r5709 - in branches/nexuiz-2.0: Docs Docs/htmlfiles data data/gfx data/maps data/models data/qcsrc/client data/qcsrc/server data/scripts data/sound/player/carni-lycan data/sound/player/fricka data/sound/player/insurrectionist data/sound/player/marine data/sound/player/pyria-skadi data/sound/player/reptilian data/sound/player/soldier data/sound/player/specop

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Sat Jan 31 10:11:36 EST 2009


Author: div0
Date: 2009-01-31 10:11:35 -0500 (Sat, 31 Jan 2009)
New Revision: 5709

Added:
   branches/nexuiz-2.0/data/defaultHavoc.cfg
   branches/nexuiz-2.0/data/maps/aggressor.map.options
   branches/nexuiz-2.0/data/maps/bloodprison.map.options
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   branches/nexuiz-2.0/data/maps/eggandbacon.bsp
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   branches/nexuiz-2.0/data/maps/eggandbacon.map
   branches/nexuiz-2.0/data/maps/eggandbacon.map.options
   branches/nexuiz-2.0/data/maps/eggandbacon.mapinfo
   branches/nexuiz-2.0/data/maps/eggandbacon.waypoints
   branches/nexuiz-2.0/data/maps/final_rage.map.options
   branches/nexuiz-2.0/data/maps/ons-reborn-terrain.pcx
   branches/nexuiz-2.0/data/maps/ruiner.map.options
   branches/nexuiz-2.0/data/maps/stormkeep.map.options
   branches/nexuiz-2.0/data/models/grass02.md3
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   branches/nexuiz-2.0/data/models/mtree01.md3
   branches/nexuiz-2.0/data/models/mtree02.md3
   branches/nexuiz-2.0/data/models/mtree03.md3
   branches/nexuiz-2.0/data/physicsHavoc.cfg
   branches/nexuiz-2.0/data/scripts/eggandbacon.shader
   branches/nexuiz-2.0/data/weaponsHavoc.cfg
Removed:
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   branches/nexuiz-2.0/Docs/htmlfiles/basics.aft.working
   branches/nexuiz-2.0/Docs/server/
   branches/nexuiz-2.0/data/gfx/sb_key_carrying_outline.tga
   branches/nexuiz-2.0/data/sound/player/carni-lycan/Coms/
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   branches/nexuiz-2.0/data/sound/player/pyria-skadi/Coms/
   branches/nexuiz-2.0/data/sound/player/pyria-skadi/Player/
   branches/nexuiz-2.0/data/sound/player/reptilian/Coms/
   branches/nexuiz-2.0/data/sound/player/reptilian/Player/
   branches/nexuiz-2.0/data/sound/player/soldier/Coms/
   branches/nexuiz-2.0/data/sound/player/soldier/Player/
   branches/nexuiz-2.0/data/sound/player/specop/Coms/
   branches/nexuiz-2.0/data/sound/player/specop/Player/
Modified:
   branches/nexuiz-2.0/data/qcsrc/client/Main.qc
   branches/nexuiz-2.0/data/qcsrc/server/cl_client.qc
Log:
fix some mess created during merging


Deleted: branches/nexuiz-2.0/Docs/htmlfiles/basics.aft.merge-left.r0
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Deleted: branches/nexuiz-2.0/Docs/htmlfiles/basics.aft.merge-right.r5119
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--- branches/nexuiz-2.0/Docs/htmlfiles/basics.aft.merge-right.r5119	2009-01-31 15:04:34 UTC (rev 5708)
+++ branches/nexuiz-2.0/Docs/htmlfiles/basics.aft.merge-right.r5119	2009-01-31 15:11:35 UTC (rev 5709)
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-#--- AFT (Almost Free Text) source file for Nexuiz Basics Guide
-#--- WARNING: ALWAYS RUN AFT TWICE! (otherwise the toc is missing/not up to date)
-#--- use AFT v5.096 or later (http://www.maplefish.com/todd/aft.html)
-
-*Title: Nexuiz Basics explained
-			http://nexuiz.com	http://alientrap.org
-
-------
-
-This file attempts to cover all of the fundamental principles and techniques for playing Nexuiz in particular, though it will largely apply to any first person shooter.
-
-*_Getting Comfortable_
-
-The most important thing when playing is 'to feel good'.  You need to be comfortable with how the game feels, and how it works, in order to play well.  This means being able to concentrate on the game play itself, without being disturbed by in-game distractions or by various sorts of handicaps.  This guide provides a systematic but very brief introduction to Nexuiz, with a view to increasing your effectiveness in-game, straight off the mark.
-
-
-**''Reducing Clutter''
-Especially when playing against others the first thing you need to ensure is that you can hear and see well.  Although music can enhance the feeling of a game by complementing the action, it can also obscure the sounds of other events - such as players shooting at you or picking up items nearby.  For this reason, many people turn off music while playing (set ''music'' in the ''settings/misc'' menu to ''off'').  You can also improve your ability to hear in-game events by simply using headphones instead of speakers.  Headphones muffle external noises around you, and also make it easier to hear faint noises in the game.  Because of this, you can hear others more easily, and thus react better.
-
-Similarly, eye-candy can make the game very appealing to look at, but can also act to obscure in-game events - the flares and smoke caused by rockets, for example, can make spotting your target much more difficult in the heat of battle.  Eye-candy also incurs performance hits on slower machines, which can make playing difficult.  Bloom might be nice to look at, but it is often just distracting when playing.  So again, many players disable some of the visual effects, so as to make the game easier to play in this regard (things to turn off include ''Bloom'', ''HDR'', ''Gloss'', ''Coronas'' and all the Realtime stuff in the ''settings/effects'' menu).  Although it may seem as if removing visual (and audio) effects will make the game less immersive by reducing the mood which the game designers were aiming for, in the long run it will make it much more rewarding and fun to play.  Darkness and shadows can create creepiness and realism, but you simply don't notice these things in a fast-paced multi player battle.  On the contrary, they make it harder to spot opponents or items and end up being frustrating.  Better to play the game in campaign mode with full visual effects to see how pretty it can be, and then, once you're over the initial craving for eye-candy, start tuning the game to be more functional in multi player.
-
-In this regard, one of the first things to adjust is the brightness and contrast (in the ''settings/video'' menu), so that shadows are not too impenetrable, and areas of alternating light and dark don't create difficulties in tracking opponents.  It's also worthwhile to try increasing you field of view (fov) - the amount you can see to the left and right.  By default, Nexuiz uses a fov of 90 degrees.  Increasing this improves your peripheral vision, but also makes everything seem smaller and thus reduces your ability to aim.  Decreasing it has the opposite effect.  Most gamers find a nice balance somewhere around fov 100-120.  You can find the fov control in the ''multiplayer/player setup'' menu.
-
-
-**''Controlling Your Character''
-Another thing which will greatly improve the game experience is to have comfortable movement controls, and to be able to get to the 'right gun' quickly.  In terms of movement, there's no need to stick to the game defaults for controlling your character.  Some people like to jump with space; some with mouse2.  Some like inverted mouse, and some can't use it.  Some use WASD for forward, left, back, right; some use ESDF or even 8456.  Use whatever you feel good with.
-
-In terms of weapon controls, try to get out of the habit of using the mouse's scroll-wheel to select which weapon to use.  This is a very slow and unreliable way of changing weapons, and in a fast-paced deathmatch your ability to correctly and immediately pick the most appropriate gun for the job is critical.  For example, if you hit someone pretty hard with the rocket launcher, and he has taken a lot of damage, you should switch to the shotgun or machine gun to finish him off, rather than worrying about whether you'll be able to hit him again with the slower and more inaccurate rockets.  Using the mouse wheel to switch may well take too long, and you also have to keep an eye on the weapons as they scroll by (unless your mouse has very good scroll feedback, ''and'' you've memorized the order of weapons, ''and'' you know which weapons you currently have, ''and'' you can figure out on the fly how many scrolls you need to get to the shotgun!).  On the other hand, if you have configured, say, the G key to switch to the shotgun, you can easily switch quickly and reliably, and finish him off in an instant.  For this reason, it's extremely helpful to configure weapon-selection keys around the ones you use for moving.  It's also obviously handy to use a similar layout in all the games you play.  For example, you can have G as the key for 'all shotgun like weapons' in each game.  All 'rocket like' weapons can go on R, and all 'sniper guns' on T, and so on - or whatever suits you!  This way you do not need to think about which key you need for which gun - just what you want to do.  You can change those ''key bindings'' in the ''settings/input'' menu.
-
-Finally, adjust your mouse sensitivity.  Sensitivity controls how much (or fast) your view turns when moving the mouse.  You can make it high sensitivity, which means you need to move the mouse only a short distance to turn fast or far; or you can make it low sensitivity, so that you turn slowly and have to move the mouse further.  A high sensitivity reduces the need to lift and reposition the mouse, and it will help you when doing lots of turns.  A low sensitivity will help you to aim more easily, and also make your aim more steady if you are nervous and have slightly shaky hands.  For the most part, the level of sensitivity you choose depends on how you aim.  This is a very personal thing and you will have to see what you like - again, select the setting which is most comfortable for you.  However, a good rule of thumb when you're learning to play is to configure your sensitivity a little lower than you're comfortable with, and try to get used to it.  After a few hours you will probably find that you have acclimatized, and are aiming better than before.  Keep reducing the sensitivity below your comfort zone until you are happy with your aim, or until it definitely becomes too low for you.  You'd be surprised the difference this makes.  Also consider that you can either use your wrist or your arm to aim - and you'll probably do one or the other more naturally.  Using the wrist is more exact, and thus high sensitivity is found more often among wrist aimers; using the arm involves more mouse movements, and so low sensitivity is common to arm aimers.  As a rule of thumb your sensitivity should be set so that you can comfortably perform a 180 degree turn with one sweep of your mouse.  The sensitivity setting can be found in the ''settings/input'' menu.
-
-
-*_Playing_
-
-**''Identifying Your Opponent''
-Depending on the game mode played you either fight for yourself against all others (sometimes there is just one other player to play against) or its your team vs the other team(s).  Pay attention to the welcoming screen it will tell you what gamemode is being played.  You can find an explaination of those at the end of this guide.
-If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the |Auto| button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the |Auto| button you can also press F6, thats a shortcut for the |Auto| button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press ''TAB''.  The weapon color and the color behind your name is your team color.  Try to only hit the OTHER team(s) :).
-
-**''Hitting Your Opponent''
-Once you're comfortable with your controls and your mouse, you should already find it easier to hit your opponents.  And, if you've bound keys to each of the weapons, you can accurately pick which one to use.  But to know which weapon to select, and to get the most out of it, you must understand the advantages and the use of each.
-
-When you use direct-hit (hitscan) weapons like the shotgun, machine gun, or nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
-
-In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to ''not'' aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
-
-Using projectiles weapons such as the mortar, rocket launcher, and electro, can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Also consider that almost all projectiles will explode when they hit something hard, and that explosion will also cause damage to players nearby (splash damage).  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
-
-Also bear in mind that people try to evade projectiles; and it is even comparatively easy to do this at distance.  If you fire to their left they will see it coming, and change direction to the right.  You can use this to your advantage by boxing them in with explosions - just fire another one to their right.  If you correctly place both projectiles, they will be unable to evade the splash damage from one of them.  Either they will avoid the first and be hit by the second, or they will backtrack to avoid the second and be hit by the first.  Or, even better, they'll not see the first one at all and be hit directly.
