective_takedamage_option "0"
  
// Sets the health of the objective based on a counter. Used in counter mode.
// Allowed values: 1-20 (default is 5)
set scr_csd_objective_takedamage_counter "5"
  
// Sets the health of the objective for damage received mode.
// Allowed values: 1-2000 (default is 500)
set scr_csd_objective_takedamage_health "500"

// Wait until the end of the round to perform a team-balance
// 0 = Disabled (default), 1 = Enabled
set scr_csd_teambalanceendofround "1"

//******************************************************************************
// COMPETITIVE SETTINGS
// ALL VARIABLES WORK IN RANKED AND UNRANKED MODES
//******************************************************************************

// Amount of money every player will start with
set scr_csd_minimum_wage "300"

// Reward to kill an enemy
set scr_csd_enemy_killed_reward "350"

// Reward to win a round
set scr_csd_winning_round_reward "800"

// Reward to loose a round
set scr_csd_loosing_round_reward "350"

// Reward to plant a bomb
set scr_csd_planting_reward "400"

// Reward to defuse a bomb
set scr_csd_defusing_reward "400"

// Assault weapons Allies array. Use standard weapon names such as m16_mp, ak47_reflex_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_assault_allies_weapons "m16_silencer_mp:M16 Silenced:weapon_m16a4:650;m14_reflex_mp:Famas Reflex:weapon_m14:750;m4_reflex_mp:Remington R5 Reflex:weapon_m4carbine:800" 

// Assault weapons Axis array. Use standard weapon names such as m16_mp, ak47_reflex_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_assault_axis_weapons "ak47_silencer_mp:AK-47 Silenced:weapon_ak47:550;g36c_reflex_mp:Commando Reflex:weapon_g36c:800;g3_reflex_mp:Honey Badger Reflex:weapon_g3:720"

// Pistols Allies array. Use standard weapon names such as usp_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_pistol_allies_weapons "usp_mp:RE45:weapon_usp_45:310;colt45_silencer_mp:RK5 Silencer:weapon_colt_45:200;deserteaglegold_mp:Desert Eagle:weapon_desert_eagle_gold:250" 

// Pistols Axis array. Use standard weapon names such as usp_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_pistol_axis_weapons "usp_mp:RE45:weapon_usp_45:310;colt45_silencer_mp:RK5 Silencer:weapon_colt_45:200;deserteagle_mp:.44 Magnum:weapon_desert_eagle:250"

// Sniper Allies array. Use standard weapon names such as m40a3_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_sniper_allies_weapons "m40a3_mp:L96:weapon_m40a3:950;barrett_mp:Barrett:weapon_barrett50cal:1200;rpd_mp:M1 Garand:weapon_rpd:350;saw_mp:Mosin Nagant:weapon_m249saw:450" 

// Sniper Axis array. Use standard weapon names such as m40a3_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_sniper_axis_weapons "remington700_mp:Ballista:weapon_remington700:950;m21_mp:M21:weapon_m14_scoped:1170;rpd_mp:M1 Garand:weapon_rpd:350;m60e4_mp:Kark98:weapon_m60e4:450"

// SMG/Shotguns Allies array. Use standard weapon names such as mp5_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_smg_shotgun_allies_weapons "mp5_silencer_mp:MP5 Silencer:weapon_mp5:430;p90_reflex_mp:P90:weapon_p90:460;m1014_mp:Brecci:weapon_benelli_m4:450" 

// SMG/Shotguns Axis array. Use standard weapon names such as mp5_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_smg_shotgun_axis_weapons "uzi_mp:Uzi:weapon_mini_uzi:400;ak74u_reflex_mp:AK-74u:weapon_aks74u:360;winchester1200_mp:M133:weapon_winchester1200:350"

// Grenades array. Use standard weapon names such as frag_grenade_mp, ....
// weapon_name:weapon_label:weapon_image:cost separated with ';', max 5 values.
set scr_csd_grenade_weapons "frag_grenade_mp:Frag grenade:weapon_fraggrenade:250;flash_grenade_mp:Flash grenade:weapon_flashbang:200;smoke_grenade_mp:Smoke grenade:weapon_smokegrenade:150;concussion_grenade_mp:Stun grenade:weapon_concgrenade:150"



