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*                                                      *
*  FE_MPI_01.DLL changes by Scott "Centerline" Valler  *
*  Summary of changes from Rev.C to Rev.D              *
*                                                      *
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(All path points listed here have been updated/added to
the "{BZROOT}\FEaddon\mpi assets\mpipathpoints.txt" file.)

Running list of changed/added path points and variables:
--------------------------------------------------------
EasyPool1 and EasyPool2: Defines where the extra scrap pools will spawn.
	Use one, both or none depending on you maps needs. Then set svar21
	to define the pool ODF if you want. And, set ivar37 to how you want
	the default extra pool setting for this map.

Monster1 and Monster2: Defines where the monsters will spawn. Use one, both
	or none depending on your intentions. Then set svar19 to define the
	monster ODF to use if you don't want to use the default. And, set
	ivar38 to how you want the default monster run setting for this map.
        Monsters don't spawn on Low Difficulty.

Capturee: Defines where the captureable item will spawn.

ivar35=X: {X:0-32} Sets the default number of Rampage units spawned for this map.
ivar36=X: {X:0,1} 0 = Off/ 1 = on -- Weapons crate spawning default value for your map.
ivar37=X: {X:0,1} 0 = Off/ 1 = on -- Spawn Easy Pools no matter what skill level is set.
ivar38=X: {X:0,1} 0 = Off/ 1 = on -- Toggles Monster Run if the path points exist.
ivar39=X: {X:0,1} 0 = Off/ 1 = on -- Toggles Capture fuction.
ivar40=X: {X:0-1800} The number of seconds after the game has started before the monsters
                     are built. The timer will randomize by +/-10%.

svar19="monsterODF" -- use the odf name of monster without the ".odf" extentsion.
svar20="myobject" -- use the odf name of Capturee without the ".odf" extension.
svar21="easypoolODF" -- use the odf name of scrap pool without the ".odf" extentsion.


NOTE: If you leave the ivars out of your maps INF file then they will default to 0.
      All of the above path points and variables are optional.


Summary of changes/fixes/additions:
-----------------------------------
1. Activated the RandomPool routine that was not working in Rev.C.

2. Added two additional pools spawned by the DLL on easy for the human teams. To be used
   on hard maps at the discretion of the map builder. Each path point is evaluated seperately
   and if it exists. The easy pools spawn solely based on easy pool toggle in the mpi settings
   panel. Uses ivar37 to control. Set svar21 to your own custom scrap pool ODF so that it is
   more map specific. If you don't define svar21 then "cpstpool01" will be used as the pools
   definition.

3. Added weapons crate spawning that is toggleable to help the beginner. Added a fix to
   remove weapons crates each time the spawn routine is called to spawn new crates. This may
   help with maps where the crates spawn outside of the playable area.

4. Added in Rampage mode. If you enter a value for Rampage units outside of the valid range
   then the DLL decides how many you will get :)

5. Increased maximum portal count to 60. You may now have multiple destination portals. This
   is so that if portalE1 is destoryed by the humans and portalE2 exists then the third race
   will start to come out of portalE2 instead being locked out of the map all together, etc.

6. Added in a startup unit selection list on the MPI settings page. This changes the value
   of ivar7. Map makers may continue to set a default value for ivar7 and that will reflect
   on the list when the map is first selected.

7. Added in captureable item using a path point "Capturee". The item is captured by the
   first vehicle that comes within about 40 meters. The capturee is spawned on team 0
   and when captured it switches to the team of the capturer. Has limited use but can get
   very interesting when done right. This is toggleable and the units spawned is controlled
   by the map INF settings. Included "ibNuclearCL.odf" as an example of something that may
   be used for the capturable item. Other similar existing ODFs are: cbagen and ebmgen.

8. Activated the Monster Run routine. If you put in at least one of "Monster1" and "Monster2"
   path points, and ivar38 is set to 1 then the monsters will spawn when the human team recycler
   is deployed. And, they will then attack the recycler. You can specify your own monster by
   setting svar19 to the ODF you wish to use. Make sure you place the MonterX path points such
   that a slow, lumbering, walking monster can easily make it's way to the human team recycler.
   This is solely a novelty annoyance that can be fun or brutal.

   NOTE: I am aware that the Rhinos are wacked out, so you may wish to look at using your own
         monster or annoying vehicle. Just set the path points according to your chosen type
         of attacker so the attackers don't just show up out of thin-air at the human base.

9. Modified portal routine to see if a destination portal exists for third race. If not, then
   remove the units as they move through groupE0 portal. This is combined with the fix in
   Rev.C where we don't make any more third race units when there is no destination portal.

10. Found the bug that prevented PortalUser9 from being removed at startup and from using the
    GroupE portals.