-
-A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This ''can'' be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.
-
-**''Controlling The Map''
-To put up a good fight you need to survive an attack, so make sure you pick up health and armor lying around the map.  This will also ensure that your opponents are deprived of these, so it will be easier for you to frag them.  To do this effectively you will have to learn where those items are, and try to get them before someone else does.  Armor and health items reappear 30 seconds after they were taken.  You can use this to your advantage by timing your pickups - look at the scoreboard to see the current map time, and then use this to predict when items will respawn.  This way, you can develop patterns on the map so that you're always around when an item respawns.  However, be careful - patterns make you predictable, and your opponent can also use the timer!  If you keep grabbing the armor or health, he will use this against you by lying an ambush.
-
-The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly ''re''generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight is not usually enough to restore you to useful levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
-
-In regard to the previous point of working a map to control items, and also shooting at where your opponent will be, it's important to try to predict where on the map your opponents are even when you can't directly see them.  First, try to listen for them; secondly, learn the maps so you know the most useful routes and the most popular areas to which people tend to gravitate.  It gives you a marked advantage to be able to say, "I saw or heard someone pick up an armor, so they must be at such-and-such location, and from there he can only go to this place or that place." Just shooting something to the likely places your opponent will be - a rocket or a grenade for example - can often result in either a surprise kill, or in surprise damage which you can then follow up.  Don't underestimate how likely a well-aimed educated guess is to hit someone.  Maybe he'll walk into it - rockets can be hard to see coming, and grenades lying on the floor or spammed into a small space can be really hard to avoid.  Once you've hurt him you'll hear the tink of your damage, and you will also know for sure were he is and can finish him off.  You can pretty much 'lock down' a map by picking up items, and making sure others have a hard time getting around which will also mess with their concentration.
-
-**''Using Weapons Effectively''
-Among the items you can pick up are the weapons.  Some of them are very unique to Nexuiz, and to get the most out of them you need to be familiar with every aspect of how they work - including the rate of fire, the damage per hit, the spread and speed of the payload, and so on.
-
-Almost all weapons in Nexuiz have two firing modes, so make sure you know both.  You normally (depending on game-mode) start equipped with two weapons: the laser and the shotgun, so we'll start with these.  You can bind these weapons to a key at the ''settings/input'' menu or in the console using the command ''bind key "impulse _n_"'', where n is the number of the weapon, below.
-
-	*The laser is not often used as a weapon, as it does not do much damage - but it's a useful tool to move around the map, because it has a significant push.  The 'explosion' from its projectile will push you and other players around a lot.  The trick to using it to move around is to use this push to gain speed or to do huge jumps.  For an easy start, take the laser, look down at the floor, and press fire.  It will push you high into the air.  If you press jump and fire at the same time, you will get even higher - but it depends on the timing, and, for more advanced jumps, also on the angle you fire at the floor, as well as how fast and in which direction you move.  Play around with it, and watch others, and you will learn a very useful skill in Nexuiz.  The secondary fire mode of the laser switches back to the last used weapon.  The laser does not use up any ammo.
-
-	*The grappling hook is an other movement tool.  The primary mode attaches itself to all sorts of solid objects will pull you there to move through the map like spider man.  You can get very fast that way or reach spots you would not get to by other means.  The secondary firemode drops a small gravity bomb that will affect enemy players and also releases a lot of smoke which will make you harder to see and hit.  The gravity bomb uses cell ammo.
-
-	*The port-o-launch is the perfection of movement.  The grenade it launches creates two portals.  On first impact it creates the entrace portal, on secondary impact the exit portal.  If you enter the first one you (or others and also projectiles!!) will be teleported to the secondary portal.  As the first portal will teleport everything it can't be hit but the second portal is quite fragile and thanks to the used wormhole technology will take the other poral along if it lost too much energy.  The wormhole is also the reason why the portals energy decays after some time.  You can replentish the energy by simply teleporting something thru it.
-
-	*The shotgun is very similar to that of other games.  It shoots several hitscan pellets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or other projectile, and subsequently closed to a distance where these are no longer as useful, because it's hard to miss with at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  Starting with Nexuiz 2.3 the secondary firemode will also have a higher spread so the primary is useful for a longer distance then the secondary firemode.  The shotgun uses pellet ammo which is not shared with any other weapons.
-
-	*The machinegun is also quite self-explanatory.  It shoots hitscan bullets (do not get fooled by the eyecandy from the tracers, the mg IS HITSCAN it hits the moment you press fire were you aim) at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than any other weapon.  It is therefore devastating when used at close quarters.  One of the machinegun's unique features is that the first bullet after pressing fire does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but more accurate, and does even more damage per bullet, the same as the primary modes ''first'' bullets.  It is therefore very useful as an improvised sniper weapon for long range kills.  Like the shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The machinegun uses bullet ammo which is not shared with any other weapons.
-
-	*The HLAC (heavy laser assault cannon) is a similar gun but fires highly accelerated laser bolts at an insane refire rate.  The bolds explode on impact and for some extra damage the secondary firemode files several of them at once.  This is only gun that has reduced spread when crouching!  Beware of your cell ammo, this baby eats it like crazy.
-
-	*The mortar is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades' arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the mortar is a solid all-round weapon once you've got the hang of aiming it.  The mortar uses rocket ammo which is shared with the rocket launcher and the hagar.
-
-	*The electro is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently then without, causing a lot of damage.  This combo is very effective in corridors and small rooms.  The electro uses cell ammo which is shared with the crylink and the nex.
-
-	*The crylink is comparable to the shotgun, except that it is not hitscan but shoots plasma projectiles; so it's harder to aim but also does more damage.  The primary fire mode shoots several projectiles at a high rate of fire and narrow spread, while the secondary fire mode has a wider, horizontal spread and lower rate of fire.  The crylink uses cell ammo which is shared with the electro and the nex.
-
-	*The nex is a powerful sniper weapon.  Its primary fire mode fires a hitscan antimatter lance for significant damage, but requires a very precise aim, and has a relatively long reload time.  The secondary fire mode activates zoom.  The nex uses cell ammo which is shared with the crylink and the electro.
-
-	*The minsta nex is the snipers wet dream.  Simiar to the nex but MUCH more powerful.  One hit, one kill, no kidding!  The secondary firemode is identical to the lasers primary shot.  Back in the glory days this gun was used to train steady aim and fast movement.
-
-	*The hagar can be compared to the plasma gun from Quake3.  It has a very high rate of fire, with moderate damage, and some splash damage.  The primary fire mode shoots small projectile missiles at high speed and an extraordinary rate of fire.  The secondary fire mode shoots the same missiles, but at a slower speed and rate of fire, and without the instant trigger.  This means that they will bounce once when hitting a floor or wall, giving you the opportunity to fire around corners, or double your chances to hit someone by spamming an area.  The hagar uses rocket ammo which is shared with the mortar and the rocket launcher.
-
-	*The rocket launcher is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket ''near'' him, and use the secondary fire to cause splash damage which will badly hurt him.  The rocket launcher uses rocket ammo which is shared with the mortar and the hagar.
-
-	*The t.a.g. seeker is a unique weapon system.  The primary fire mode launcher a small tagging device.  If it hits someone it will automatically release several target seeking rockets that will follow the tagged one for quite a while.  Its fun watching them run!  The secondary firemode launches small rockets that explode after a few meters and thus create a sort of explosion shield that will severly damage everyone in its radius and also stops in comming tag-rockets.
-
-Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explostions.  So its possible to blow up the rocket an opponent is shooting at you.  So a good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode and hurt him!  This is also the primary way to make sure the t.a.g. seekers rockets do not hit you!
-Also not that some objects are affected / pushed by explosion like the keys in Keyhunt or the flags in Capture the Flag.
-
-**''Using Jumping Effectively''
-You will need to be able to get around the map quickly and efficiently if you are to hunt down your opponents, and collect items well.  As already mentioned, the laser is useful for jumping and gaining speed - but you can use all explosive weapons for a similar effect.  Other weapons, however, will cause more damage to your health, and not all offer the same strong push as the laser.  The rocket launcher will push you twice as far, but you will also take ''lots'' more damage.  The mortar has the same push as the laser, but its explosion is bigger so the timing and the right angle are less of an issue.  For this reason, the mortar is better for a beginner to learn these sorts of jumps.
-
-You should also know that you gain a bit extra speed moving forward simply by jumping.  When you walk, there is friction from the floor which keeps you at a constant speed.  If you jump as you walk, the amount you touch the floor is considerably less, and so the friction does not slow you down as much.  The longer you jump, the faster you go.  The most simple way to do this is to run forward, jump, and then while you are in the air release and repress/hold the jump button.  Your character will jump again the moment you land, without you having to worry about timing hitting the jump key.  Just repeat it a few times and you will notice you get faster and faster.  Unlike other games, Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower.  The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make.  This can increase your jump speed a little - although not by much.
-
-Another useful thing to know about movement is that if you run and jump, you can release the forward key and instead press the left or right key, and turn your mouse in the same direction.  Doing so will turn or 'bend' your jump in this direction.  This is a useful trick to get around corners, to become less predictable, and also to avoid having to stop jumping to change direction.
-
-Both the speed jumping and the turning require a certain amount of practice, but they are easy to learn - especially compared to the trick jumping found in games like Quake 3 CPMA or Enemy Territory.  However, there is another trick in Nexuiz that does not need any practice at all: the ramp jump.  Just walk up a ramp or slope, and jump.  That jump will get you higher and further than if you had jumped on flat ground.  You can reach some interesting spots by doing this, and ramp jumps can be effectively combined with speed jumping to achieve some remarkable acrobatics which can be very useful for taking shortcuts and thus dominating a map effectively.  It takes some time to learn the good spots were these four tricks can be used to the maximum effectiveness - again, experiment yourself, watch others, and ask around in-game or on the Nexuiz forums (http://www.alientrap.org/forum).
-
-**''The Console''
-Games generally have a great many settings which can be changed or tweaked to give you the best advantage.  A lot of these aren't included in the game menus, which are limited by space and intended to give only a quick and compact view of the most important options.  For all the other variables, you have the in-game console.  This is like a command line inside the game.  You can enter commands to connect to a server, vote for options on the server, or to change variables like your name or various graphic effects.  You can access the console by pressing shift-escape, and you can close it again by pressing escape.  Lots of info is available on the official Nexuiz forum regarding the effective use of the console, but probably the most important in multiplayer is using it for voting, which will be briefly covered here:
-
-When you are on a server, open the console and type ''vhelp''.  This will display a short help regarding voting, and also tell you what can be voted on on the server.  By default, things you can vote for include the timelimit and the map played.  By entering ''vcall timelimit -1'' you call a vote to set the timelimit to -1, which means to end the current map and play the next one.  Or, as another example, ''vcall chmap aggressor'' will start a vote to switch to the map 'Aggressor'.  This vote is printed to every player on the server, who can then accept or reject it.  To accept a vote, press F1 (or type in ''vyes'' at the console); to reject it, press F2 (or enter ''vno'' at the console).  If more then 50% of the players currently on the server accept a vote, the vote is passed and whichever setting has been polled will change.  And in this example the current map will end and the next map will begin.  It does not hurt to tell people to press F1/F2, as some still do not know about it.
