</point>
<point name="item_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
-Nex, Electro and Crylink ammo
+Vortex, Electro and Crylink ammo
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">cells gained by this item (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h1.md3"
</point>
-<point name="item_invincible" color=".3 .3 1" box="-30 -30 0 30 30 48">
+<point name="item_shield" color=".3 .3 1" box="-30 -30 0 30 30 48">
Strong Shield
In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
itemkeys MUST always have exactly one bit set.
</point>
-<point name="item_minst_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
+
+<point name="item_key1" color="0 .5 .8" box="-16 -16 -24 16 16 32">
+SILVER key.
+-----------KEYS------------
+<color key="colormod" name="colormod">color of the key (default: '.9 .9 .9').</color>
+<string key="message" name="message">message to print when player picks up this key.</string>
+<model key="model" name="model">custom model to use.</model>
+<sound key="noise" name="noise">custom sound to play when player picks up the key.</sound>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+---------NOTES----------
+Don't use this entity on new maps! Use item_key instead.
+</point>
+
+<point name="item_key2" color="0 .5 .8" box="-16 -16 -24 16 16 32">
+GOLD key.
+-----------KEYS------------
+<color key="colormod" name="colormod">color of the key (default: '1 .9 0').</color>
+<string key="message" name="message">message to print when player picks up this key.</string>
+<model key="model" name="model">custom model to use.</model>
+<sound key="noise" name="noise">custom sound to play when player picks up the key.</sound>
+-------- SPAWNFLAGS --------
+<flag key="FLOATING" name="FLOATING" bit="0">the item will float in air, instead of aligning to the floor by falling</flag>
+---------NOTES----------
+Don't use this entity on new maps! Use item_key instead.
+</point>
+
+
+
+<point name="item_vaporizer_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
Instagib ammo.
Always contains 5 (g_instagib_ammo_drop) shots.
-It only appears when playing Instagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
+It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 45)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
</point>
<point name="item_rockets" color=".3 .3 1" box="-30 -30 0 30 30 32">
-Rocket Launcher, Hagar and Mortar ammo
+Devastator, Hagar and Mortar ammo
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">rockets gained by this item (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/weapons/g_electro.md3"
</point>
-<point name="weapon_grenadelauncher" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_mortar" color="1 0 .5" box="-30 -30 0 30 30 32">
the Mortar
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
modeldisabled="models/weapons/g_laser.md3"
</point>
-<point name="weapon_nex" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Nex
-In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+<point name="weapon_vortex" color="1 0 .5" box="-30 -30 0 30 30 32">
+the Vortex
+In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed.
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
-<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)</real>
+<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_vortex_respawntime_modifier)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
modeldisabled="models/weapons/g_nex.md3"
</point>
-<point name="weapon_rocketlauncher" color="1 0 .5" box="-30 -30 0 30 30 32">
-the Rocket Launcher
-In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+<point name="weapon_devastator" color="1 0 .5" box="-30 -30 0 30 30 32">
+the Devastator
+In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed.
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/weapons/g_shotgun.md3"
</point>
-<point name="weapon_uzi" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_machinegun" color="1 0 .5" box="-30 -30 0 30 30 32">
the Machine Gun
-------- KEYS --------
<real key="ammo_nails" name="ammo_nails">initial bullets of the weapon (if unset, g_pickup_nails is used)</real>
<real3 key="velocity" name="velocity">particle direction and speed</real3>
<real key="waterlevel" name="waterlevel">extra velocity jitter amount</real>
<real key="count" name="count">particle count multiplier (per spawned particle)</real>
-<real3 key="movedir" name="movedir">when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account</real3>
+<real3 key="movedir" name="movedir">when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity</real3>
<sound key="noise" name="noise">sound to play when the particle is emitted</sound>
<real key="atten" name="atten">distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound)</real>
<real key="volume" name="volume">volume of the sound</real>
<real key="waterlevel" name="waterlevel">extra velocity jitter amount</real>
<real key="impulse" name="impulse">number of particles to emit per second (min 0.5, default 2.5)</real>
<real key="count" name="count">particle count multiplier (per spawned particle)</real>
-<real3 key="movedir" name="movedir">when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account</real3>
+<real3 key="movedir" name="movedir">when set, particles will not be emitted from the brush, but instead from the nearest surface in this direction; the length of this vector will determine, how much impact the surface's normal has on the particle velocity</real3>
<sound key="noise" name="noise">sound to play when the particle is emitted</sound>
<real key="atten" name="atten">distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound)</real>
<real key="volume" name="volume">volume of the sound</real>
<flag key="LOCAL" name="LOCAL" bit="1">do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH.</flag>
</point>
-<point name="weapon_minstanex" color="1 0 .5" box="-30 -30 0 30 30 32">
+<point name="weapon_vaporizer" color="1 0 .5" box="-30 -30 0 30 30 32">
Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise.
-the InstaGib Nex. Always kills with one shot.
+the InstaGib Vortex. Always kills with one shot.
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
$E.field+offset
$E.field+offset+randomoffset
where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher.
-Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
+Example is a Mario-style question mark block which could throw a new weapon_vortex when activated like this:
{
"classname" "func_button"
"angle" "-1"
"classname" "target_spawn"
"origin" "0 0 448"
"targetname" "makenex"
-"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
+"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_vortex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
}
-------- KEYS --------
<targetname key="targetname" name="targetname">used to trigger this</targetname>
</point>
<point name="turret_flac" color="1 0 0" box="-32 -32 0 32 32 50">
-Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise.
+Only kills missiles, rockets, mortar & electro secondaries to be precise.
-------- KEYS --------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>