// W

// Rule 1=D 2=T 3=@ 4=t 5=
int Rule = 5;

// ^Xɶ]^
int RoundTime = 20;

// aXI
int PlayerSpawn = 0;

// aXͤV 0~360
int PlayerSpawnDir = 90;

// aDnZ
int PlayerWeapon = 5;

// anZ
int PlayerWeapon2 = 0;

// alͩR
int PlayerHP = 1000;


/*

API

int GetChar(string name)	// name="player", "vip", "enemyvip", "flag", "xxx"
int GetAnyChar(string name)		// including dead char
int GetSelf(int self)
int GetHP(int id)
int GetMaxHP(int id)
int GetTeam(int id)
int GetEnemy(int id)
int GetLeader(int id)
int GetGameTime()
int EnableWaypoints(int a, int b, ...)
int DisableWaypoints(int a, int b, ...)
int ChangeBehavior(int id, string behavior, ...)	// behavior="wait", "idle", "run", "follow", "patrol", "attacktarget", "kill"
int Perform(int id, string pose, ...)				// pose="faceto", "say", "pause", "aggress", "jump", "attack", "guard", "crouch", "use"
int PlayerPerform(int id, string pose, ...)			// pose="say", "pause", "use", "block"
int StopPerform(int id)
int IsPerforming(int id)
int SetTarget(int idx, string type, ...)			// type="char", "waypoint", "flag", "safe"
int Distance(int idx1, int idx2)
int Rand(int n)
int AddNPC(string npc)
int RemoveNPC(int id)
int UpdateAIAttrib(id)
int Call(int id, string functionName, param1, param2, ...)
int Say(id, a, b, c, ...)
int Print(a, b, c, ...)

*/

// level start function
OnStart()
{
	AddNPC("npc01");
}

// run function
OnUpdate()
{
	int a = 0;
}