-
-**''Game Types''
-Nexuiz supports several different game modes and some smaller changes called mutators.  Both are displayed when you connect to a server.
-
-**''Modes''
-	*Deathmatch (DM) is the most simple game mode.  It is a free-for-all fragfest with every man for himself.  All items are free to grab, and the player with the most frags will win (either by hitting the frag limit, or when the time limit expires).
-
-	*Team Deathmatch (TDM) is similar, but pits teams of players against each other.  Only shoot players with a different color than yourself.  Look at your gun to see your color.  The team with the most frags wins.
-
-	*Capture The Flag (CTF) is a team match in which you have two teams, two bases, and two flags.  You have to get into the enemy base, grab their flag, and bring it back to your own flag to score.  Scoring gives the most points, normal fragging and returning the flag gives some points.  The team with the most points wins.  CTF is a surprisingly complicated game mode, so see the comprehensive CTF guide in the Nexuiz forum for more information ({+http://alientrap.org/forum/viewtopic.php?t=849+}).
-
-	*Minstagib is an improved instagib.  You can pick up lives, so you can survive two shots, and you can pick up an item to become almost invisible.  This is were the minstanex got its name from.
-
-	*Runematch places five runes into the map in addition to the normal items.  A rune gives you a bonus but also a curse - but you only get points for fragging if you carry a rune, so make sure you have one.  You also get points for fragging a rune carrier, and for just holding a rune (but fragging is the quicker way to gain points).  The player with the most points wins.
-
-	*Domination (DOM) is also a team mode.  Throughout the map are domination points.  Touch them and your team will own that point.  You get points for each second you own such a domination point.  Touch points the other team holds to turn it into your own.  The team with the most points wins.
-
-	*Last Man Standing (LMS) puts all players into a map without any items.  Each player has several lives, and starts with all weapons when he spawns.  Each time you are fragged you lose a life.  The winner is the last surviving player.
-
-	*Arena mode is similar to deathmatch, but it only puts two players into a map, with the others waiting in a queue.  When one of both is fragged the next one in the queue will play against the winner.
-
-	*Keyhunt (KH) is a new team mode in Nexuiz 2.3.  Each team has one key and the goal is the collect all keys.  The team with the most points wins.  You get small points for fragging, fragging a keycarrier and picking up a key but you should go for the BIG points you get when ''one team has all the keys and all the keycarriers meet''.  Of cource it also works when ONE player gets all the keys for his team but this is ''much'' harder.
-
-	*Onslaught (ONS) is a new team mode in Nexuiz 2.4.  Each team has a powergenerator and the goal is to destroy the enemies generator.  Each generator and all except one checkpoint in the map are protected by an forcefield which is powered by nearby checkpoint.  Your team has to start at the one unprotected checkpoint and work your way up to the enemies generator.  Find the perfect balance between attacking the enemies checkpoints/generator and protecting your own.
-
-	*Assault (AS) is a similar team mode and also new in Nexuiz 2.4.  There are objects in the map, only one is active at a time and you have to complete that one to unlock the next objective.  One round ends if the last objective is completed or timelimit is hit.  After the round the teams swap the attackers/defender roles.
-
-	*Race is a new mode for all the quick people in Nexuiz 2.5.  The goal is to race through the level as fast as possible.  A timer is set off at the startline and stopped at the endline.  Checkpoints in between give you an update on your time and compared to the top player.  There are three different race modes:
-
-		*Qualifying mode saves each player's fastest lap time and the player with the fastest time wins. When you die, you respawn in front of the startline.  Players can't interact in this mode. They walk through eachother and can't shoot at the others.
-
-		*Race mode is won by the player who makes a certain count of laps first.  Players can interact and kill eachother.  When killed, you respawn in front of the last checkpoint you went through.
-
-		*Mixed mode has the players first compete in qualifying mode for a certain time, or until they are all ready, then the game switches to race mode.  The fastest player in qualifying mode is the first to spawn in race mode and so on. 
-
-**''Mutators''
-	*The hook mutator will add an off-hand hook which can be used like the grappling hook but can be used while you whield other guns.  Fire the hook at a ceiling or wall using the key configured through the menu or bound using ''bind "key" "+hook"''.  Hold down this key while the hook is attached to be pulled toward it.
-
-	*Laser-guided rockets will give you a laser dot on the rocket launcher which you can use to guide the most recently fired rocket.
-
-	*Vampire will add whatever damage you do to your opponent to your own health.
-
-	*Nixnex will remove normal guns from the map and give all players the same gun.  That gun is changed after a while.
-
-	*Footsteps will add footstep sounds to your movements.
-
-	*Weapon Arena equips everyone with the ''arena gun'' choosen by the server admin.
-
-There are some more of these mutators, but those are the most important ones.
-
-A list of useful links:
-	*The official Nexuiz forum: {+http://alientrap.org/forum+}
-
-	*The semiofficial Nexuiz wiki: {+http://alientrap.org/wiki+}
-
-	*The official Nexuiz ladder: {+http://planetnexuiz.com/ladder+}
-
-	*The Official Nexuiz tournaments: {+http://planetnexuiz.com/tourney+}
-
-	*General Nexuiz Tips and Tricks: {+http://alientrap.org/forum/viewtopic.php?t=90+}
-
-	*How to get more help via IRC: {+http://alientrap.org/forum/viewtopic.php?t=497+}
-
-	*CTF guide and ctf MAPS guide: {+http://alientrap.org/forum/viewtopic.php?t=849+}
-
-	*Team communication explained: {+http://alientrap.org/forum/viewtopic.php?t=555+}
-
-	*A few useful jumps: http://esteel.planetnexuiz.de/nexuiz/demos/jumps.pk3  (copy the file into Nexuiz/data and you should find the demos in the demos menu)
-
-	*FPS settings: {+http://alientrap.org/forum/viewtopic.php?t=1628+}
-
-	*A list of all available variables in Nexuiz: {+http://alientrap.org/wiki/pmwiki.php?n=Main.GameTweaks+}
-
-	*A list of all available commands in Nexuiz: {+http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands+}
-
-	*Some info about generic strategy in games: {+http://alientrap.org/forum/viewtopic.php?t=3496+}

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-#--- AFT (Almost Free Text) source file for Nexuiz Basics Guide
-#--- WARNING: ALWAYS RUN AFT TWICE! (otherwise the toc is missing/not up to date)
-#--- use AFT v5.096 or later (http://www.maplefish.com/todd/aft.html)
-
-*Title: Nexuiz Basics explained
-			http://nexuiz.com	http://alientrap.org
-
-------
-
-This file attempts to cover all of the fundamental principles and techniques for playing Nexuiz in particular, though it will largely apply to any first person shooter.
-
-*_Getting Comfortable_
-
-The most important thing when playing is 'to feel good'.  You need to be comfortable with how the game feels, and how it works, in order to play well.  This means being able to concentrate on the game play itself, without being disturbed by in-game distractions or by various sorts of handicaps.  This guide provides a systematic but very brief introduction to Nexuiz, with a view to increasing your effectiveness in-game, straight off the mark.
-
-
-**''Reducing Clutter''
-Especially when playing against others the first thing you need to ensure is that you can hear and see well.  Although music can enhance the feeling of a game by complementing the action, it can also obscure the sounds of other events - such as players shooting at you or picking up items nearby.  For this reason, many people turn off music while playing (set ''music'' in the ''settings/misc'' menu to ''off'').  You can also improve your ability to hear in-game events by simply using headphones instead of speakers.  Headphones muffle external noises around you, and also make it easier to hear faint noises in the game.  Because of this, you can hear others more easily, and thus react better.
-
-Similarly, eye-candy can make the game very appealing to look at, but can also act to obscure in-game events - the flares and smoke caused by rockets, for example, can make spotting your target much more difficult in the heat of battle.  Eye-candy also incurs performance hits on slower machines, which can make playing difficult.  Bloom might be nice to look at, but it is often just distracting when playing.  So again, many players disable some of the visual effects, so as to make the game easier to play in this regard (things to turn off include ''Bloom'', ''HDR'', ''Gloss'', ''Coronas'' and all the Realtime stuff in the ''settings/effects'' menu).  Although it may seem as if removing visual (and audio) effects will make the game less immersive by reducing the mood which the game designers were aiming for, in the long run it will make it much more rewarding and fun to play.  Darkness and shadows can create creepiness and realism, but you simply don't notice these things in a fast-paced multi player battle.  On the contrary, they make it harder to spot opponents or items and end up being frustrating.  Better to play the game in campaign mode with full visual effects to see how pretty it can be, and then, once you're over the initial craving for eye-candy, start tuning the game to be more functional in multi player.
-
-In this regard, one of the first things to adjust is the brightness and contrast (in the ''settings/video'' menu), so that shadows are not too impenetrable, and areas of alternating light and dark don't create difficulties in tracking opponents.  It's also worthwhile to try increasing you field of view (fov) - the amount you can see to the left and right.  By default, Nexuiz uses a fov of 90 degrees.  Increasing this improves your peripheral vision, but also makes everything seem smaller and thus reduces your ability to aim.  Decreasing it has the opposite effect.  Most gamers find a nice balance somewhere around fov 100-120.  You can find the fov control in the ''multiplayer/player setup'' menu.
-
-
-**''Controlling Your Character''
-Another thing which will greatly improve the game experience is to have comfortable movement controls, and to be able to get to the 'right gun' quickly.  In terms of movement, there's no need to stick to the game defaults for controlling your character.  Some people like to jump with space; some with mouse2.  Some like inverted mouse, and some can't use it.  Some use WASD for forward, left, back, right; some use ESDF or even 8456.  Use whatever you feel good with.
-
-In terms of weapon controls, try to get out of the habit of using the mouse's scroll-wheel to select which weapon to use.  This is a very slow and unreliable way of changing weapons, and in a fast-paced deathmatch your ability to correctly and immediately pick the most appropriate gun for the job is critical.  For example, if you hit someone pretty hard with the rocket launcher, and he has taken a lot of damage, you should switch to the shotgun or machine gun to finish him off, rather than worrying about whether you'll be able to hit him again with the slower and more inaccurate rockets.  Using the mouse wheel to switch may well take too long, and you also have to keep an eye on the weapons as they scroll by (unless your mouse has very good scroll feedback, ''and'' you've memorized the order of weapons, ''and'' you know which weapons you currently have, ''and'' you can figure out on the fly how many scrolls you need to get to the shotgun!).  On the other hand, if you have configured, say, the G key to switch to the shotgun, you can easily switch quickly and reliably, and finish him off in an instant.  For this reason, it's extremely helpful to configure weapon-selection keys around the ones you use for moving.  It's also obviously handy to use a similar layout in all the games you play.  For example, you can have G as the key for 'all shotgun like weapons' in each game.  All 'rocket like' weapons can go on R, and all 'sniper guns' on T, and so on - or whatever suits you!  This way you do not need to think about which key you need for which gun - just what you want to do.  You can change those ''key bindings'' in the ''settings/input'' menu.
-
-Finally, adjust your mouse sensitivity.  Sensitivity controls how much (or fast) your view turns when moving the mouse.  You can make it high sensitivity, which means you need to move the mouse only a short distance to turn fast or far; or you can make it low sensitivity, so that you turn slowly and have to move the mouse further.  A high sensitivity reduces the need to lift and reposition the mouse, and it will help you when doing lots of turns.  A low sensitivity will help you to aim more easily, and also make your aim more steady if you are nervous and have slightly shaky hands.  For the most part, the level of sensitivity you choose depends on how you aim.  This is a very personal thing and you will have to see what you like - again, select the setting which is most comfortable for you.  However, a good rule of thumb when you're learning to play is to configure your sensitivity a little lower than you're comfortable with, and try to get used to it.  After a few hours you will probably find that you have acclimatized, and are aiming better than before.  Keep reducing the sensitivity below your comfort zone until you are happy with your aim, or until it definitely becomes too low for you.  You'd be surprised the difference this makes.  Also consider that you can either use your wrist or your arm to aim - and you'll probably do one or the other more naturally.  Using the wrist is more exact, and thus high sensitivity is found more often among wrist aimers; using the arm involves more mouse movements, and so low sensitivity is common to arm aimers.  As a rule of thumb your sensitivity should be set so that you can comfortably perform a 180 degree turn with one sweep of your mouse.  The sensitivity setting can be found in the ''settings/input'' menu.
-
-
-*_Playing_
-
-**''Identifying Your Opponent''
-Depending on the game mode played you either fight for yourself against all others (sometimes there is just one other player to play against) or its your team vs the other team(s).  Pay attention to the welcoming screen it will tell you what gamemode is being played.  You can find an explaination of those at the end of this guide.
-If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the |Auto| button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the |Auto| button you can also press F6, thats a shortcut for the |Auto| button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press ''TAB''.  The weapon color and the color behind your name is your team color.  Try to only hit the OTHER team(s) :).
-
-**''Hitting Your Opponent''
-Once you're comfortable with your controls and your mouse, you should already find it easier to hit your opponents.  And, if you've bound keys to each of the weapons, you can accurately pick which one to use.  But to know which weapon to select, and to get the most out of it, you must understand the advantages and the use of each.
-
-When you use direct-hit (hitscan) weapons like the shotgun, machine gun, or nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
-
-In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to ''not'' aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
-
-Using projectiles weapons such as the mortar, rocket launcher, and electro, can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Also consider that almost all projectiles will explode when they hit something hard, and that explosion will also cause damage to players nearby (splash damage).  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
-
-Also bear in mind that people try to evade projectiles; and it is even comparatively easy to do this at distance.  If you fire to their left they will see it coming, and change direction to the right.  You can use this to your advantage by boxing them in with explosions - just fire another one to their right.  If you correctly place both projectiles, they will be unable to evade the splash damage from one of them.  Either they will avoid the first and be hit by the second, or they will backtrack to avoid the second and be hit by the first.  Or, even better, they'll not see the first one at all and be hit directly.
-
-A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This ''can'' be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.
-
-**''Controlling The Map''
-To put up a good fight you need to survive an attack, so make sure you pick up health and armor lying around the map.  This will also ensure that your opponents are deprived of these, so it will be easier for you to frag them.  To do this effectively you will have to learn where those items are, and try to get them before someone else does.  Armor and health items reappear 30 seconds after they were taken.  You can use this to your advantage by timing your pickups - look at the scoreboard to see the current map time, and then use this to predict when items will respawn.  This way, you can develop patterns on the map so that you're always around when an item respawns.  However, be careful - patterns make you predictable, and your opponent can also use the timer!  If you keep grabbing the armor or health, he will use this against you by lying an ambush.
-
-The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly ''re''generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight is not usually enough to restore you to useful levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
-
-In regard to the previous point of working a map to control items, and also shooting at where your opponent will be, it's important to try to predict where on the map your opponents are even when you can't directly see them.  First, try to listen for them; secondly, learn the maps so you know the most useful routes and the most popular areas to which people tend to gravitate.  It gives you a marked advantage to be able to say, "I saw or heard someone pick up an armor, so they must be at such-and-such location, and from there he can only go to this place or that place." Just shooting something to the likely places your opponent will be - a rocket or a grenade for example - can often result in either a surprise kill, or in surprise damage which you can then follow up.  Don't underestimate how likely a well-aimed educated guess is to hit someone.  Maybe he'll walk into it - rockets can be hard to see coming, and grenades lying on the floor or spammed into a small space can be really hard to avoid.  Once you've hurt him you'll hear the tink of your damage, and you will also know for sure were he is and can finish him off.  You can pretty much 'lock down' a map by picking up items, and making sure others have a hard time getting around which will also mess with their concentration.
-
-**''Using Weapons Effectively''
-Among the items you can pick up are the weapons.  Some of them are very unique to Nexuiz, and to get the most out of them you need to be familiar with every aspect of how they work - including the rate of fire, the damage per hit, the spread and speed of the payload, and so on.
-
-Almost all weapons in Nexuiz have two firing modes, so make sure you know both.  You normally (depending on game-mode) start equipped with two weapons: the laser and the shotgun, so we'll start with these.  You can bind these weapons to a key at the ''settings/input'' menu or in the console using the command ''bind key "impulse _n_"'', where n is the number of the weapon, below.
-
-	*The laser is not often used as a weapon, as it does not do much damage - but it's a useful tool to move around the map, because it has a significant push.  The 'explosion' from its projectile will push you and other players around a lot.  The trick to using it to move around is to use this push to gain speed or to do huge jumps.  For an easy start, take the laser, look down at the floor, and press fire.  It will push you high into the air.  If you press jump and fire at the same time, you will get even higher - but it depends on the timing, and, for more advanced jumps, also on the angle you fire at the floor, as well as how fast and in which direction you move.  Play around with it, and watch others, and you will learn a very useful skill in Nexuiz.  The secondary fire mode of the laser switches back to the last used weapon.  The laser does not use up any ammo.
-
-	*The shotgun is very similar to that of other games.  It shoots several hitscan pellets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or other projectile, and subsequently closed to a distance where these are no longer as useful, because it's hard to miss with at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  Starting with Nexuiz 2.3 the secondary firemode will also have a higher spread so the primary is useful for a longer distance then the secondary firemode.  The shotgun uses pellet ammo which is not shared with any other weapons.
-
-	*The machinegun is also quite self-explanatory.  It shoots hitscan bullets (do not get fooled by the eyecandy from the tracers, the mg IS HITSCAN it hits the moment you press fire were you aim) at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than any other weapon.  It is therefore devastating when used at close quarters.  One of the machinegun's unique features is that the first bullet after pressing fire does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but more accurate, and does even more damage per bullet, the same as the primary modes ''first'' bullets.  It is therefore very useful as an improvised sniper weapon for long range kills.  Like the shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The machinegun uses bullet ammo which is not shared with any other weapons.
-
-	*The mortar is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades' arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the mortar is a solid all-round weapon once you've got the hang of aiming it.  The mortar uses rocket ammo which is shared with the rocket launcher and the hagar.
-
-	*The electro is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently then without, causing a lot of damage.  This combo is very effective in corridors and small rooms.  The electro uses cell ammo which is shared with the crylink and the nex.
-
-	*The crylink is comparable to the shotgun, except that it is not hitscan but shoots plasma projectiles; so it's harder to aim but also does more damage.  The primary fire mode shoots several projectiles at a high rate of fire and narrow spread, while the secondary fire mode has a wider, horizontal spread and lower rate of fire.  The crylink uses cell ammo which is shared with the electro and the nex.
-
-	*The nex is a powerful sniper weapon.  Its primary fire mode fires a hitscan antimatter lance for significant damage, but requires a very precise aim, and has a relatively long reload time.  The secondary fire mode activates zoom.  The nex uses cell ammo which is shared with the crylink and the electro.
-
-	*The hagar can be compared to the plasma gun from Quake3.  It has a very high rate of fire, with moderate damage, and some splash damage.  The primary fire mode shoots small projectile missiles at high speed and an extraordinary rate of fire.  The secondary fire mode shoots the same missiles, but at a slower speed and rate of fire, and without the instant trigger.  This means that they will bounce once when hitting a floor or wall, giving you the opportunity to fire around corners, or double your chances to hit someone by spamming an area.  The hagar uses rocket ammo which is shared with the mortar and the rocket launcher.
-
-	*The rocket launcher is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket ''near'' him, and use the secondary fire to cause splash damage which will badly hurt him.  The rocket launcher uses rocket ammo which is shared with the mortar and the hagar.
-
-Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explostions.  So its possible to blow up the rocket an opponent is shooting at you.  So a good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode and hurt him!
-
-**''Using Jumping Effectively''
-You will need to be able to get around the map quickly and efficiently if you are to hunt down your opponents, and collect items well.  As already mentioned, the laser is useful for jumping and gaining speed - but you can use all explosive weapons for a similar effect.  Other weapons, however, will cause more damage to your health, and not all offer the same strong push as the laser.  The rocket launcher will push you twice as far, but you will also take ''lots'' more damage.  The mortar has the same push as the laser, but its explosion is bigger so the timing and the right angle are less of an issue.  For this reason, the mortar is better for a beginner to learn these sorts of jumps.
-
-You should also know that you gain a bit extra speed moving forward simply by jumping.  When you walk, there is friction from the floor which keeps you at a constant speed.  If you jump as you walk, the amount you touch the floor is considerably less, and so the friction does not slow you down as much.  The longer you jump, the faster you go.  The most simple way to do this is to run forward, jump, and then while you are in the air release and repress/hold the jump button.  Your character will jump again the moment you land, without you having to worry about timing hitting the jump key.  Just repeat it a few times and you will notice you get faster and faster.  Unlike other games, Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower.  The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make.  This can increase your jump speed a little - although not by much.
-
-Another useful thing to know about movement is that if you run and jump, you can release the forward key and instead press the left or right key, and turn your mouse in the same direction.  Doing so will turn or 'bend' your jump in this direction.  This is a useful trick to get around corners, to become less predictable, and also to avoid having to stop jumping to change direction.
-
-Both the speed jumping and the turning require a certain amount of practice, but they are easy to learn - especially compared to the trick jumping found in games like Quake 3 CPMA or Enemy Territory.  However, there is another trick in Nexuiz that does not need any practice at all: the ramp jump.  Just walk up a ramp or slope, and jump.  That jump will get you higher and further than if you had jumped on flat ground.  You can reach some interesting spots by doing this, and ramp jumps can be effectively combined with speed jumping to achieve some remarkable acrobatics which can be very useful for taking shortcuts and thus dominating a map effectively.  It takes some time to learn the good spots were these four tricks can be used to the maximum effectiveness - again, experiment yourself, watch others, and ask around in-game or on the Nexuiz forums (http://www.alientrap.org/forum).
-
-**''The Console''
-Games generally have a great many settings which can be changed or tweaked to give you the best advantage.  A lot of these aren't included in the game menus, which are limited by space and intended to give only a quick and compact view of the most important options.  For all the other variables, you have the in-game console.  This is like a command line inside the game.  You can enter commands to connect to a server, vote for options on the server, or to change variables like your name or various graphic effects.  You can access the console by pressing shift-escape, and you can close it again by pressing escape.  Lots of info is available on the official Nexuiz forum regarding the effective use of the console, but probably the most important in multiplayer is using it for voting, which will be briefly covered here:
-
-When you are on a server, open the console and type ''vhelp''.  This will display a short help regarding voting, and also tell you what can be voted on on the server.  By default, things you can vote for include the timelimit and the map played.  By entering ''vcall timelimit -1'' you call a vote to set the timelimit to -1, which means to end the current map and play the next one.  Or, as another example, ''vcall chmap aggressor'' will start a vote to switch to the map 'Aggressor'.  This vote is printed to every player on the server, who can then accept or reject it.  To accept a vote, press F1 (or type in ''vyes'' at the console); to reject it, press F2 (or enter ''vno'' at the console).  If more then 50% of the players currently on the server accept a vote, the vote is passed and whichever setting has been polled will change.  And in this example the current map will end and the next map will begin.  It does not hurt to tell people to press F1/F2, as some still do not know about it.
-
-**''Game Types''
-Nexuiz supports several different game modes and some smaller changes called mutators.  Both are displayed when you connect to a server.
-
-**''Modes''
-	*Deathmatch (DM) is the most simple game mode.  It is a free-for-all fragfest with every man for himself.  All items are free to grab, and the player with the most frags will win (either by hitting the frag limit, or when the time limit expires).
-	*Team Deathmatch (TDM) is similar, but pits teams of players against each other.  Only shoot players with a different color than yourself.  Look at your gun to see your color.  The team with the most frags wins.
-	*Capture The Flag (CTF) is a team match in which you have two teams, two bases, and two flags.  You have to get into the enemy base, grab their flag, and bring it back to your own flag to score.  Scoring gives the most points, normal fragging and returning the flag gives some points.  The team with the most points wins.  CTF is a surprisingly complicated game mode, so see the comprehensive CTF guide in the Nexuiz forum for more information ({+http://alientrap.org/forum/viewtopic.php?t=849+}).
-	*Instagib removes all items from the map, and equips everyone with a nexgun.  One hit will kill, and this means some very fast action.  The player with the most frags wins.
-	*Minstagib is an improved instagib.  You can pick up lives, so you can survive two shots, and you can pick up an item to become almost invisible.  The secondary fire mode is the laser, so you can laser jump around the map.
-	*Runematch places five runes into the map in addition to the normal items.  A rune gives you a bonus but also a curse - but you only get points for fragging if you carry a rune, so make sure you have one.  You also get points for fragging a rune carrier, and for just holding a rune (but fragging is the quicker way to gain points).  The player with the most points wins.
-	*Domination is also a team mode.  Throughout the map are domination points.  Touch them and your team will own that point.  You get points for each second you own such a domination point.  Touch points the other team holds to turn it into your own.  The team with the most points wins.
-	*Last Man Standing (LMS) puts all players into a map without any items.  Each player has several lives, and starts with all weapons when he spawns.  Each time you are fragged you lose a life.  The winner is the last surviving player.
-	*Arena mode is similar to deathmatch, but it only puts two players into a map, with the others waiting in a queue.  When one of both is fragged the next one in the queue will play against the winner.
-	*Keyhunt (KH) is a new team mode in Nexuiz 2.3.  Each team has one key and the goal is the collect all keys.  The team with the most points wins.  You get small points for fragging, fragging a keycarrier and picking up a key but you should go for the BIG points you get when ''one team has all the keys and all the keycarriers meet''.  Of cource it also works when ONE player gets all the keys for his team but this is ''much'' harder.
-
-**''Mutators''
-	*The hook mutator will add grappling hook which can be used to move through the map like spider man.  Fire the hook at a ceiling or wall using the key configured through the menu or bound using ''bind "key" "+hook"''.  Hold down this key while the hook is attached to be pulled toward it.
-	*Laser-guided rockets will give you a laser dot which you can use to guide the most recently fired rocket.
-	*Vampire will add whatever damage you do to your opponent to your own health.
-	*Nixnex will remove normal guns from the map and give all players the same gun.  That gun is changed after a while.
-	*Footsteps will add footstep sounds to your movements.
-There are some more of these mutators, but those are the most important ones.
-
-A list of useful links:
-	*The official Nexuiz forum: {+http://alientrap.org/forum+}
-	*The semiofficial Nexuiz wiki: {+http://alientrap.org/wiki+}
-	*The official Nexuiz ladder: {+http://planetnexuiz.com/ladder+}
-	*The Official Nexuiz tournaments: {+http://planetnexuiz.com/tourney+}
-	*General Nexuiz Tips and Tricks: {+http://alientrap.org/forum/viewtopic.php?t=90+}
-	*How to get more help via IRC: {+http://alientrap.org/forum/viewtopic.php?t=497+}
-	*CTF guide and ctf MAPS guide: {+http://alientrap.org/forum/viewtopic.php?t=849+}
-	*Team communication explained: {+http://alientrap.org/forum/viewtopic.php?t=555+}
-	*A few useful jumps: http://esteel.planetnexuiz.de/nexuiz/demos/jumps.pk3  (copy the file into Nexuiz/data and you should find the demos in the demos menu)
-	*FPS settings: {+http://alientrap.org/forum/viewtopic.php?t=1628+}
-	*A list of all available variables in Nexuiz: {+http://alientrap.org/wiki/pmwiki.php?n=Main.GameTweaks+}
-	*A list of all available commands in Nexuiz: {+http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands+}
-	*Some info about generic strategy in games: {+http://alientrap.org/forum/viewtopic.php?t=3496+}

Added: branches/nexuiz-2.0/data/defaultHavoc.cfg
===================================================================
--- branches/nexuiz-2.0/data/defaultHavoc.cfg	                        (rev 0)
+++ branches/nexuiz-2.0/data/defaultHavoc.cfg	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,35 @@
+exec defaultNexuiz.cfg
+
+// Settings changed by Nexuiz Havoc
+
+crosshair 6
+bgmvolume 0
+cl_bob 0
+cl_bobmodel 0
+v_kicktime 0
+gl_polyblend 0
+hostname "Nexuiz Havoc Server"
+set g_spawnshieldtime 0.3
+set g_norecoil 1
+set g_throughfloor 0
+set g_balance_armor_rot 0
+set g_balance_armor_rotlinear 1
+set g_balance_armor_limit 200
+set g_balance_health_regen 0
+set g_balance_health_rot 0
+set g_balance_health_regenlinear 10
+set g_balance_health_rotlinear 1
+set g_balance_health_limit 200
+set g_balance_health_start 125
+set g_balance_weaponswitchdelay 0
+set g_balance_falldamage_deadminspeed 650
+set g_balance_falldamage_minspeed 650
+set g_balance_falldamage_factor 0.0385
+set g_balance_falldamage_maxdamage 5
+seta r_ambient 20
+set g_projectiles_newton_style 0
+seta menu_skin "simplygray"
+set menu_slist_modfilter "havoc"
+
+exec physicsHavoc.cfg
+exec weaponsHavoc.cfg

Deleted: branches/nexuiz-2.0/data/gfx/sb_key_carrying_outline.tga
===================================================================
(Binary files differ)

Added: branches/nexuiz-2.0/data/maps/aggressor.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/aggressor.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/aggressor.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-scale 1.25

Added: branches/nexuiz-2.0/data/maps/bloodprison.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/bloodprison.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/bloodprison.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-scale 1.2

Added: branches/nexuiz-2.0/data/maps/bloodprisonctf.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/bloodprisonctf.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/bloodprisonctf.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-scale 1:1.2

Added: branches/nexuiz-2.0/data/maps/eggandbacon.bsp
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/maps/eggandbacon.bsp
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/maps/eggandbacon.jpg
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/maps/eggandbacon.jpg
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/maps/eggandbacon.map
===================================================================
--- branches/nexuiz-2.0/data/maps/eggandbacon.map	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/eggandbacon.map	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,1095 @@
+
+// entity 0
+{
+"classname" "worldspawn"
+"light" "8192"
+"message" "Egg & Bacon"
+// brush 0
+{
+( 2048 704 256 ) ( -2048 704 256 ) ( 2048 704 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 -512 0 ) ( 2048 -512 0 ) ( -2048 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2176 -704 0 ) ( -2176 -704 256 ) ( 1920 -704 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -1728 -512 0 ) ( -1728 256 0 ) ( -1728 -512 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 256 64 ) ( 2048 -512 64 ) ( -2048 -512 64 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -384 0 -64 ) ( -384 -128 -64 ) ( -384 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 1
+{
+( 2048 960 1472 ) ( -2048 960 1472 ) ( 2048 960 1216 ) eggandbacon/eggandbacon_sky 0 0 0 0.5 0.5 0 0 0
+( 1984 512 2496 ) ( 1984 512 2240 ) ( 1984 -256 2496 ) eggandbacon/eggandbacon_sky 0 0 0 0.5 0.5 0 0 0
+( -2112 -448 1216 ) ( 1984 -448 1216 ) ( -2112 320 1216 ) eggandbacon/eggandbacon_sky 0 0 0 0.5 0.5 0 0 0
+( -2112 -960 1216 ) ( -2112 -960 1472 ) ( 1984 -960 1216 ) eggandbacon/eggandbacon_sky 0 0 0 0.5 0.5 0 0 0
+( -2048 -512 1216 ) ( -2048 256 1216 ) ( -2048 -512 1472 ) eggandbacon/eggandbacon_sky 0 0 0 0.5 0.5 0 0 0
+( -1984 256 1280 ) ( 2112 -512 1280 ) ( -1984 -512 1280 ) eggandbacon/eggandbacon_sky 0 0 0 0.5 0.5 0 0 0
+}
+// brush 2
+{
+( 288 48 112 ) ( 288 -16 112 ) ( -736 48 112 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 512 16 96 ) ( -512 16 96 ) ( 512 16 32 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 256 32 128 ) ( 256 32 64 ) ( 256 -32 128 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -512 -32 64 ) ( 512 -32 64 ) ( -512 32 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -512 -16 64 ) ( -512 -16 128 ) ( 512 -16 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -256 -32 64 ) ( -256 32 64 ) ( -256 -32 128 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+}
+// brush 3
+{
+( 48 -288 112 ) ( -16 -288 112 ) ( 48 736 112 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 16 -512 128 ) ( 16 512 128 ) ( 16 -512 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( 32 -256 128 ) ( 32 -256 64 ) ( -32 -256 128 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -32 512 64 ) ( -32 -512 64 ) ( 32 512 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -16 512 64 ) ( -16 512 128 ) ( -16 -512 64 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 144 -16 64 ) ( -48 -16 -64 ) ( 144 -16 -64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+}
+// brush 4
+{
+( -1232 -352 112 ) ( -1296 -352 112 ) ( -1232 672 112 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -1264 -448 128 ) ( -1264 576 128 ) ( -1264 -448 64 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( -1248 -448 128 ) ( -1248 -448 64 ) ( -1312 -448 128 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( -1312 512 64 ) ( -1312 -512 64 ) ( -1248 512 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -1296 512 64 ) ( -1296 512 128 ) ( -1296 -512 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -1312 448 32 ) ( -1248 448 32 ) ( -1312 448 96 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+}
+// brush 5
+{
+( 1328 -352 112 ) ( 1264 -352 112 ) ( 1328 672 112 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 1296 -448 128 ) ( 1296 576 128 ) ( 1296 -448 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( 1312 -448 128 ) ( 1312 -448 64 ) ( 1248 -448 128 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( 1248 512 64 ) ( 1248 -512 64 ) ( 1312 512 64 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 1264 512 64 ) ( 1264 512 128 ) ( 1264 -512 64 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 1248 448 32 ) ( 1312 448 32 ) ( 1248 448 96 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+}
+// brush 6
+{
+( 48 -288 112 ) ( -16 -288 112 ) ( 48 736 112 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( 16 -512 128 ) ( 16 512 128 ) ( 16 -512 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -32 512 64 ) ( -32 -512 64 ) ( 32 512 64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+( -16 512 64 ) ( -16 512 128 ) ( -16 -512 64 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( -32 256 32 ) ( 32 256 32 ) ( -32 256 96 ) evil1_misc/wrn_big 0 4 0 0.5 -0.5 134217728 0 0
+( -48 16 64 ) ( 48 16 -64 ) ( -48 16 -64 ) evil1_misc/wrn_big 0 4 0 0.5 0.5 134217728 0 0
+}
+// brush 7
+{
+( -1200 448 72 ) ( -1200 384 72 ) ( -1264 384 112 ) evil8_fx/e8_jumppad02 0 -64 90 0.25 0.25 134217728 0 0
+( -1216 448 112 ) ( -1264 448 112 ) ( -1216 448 64 ) evil8_base/e8_base1 -64 0 0 0.25 0.25 134217728 0 0
+( -1200 384 72 ) ( -1200 448 72 ) ( -1200 384 64 ) evil8_base/e8_base1 -64 0 0 0.25 0.25 134217728 0 0
+( -1264 448 104 ) ( -1264 384 104 ) ( -1200 384 64 ) evil8_base/e8_base1 0 -12 -90 1 -1 134217728 0 0
+( -1248 384 64 ) ( -1248 384 112 ) ( -1200 384 64 ) evil8_base/e8_base1 -64 0 0 0.25 0.25 134217728 0 0
+( -1264 384 104 ) ( -1264 448 104 ) ( -1264 448 112 ) common/caulk -64 0 0 0.25 0.25 134217728 0 0
+}
+// brush 8
+{
+( 1264 -384 112 ) ( 1264 -448 112 ) ( 1200 -448 72 ) evil8_fx/e8_jumppad02 0 -64 270 0.25 0.25 134217728 0 0
+( 1264 -384 104 ) ( 1264 -384 112 ) ( 1200 -384 72 ) evil8_base/e8_base1 -64 0 0 0.25 0.25 134217728 0 0
+( 1200 -448 64 ) ( 1200 -384 80 ) ( 1200 -448 80 ) evil8_base/e8_base1 -64 0 0 0.25 0.25 134217728 0 0
+( 1264 -448 104 ) ( 1264 -384 104 ) ( 1200 -448 64 ) evil8_base/e8_base1 0 -12 90 1 -1 134217728 0 0
+( 1264 -448 112 ) ( 1264 -448 104 ) ( 1200 -448 64 ) evil8_base/e8_base1 -64 0 0 0.25 0.25 134217728 0 0
+( 1264 -384 104 ) ( 1264 -448 104 ) ( 1264 -448 112 ) common/caulk -64 0 0 0.25 0.25 134217728 0 0
+}
+// brush 9
+{
+( -480 -872.723815918 1063.2366943359 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -750.4755249023 369.9320678711 ) eggandbacon/platten 0 0 0 -0.5 0.5 0 0 0
+( -1248 -813.5031738281 350.8186035156 ) ( -1248 -935.7515258789 1044.1232910156 ) ( -480 -813.5031738281 350.8186035156 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 64 -1184 64 ) ( -64 -672 64 ) ( -64 -1184 64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 64 -960 1280 ) ( -64 -960 1088 ) ( -64 -960 1280 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( -1536 -512 64 ) ( -2048 -1024 -64 ) ( -1536 -512 -64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 1384 64 1216 ) ( 1440 64 1216 ) ( 1384 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -384 0 -64 ) ( -384 -128 -64 ) ( -384 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 10
+{
+( -480 750.4755249023 369.9320678711 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 872.723815918 1063.2366943359 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -480 813.5031738281 350.8186035156 ) ( -1248 935.7515258789 1044.1232910156 ) ( -1248 813.5031738281 350.8186035156 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -64 1184 64 ) ( -64 672 64 ) ( 64 1184 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 64 960 992 ) ( -64 960 1248 ) ( -64 960 992 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 1024 72 ) ( -1536 512 -56 ) ( -2048 1024 -56 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1420 64 1216 ) ( 1468 64 1216 ) ( 1420 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -384 0 -64 ) ( -384 -128 -64 ) ( -384 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 11
+{
+( 1774.4755859375 1312 369.9320678711 ) ( 1896.7238769531 2080 1063.2366943359 ) ( 1896.7238769531 1312 1063.2366943359 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( 1837.5031738281 1312 350.8186035156 ) ( 1959.7514648438 2080 1044.1232910156 ) ( 1837.5031738281 2080 350.8186035156 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 2208 896 64 ) ( 1696 896 64 ) ( 2208 768 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1984 768 992 ) ( 1984 896 1248 ) ( 1984 896 992 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1536 -512 64 ) ( 2048 -1024 -64 ) ( 1536 -512 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 2048 1024 64 ) ( 1536 512 -64 ) ( 2048 1024 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1384 64 1216 ) ( 1440 64 1216 ) ( 1384 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 12
+{
+( -1896.7238769531 1312 1063.2366943359 ) ( -1896.7238769531 2080 1063.2366943359 ) ( -1774.4755859375 1312 369.9320678711 ) eggandbacon/platten 0 0 0 -0.5 0.5 0 0 0
+( -1837.5031738281 2080 350.8186035156 ) ( -1959.7514648438 2080 1044.1232910156 ) ( -1837.5031738281 1312 350.8186035156 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( -2208 768 64 ) ( -1696 896 64 ) ( -2208 896 64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( -1984 896 992 ) ( -1984 896 1248 ) ( -1984 768 992 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( -1536 512 64 ) ( -2048 1024 -64 ) ( -1536 512 -64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( -2048 -1024 64 ) ( -1536 -512 -64 ) ( -2048 -1024 -64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 1384 64 1216 ) ( 1440 64 1216 ) ( 1384 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 13
+{
+( -59 -720.0904541016 203.9046020508 ) ( 5 -697.8635253906 77.8491973877 ) ( 5 -720.0904541016 203.9046020508 ) eggandbacon/upsign 108 116.2005615234 0 -0.2685185075 0.246201992 134217728 0 0
+( 29 -722.0649414062 169.0319519043 ) ( -35 -659.0372314453 180.1454315186 ) ( 29 -659.0372314453 180.1454315186 ) common/nodraw 102.4137954712 46.7744140625 0 0.5370370746 0.1094241217 134217728 0 0
+( 29 -652.4385986328 142.7227325439 ) ( 29 -737.6932373047 257.6646728516 ) ( 29 -674.6655273438 268.778137207 ) common/nodraw 96.9541015625 37.233215332 0 0.13083148 0.5116977692 134217728 0 0
+( 29 -715.8135986328 133.5788726807 ) ( -35 -652.7858886719 144.6923522949 ) ( -35 -715.8135986328 133.5788726807 ) common/nodraw 102.4137954712 61.7299804688 0 0.537037015 0.1094226837 134217728 0 0
+( -29 -637.1575317383 56.0596466064 ) ( -29 -722.4122314453 171.0015716553 ) ( -29 -700.1852416992 44.9461669922 ) common/nodraw 96.9497070312 37.233215332 0 0.1308313757 0.5116977692 134217728 0 0
+( -480 -750.4755249023 369.9320678711 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -872.723815918 1063.2366943359 ) common/nodraw 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 14
+{
+( 5 720.0904541016 203.9046020508 ) ( 5 697.8635253906 77.8491973877 ) ( -59 720.0904541016 203.9046020508 ) eggandbacon/upsign 108 116.2004394531 0 0.2685185075 0.246201992 134217728 0 0
+( 29 659.0372314453 180.1454315186 ) ( -35 659.0372314453 180.1454315186 ) ( 29 722.0649414062 169.0319519043 ) common/nodraw 102.4137954712 46.7744140625 0 0.5370370746 0.1094241217 134217728 0 0
+( 29 674.6655273438 268.778137207 ) ( 29 737.6932373047 257.6646728516 ) ( 29 652.4385986328 142.7227325439 ) common/nodraw 96.9541015625 37.233215332 0 0.13083148 0.5116977692 134217728 0 0
+( -35 715.8135986328 133.5788726807 ) ( -35 652.7858886719 144.6923522949 ) ( 29 715.8135986328 133.5788726807 ) common/nodraw 102.4137954712 61.7299804688 0 0.537037015 0.1094226837 134217728 0 0
+( -29 700.1852416992 44.9461669922 ) ( -29 722.4122314453 171.0015716553 ) ( -29 637.1575317383 56.0596466064 ) common/nodraw 96.9497070312 37.233215332 0 0.1308313757 0.5116977692 134217728 0 0
+( -480 872.723815918 1063.2366943359 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 750.4755249023 369.9320678711 ) common/nodraw 0 0 0 0.5 0.5 134217728 0 0
+}
+// brush 15
+{
+( 1056 -152 1192 ) ( 1056 0 1192 ) ( 1056 0 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( 1008 -128 1192 ) ( 1024 -128 1192 ) ( 1024 -128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( 992 -8 1192 ) ( 992 -160 1192 ) ( 992 -160 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( 1048 128 1192 ) ( 1032 128 1192 ) ( 1032 128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( 1040 16 1136 ) ( 1040 -136 1136 ) ( 1024 -136 1136 ) eggandbacon/light_side -64 -160 -180 0.5 0.5 134217728 0 0
+( 1024 -144 1120 ) ( 1040 -144 1120 ) ( 1040 8 1120 ) eggandbacon/light_bottom 32 128 0 1 -1 134217728 0 0
+}
+// brush 16
+{
+( 544 -152 1192 ) ( 544 0 1192 ) ( 544 0 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( 496 -128 1192 ) ( 512 -128 1192 ) ( 512 -128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( 480 -8 1192 ) ( 480 -160 1192 ) ( 480 -160 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( 536 128 1192 ) ( 520 128 1192 ) ( 520 128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( 528 16 1136 ) ( 528 -136 1136 ) ( 512 -136 1136 ) eggandbacon/light_side -64 -160 -180 0.5 0.5 134217728 0 0
+( 512 -144 1120 ) ( 528 -144 1120 ) ( 528 8 1120 ) eggandbacon/light_bottom 32 128 0 1 -1 134217728 0 0
+}
+// brush 17
+{
+( -480 -152 1192 ) ( -480 0 1192 ) ( -480 0 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( -528 -128 1192 ) ( -512 -128 1192 ) ( -512 -128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( -544 -8 1192 ) ( -544 -160 1192 ) ( -544 -160 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( -488 128 1192 ) ( -504 128 1192 ) ( -504 128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( -496 16 1136 ) ( -496 -136 1136 ) ( -512 -136 1136 ) eggandbacon/light_side -64 -160 -180 0.5 0.5 134217728 0 0
+( -512 -144 1120 ) ( -496 -144 1120 ) ( -496 8 1120 ) eggandbacon/light_bottom 32 128 0 1 -1 134217728 0 0
+}
+// brush 18
+{
+( -992 -152 1192 ) ( -992 0 1192 ) ( -992 0 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( -1040 -128 1192 ) ( -1024 -128 1192 ) ( -1024 -128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( -1056 -8 1192 ) ( -1056 -160 1192 ) ( -1056 -160 1184 ) eggandbacon/light_side 160 -144 -180 0.5 -0.5 134217728 0 0
+( -1000 128 1192 ) ( -1016 128 1192 ) ( -1016 128 1184 ) eggandbacon/light_side -64 -144 -180 0.5 -0.5 134217728 0 0
+( -1008 16 1136 ) ( -1008 -136 1136 ) ( -1024 -136 1136 ) eggandbacon/light_side -64 -160 -180 0.5 0.5 134217728 0 0
+( -1024 -144 1120 ) ( -1008 -144 1120 ) ( -1008 8 1120 ) eggandbacon/light_bottom 32 128 0 1 -1 134217728 0 0
+}
+// brush 19
+{
+( 1054 -128 1136 ) ( 1056 -128 1136 ) ( 1089 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1056 -128 1136 ) ( 1054 -128 1136 ) ( 1056 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1056 -128 1136 ) ( 1056 -128 1134 ) ( 1089 -900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1056 -128 1132 ) ( 1054 -128 1132 ) ( 1087 -900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1052 -128 1134 ) ( 1052 -128 1136 ) ( 1085 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -480 -750.4755249023 369.9320678711 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 20
+{
+( 959 -900 1216 ) ( 992 -128 1136 ) ( 994 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 992 -128 1134 ) ( 994 -128 1136 ) ( 992 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 959 -900 1214 ) ( 992 -128 1134 ) ( 992 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 961 -900 1212 ) ( 994 -128 1132 ) ( 992 -128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 963 -900 1216 ) ( 996 -128 1136 ) ( 996 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 2528 -872.723815918 1063.2366943359 ) ( 3296 -872.723815918 1063.2366943359 ) ( 2528 -750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 21
+{
+( 1089 900 1216 ) ( 1056 128 1136 ) ( 1054 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1056 128 1134 ) ( 1054 128 1136 ) ( 1056 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1089 900 1214 ) ( 1056 128 1134 ) ( 1056 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1087 900 1212 ) ( 1054 128 1132 ) ( 1056 128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 1085 900 1216 ) ( 1052 128 1136 ) ( 1052 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -480 872.723815918 1063.2366943359 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 22
+{
+( 994 128 1136 ) ( 992 128 1136 ) ( 959 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 992 128 1136 ) ( 994 128 1136 ) ( 992 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 992 128 1136 ) ( 992 128 1134 ) ( 959 900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 992 128 1132 ) ( 994 128 1132 ) ( 961 900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 996 128 1134 ) ( 996 128 1136 ) ( 963 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 2528 750.4755249023 369.9320678711 ) ( 3296 872.723815918 1063.2366943359 ) ( 2528 872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 23
+{
+( 542 -128 1136 ) ( 544 -128 1136 ) ( 577 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 544 -128 1136 ) ( 542 -128 1136 ) ( 544 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 544 -128 1136 ) ( 544 -128 1134 ) ( 577 -900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 544 -128 1132 ) ( 542 -128 1132 ) ( 575 -900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 540 -128 1134 ) ( 540 -128 1136 ) ( 573 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -992 -750.4755249023 369.9320678711 ) ( -1760 -872.723815918 1063.2366943359 ) ( -992 -872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 24
+{
+( 447 -900 1216 ) ( 480 -128 1136 ) ( 482 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 480 -128 1134 ) ( 482 -128 1136 ) ( 480 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 447 -900 1214 ) ( 480 -128 1134 ) ( 480 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 449 -900 1212 ) ( 482 -128 1132 ) ( 480 -128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 451 -900 1216 ) ( 484 -128 1136 ) ( 484 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 2016 -872.723815918 1063.2366943359 ) ( 2784 -872.723815918 1063.2366943359 ) ( 2016 -750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 25
+{
+( 577 900 1216 ) ( 544 128 1136 ) ( 542 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 544 128 1134 ) ( 542 128 1136 ) ( 544 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 577 900 1214 ) ( 544 128 1134 ) ( 544 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 575 900 1212 ) ( 542 128 1132 ) ( 544 128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 573 900 1216 ) ( 540 128 1136 ) ( 540 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -992 872.723815918 1063.2366943359 ) ( -1760 872.723815918 1063.2366943359 ) ( -992 750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 26
+{
+( 482 128 1136 ) ( 480 128 1136 ) ( 447 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 480 128 1136 ) ( 482 128 1136 ) ( 480 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 480 128 1136 ) ( 480 128 1134 ) ( 447 900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 480 128 1132 ) ( 482 128 1132 ) ( 449 900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 484 128 1134 ) ( 484 128 1136 ) ( 451 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 2016 750.4755249023 369.9320678711 ) ( 2784 872.723815918 1063.2366943359 ) ( 2016 872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 27
+{
+( -482 -128 1136 ) ( -480 -128 1136 ) ( -447 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -480 -128 1136 ) ( -482 -128 1136 ) ( -480 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -480 -128 1136 ) ( -480 -128 1134 ) ( -447 -900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -480 -128 1132 ) ( -482 -128 1132 ) ( -449 -900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -484 -128 1134 ) ( -484 -128 1136 ) ( -451 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -2016 -750.4755249023 369.9320678711 ) ( -2784 -872.723815918 1063.2366943359 ) ( -2016 -872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 28
+{
+( -577 -900 1216 ) ( -544 -128 1136 ) ( -542 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -544 -128 1134 ) ( -542 -128 1136 ) ( -544 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -577 -900 1214 ) ( -544 -128 1134 ) ( -544 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -575 -900 1212 ) ( -542 -128 1132 ) ( -544 -128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -573 -900 1216 ) ( -540 -128 1136 ) ( -540 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 992 -872.723815918 1063.2366943359 ) ( 1760 -872.723815918 1063.2366943359 ) ( 992 -750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 29
+{
+( -447 900 1216 ) ( -480 128 1136 ) ( -482 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -480 128 1134 ) ( -482 128 1136 ) ( -480 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -447 900 1214 ) ( -480 128 1134 ) ( -480 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -449 900 1212 ) ( -482 128 1132 ) ( -480 128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -451 900 1216 ) ( -484 128 1136 ) ( -484 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -2016 872.723815918 1063.2366943359 ) ( -2784 872.723815918 1063.2366943359 ) ( -2016 750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 30
+{
+( -542 128 1136 ) ( -544 128 1136 ) ( -577 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -544 128 1136 ) ( -542 128 1136 ) ( -544 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -544 128 1136 ) ( -544 128 1134 ) ( -577 900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -544 128 1132 ) ( -542 128 1132 ) ( -575 900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -540 128 1134 ) ( -540 128 1136 ) ( -573 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 992 750.4755249023 369.9320678711 ) ( 1760 872.723815918 1063.2366943359 ) ( 992 872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 31
+{
+( -994 -128 1136 ) ( -992 -128 1136 ) ( -959 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -992 -128 1136 ) ( -994 -128 1136 ) ( -992 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -992 -128 1136 ) ( -992 -128 1134 ) ( -959 -900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -992 -128 1132 ) ( -994 -128 1132 ) ( -961 -900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -996 -128 1134 ) ( -996 -128 1136 ) ( -963 -900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -2528 -750.4755249023 369.9320678711 ) ( -3296 -872.723815918 1063.2366943359 ) ( -2528 -872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 32
+{
+( -1089 -900 1216 ) ( -1056 -128 1136 ) ( -1054 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1056 -128 1134 ) ( -1054 -128 1136 ) ( -1056 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1089 -900 1214 ) ( -1056 -128 1134 ) ( -1056 -128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1087 -900 1212 ) ( -1054 -128 1132 ) ( -1056 -128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1085 -900 1216 ) ( -1052 -128 1136 ) ( -1052 -128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 480 -872.723815918 1063.2366943359 ) ( 1248 -872.723815918 1063.2366943359 ) ( 480 -750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 33
+{
+( -959 900 1216 ) ( -992 128 1136 ) ( -994 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -992 128 1134 ) ( -994 128 1136 ) ( -992 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -959 900 1214 ) ( -992 128 1134 ) ( -992 128 1136 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -961 900 1212 ) ( -994 128 1132 ) ( -992 128 1132 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -963 900 1216 ) ( -996 128 1136 ) ( -996 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -2528 872.723815918 1063.2366943359 ) ( -3296 872.723815918 1063.2366943359 ) ( -2528 750.4755249023 369.9320678711 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 34
+{
+( -1054 128 1136 ) ( -1056 128 1136 ) ( -1089 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1056 128 1136 ) ( -1054 128 1136 ) ( -1056 128 1134 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1056 128 1136 ) ( -1056 128 1134 ) ( -1089 900 1214 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1056 128 1132 ) ( -1054 128 1132 ) ( -1087 900 1212 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( -1052 128 1134 ) ( -1052 128 1136 ) ( -1085 900 1216 ) eggandbacon/light_side 0 0 0 0.5 0.5 134217728 0 0
+( 480 750.4755249023 369.9320678711 ) ( 1248 872.723815918 1063.2366943359 ) ( 480 872.723815918 1063.2366943359 ) eggandbacon/light_side 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 35
+{
+( 2048 704 256 ) ( -2048 704 256 ) ( 2048 704 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1728 512 1280 ) ( 1728 512 1024 ) ( 1728 -256 1280 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 -512 0 ) ( 2048 -512 0 ) ( -2048 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 -704 0 ) ( -2048 -704 256 ) ( 2048 -704 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 256 64 ) ( 2048 -512 64 ) ( -2048 -512 64 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( 384 128 64 ) ( 384 -128 -64 ) ( 384 128 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 36
+{
+( -480 750.4755249023 369.9320678711 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 872.723815918 1063.2366943359 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -480 813.5031738281 350.8186035156 ) ( -1248 935.7515258789 1044.1232910156 ) ( -1248 813.5031738281 350.8186035156 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -64 1184 64 ) ( -64 672 64 ) ( 64 1184 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 64 960 992 ) ( -64 960 1248 ) ( -64 960 992 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1536 512 72 ) ( 2048 1024 -56 ) ( 1536 512 -56 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1420 64 1216 ) ( 1468 64 1216 ) ( 1420 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 64 ) ( 384 -128 -64 ) ( 384 128 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 37
+{
+( -480 -872.723815918 1063.2366943359 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -750.4755249023 369.9320678711 ) eggandbacon/platten 0 0 0 -0.5 0.5 0 0 0
+( -1248 -813.5031738281 350.8186035156 ) ( -1248 -935.7515258789 1044.1232910156 ) ( -480 -813.5031738281 350.8186035156 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 64 -1184 64 ) ( -64 -672 64 ) ( -64 -1184 64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 64 -960 1280 ) ( -64 -960 1088 ) ( -64 -960 1280 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 2048 -1024 64 ) ( 1536 -512 -64 ) ( 2048 -1024 -64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 1384 64 1216 ) ( 1440 64 1216 ) ( 1384 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 64 ) ( 384 -128 -64 ) ( 384 128 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 38
+{
+( -480 750.4755249023 369.9320678711 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 872.723815918 1063.2366943359 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -480 813.5031738281 350.8186035156 ) ( -1248 935.7515258789 1044.1232910156 ) ( -1248 813.5031738281 350.8186035156 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 64 960 992 ) ( -64 960 1248 ) ( -64 960 992 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 1420 64 1216 ) ( 1468 64 1216 ) ( 1420 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -256 -64 384 ) ( 128 64 384 ) ( -256 64 384 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 39
+{
+( -480 -872.723815918 1063.2366943359 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -750.4755249023 369.9320678711 ) eggandbacon/platten 0 0 0 -0.5 0.5 0 0 0
+( -1248 -813.5031738281 350.8186035156 ) ( -1248 -935.7515258789 1044.1232910156 ) ( -480 -813.5031738281 350.8186035156 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 64 -960 1280 ) ( -64 -960 1088 ) ( -64 -960 1280 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 1384 64 1216 ) ( 1440 64 1216 ) ( 1384 -64 1216 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -256 -64 384 ) ( 128 64 384 ) ( -256 64 384 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 40
+{
+( -480 750.4755249023 369.9320678711 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 872.723815918 1063.2366943359 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -480 813.5031738281 350.8186035156 ) ( -1248 935.7515258789 1044.1232910156 ) ( -1248 813.5031738281 350.8186035156 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -64 1184 64 ) ( -64 672 64 ) ( 64 1184 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -256 64 384 ) ( 128 64 384 ) ( -256 -64 384 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 41
+{
+( -2048 -512 0 ) ( 2048 -512 0 ) ( -2048 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 256 64 ) ( 2048 -512 64 ) ( -2048 -512 64 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -256 384 -64 ) ( 0 384 -64 ) ( -256 384 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -128 -384 64 ) ( 0 -384 -64 ) ( -128 -384 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 42
+{
+( -2048 -512 0 ) ( 2048 -512 0 ) ( -2048 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 -704 0 ) ( -2048 -704 256 ) ( 2048 -704 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 256 64 ) ( 2048 -512 64 ) ( -2048 -512 64 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -128 -384 -64 ) ( 0 -384 -64 ) ( -128 -384 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 43
+{
+( 2048 704 256 ) ( -2048 704 256 ) ( 2048 704 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 -512 0 ) ( 2048 -512 0 ) ( -2048 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -2048 256 64 ) ( 2048 -512 64 ) ( -2048 -512 64 ) eggandbacon/platten 0 0 0 0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -256 384 64 ) ( 0 384 -64 ) ( -256 384 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 44
+{
+( -480 -872.723815918 1063.2366943359 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -750.4755249023 369.9320678711 ) eggandbacon/platten 0 0 0 -0.5 0.5 0 0 0
+( -1248 -813.5031738281 350.8186035156 ) ( -1248 -935.7515258789 1044.1232910156 ) ( -480 -813.5031738281 350.8186035156 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( 64 -1184 64 ) ( -64 -672 64 ) ( -64 -1184 64 ) common/caulk 0 0 0 -0.5 0.5 0 0 0
+( -384 0 64 ) ( -384 -128 -64 ) ( -384 0 -64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( -256 64 384 ) ( 128 64 384 ) ( -256 -64 384 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+( 384 128 -64 ) ( 384 -128 -64 ) ( 384 128 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
+}
+// brush 45
+{
+( -1808 30 448 ) ( -1808 -970 448 ) ( -1838 30 448 ) evil1_misc/wrn_big -6 0 0 -0.5 0.5 134217728 0 0
+( -1744 928 1334 ) ( -1744 928 54 ) ( -1744 -72 1334 ) evil1_misc/wrn_big -5 0 0 0.5 0.5 134217728 0 0
+( -1772 -970 432 ) ( -1742 -970 432 ) ( -1772 30 432 ) evil1_misc/wrn_big -5 0 0 0.5 0.5 134217728 0 0
+( -480 -750.4755249023 369.9320678711 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -872.723815918 1063.2366943359 ) eggandbacon/platten 0 0 0 -0.5 0.5 134217728 0 0
+( -480 872.723815918 1063.2366943359 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 750.4755249023 369.9320678711 ) eggandbacon/platten 0 0 0 0.5 0.5 134217728 0 0
+( -1774.4755859375 1312 369.9320678711 ) ( -1896.7238769531 2080 1063.2366943359 ) ( -1896.7238769531 1312 1063.2366943359 ) eggandbacon/platten 0 0 0 -0.5 0.5 134217728 0 0
+}
+// brush 46
+{
+( 1792 848 448 ) ( 1792 -816 448 ) ( 1760 848 448 ) evil1_misc/wrn_big -3 0 0 0.5 0.5 134217728 0 0
+( 1760 -816 432 ) ( 1792 -816 432 ) ( 1760 848 432 ) evil1_misc/wrn_big -3 0 0 -0.5 0.5 134217728 0 0
+( 1744 -848 432 ) ( 1744 816 432 ) ( 1744 -848 448 ) evil1_misc/wrn_big -4 0 0 0.5 0.5 134217728 0 0
+( 1896.7238769531 1312 1063.2366943359 ) ( 1896.7238769531 2080 1063.2366943359 ) ( 1774.4755859375 1312 369.9320678711 ) eggandbacon/platten 0 0 0 0.5 0.5 134217728 0 0
+( -480 872.723815918 1063.2366943359 ) ( -1248 872.723815918 1063.2366943359 ) ( -480 750.4755249023 369.9320678711 ) eggandbacon/platten 0 0 0 0.5 0.5 134217728 0 0
+( -480 -750.4755249023 369.9320678711 ) ( -1248 -872.723815918 1063.2366943359 ) ( -480 -872.723815918 1063.2366943359 ) eggandbacon/platten 0 0 0 -0.5 0.5 134217728 0 0
+}
+}
+// entity 1
+{
+"classname" "light"
+"origin" "0 -672 144"
+"light" "8192"
+"target" "centerspot"
+"radius" "128"
+"_color" "1 1 .2"
+}
+// entity 2
+{
+"classname" "info_null"
+"origin" "0 0 64"
+"targetname" "centerspot"
+}
+// entity 3
+{
+"classname" "light"
+"origin" "0 672 144"
+"light" "8192"
+"target" "centerspot"
+"radius" "128"
+"_color" "1 1 .2"
+}
+// entity 4
+{
+"classname" "weapon_hagar"
+"origin" "-1504 -384 96"
+}
+// entity 5
+{
+"classname" "weapon_rocketlauncher"
+"origin" "-1632 -384 96"
+}
+// entity 6
+{
+"classname" "item_rockets"
+"origin" "-1440 -320 96"
+}
+// entity 7
+{
+"classname" "item_rockets"
+"origin" "-1440 -256 96"
+}
+// entity 8
+{
+"classname" "item_rockets"
+"origin" "-1440 -192 96"
+}
+// entity 9
+{
+"classname" "item_rockets"
+"origin" "-1568 -320 96"
+}
+// entity 10
+{
+"classname" "item_rockets"
+"origin" "-1568 -256 96"
+}
+// entity 11
+{
+"classname" "item_rockets"
+"origin" "-1568 -192 96"
+}
+// entity 12
+{
+"classname" "weapon_electro"
+"origin" "-1632 384 96"
+}
+// entity 13
+{
+"classname" "item_cells"
+"origin" "-1568 320 96"
+}
+// entity 14
+{
+"classname" "item_cells"
+"origin" "-1568 256 96"
+}
+// entity 15
+{
+"classname" "item_cells"
+"origin" "-1568 192 96"
+}
+// entity 16
+{
+"classname" "item_cells"
+"origin" "-1440 320 96"
+}
+// entity 17
+{
+"classname" "item_cells"
+"origin" "-1440 256 96"
+}
+// entity 18
+{
+"classname" "item_cells"
+"origin" "-1440 192 96"
+}
+// entity 19
+{
+"classname" "weapon_machinegun"
+"origin" "-1472 0 96"
+}
+// entity 20
+{
+"classname" "item_bullets"
+"origin" "-1408 -64 96"
+}
+// entity 21
+{
+"classname" "item_bullets"
+"origin" "-1408 0 96"
+}
+// entity 22
+{
+"classname" "item_bullets"
+"origin" "-1408 64 96"
+}
+// entity 23
+{
+"classname" "item_shells"
+"origin" "-1664 -576 96"
+}
+// entity 24
+{
+"classname" "item_shells"
+"origin" "-1600 -576 96"
+}
+// entity 25
+{
+"classname" "item_shells"
+"origin" "-1536 -576 96"
+}
+// entity 26
+{
+"classname" "item_shells"
+"origin" "-1472 -576 96"
+}
+// entity 27
+{
+"classname" "item_shells"
+"origin" "-1664 576 96"
+}
+// entity 28
+{
+"classname" "item_shells"
+"origin" "-1600 576 96"
+}
+// entity 29
+{
+"classname" "item_shells"
+"origin" "-1536 576 96"
+}
+// entity 30
+{
+"classname" "item_shells"
+"origin" "-1472 576 96"
+}
+// entity 31
+{
+"classname" "item_health25"
+"origin" "-1280 576 96"
+}
+// entity 32
+{
+"classname" "item_health25"
+"origin" "-1280 -576 96"
+}
+// entity 33
+{
+"classname" "item_armor25"
+"origin" "-1504 256 96"
+}
+// entity 34
+{
+"classname" "weapon_hagar"
+"origin" "1504 384 96"
+"angle" "180"
+}
+// entity 35
+{
+"classname" "weapon_rocketlauncher"
+"origin" "1632 384 96"
+"angle" "180"
+}
+// entity 36
+{
+"classname" "item_rockets"
+"origin" "1440 320 96"
+"angle" "180"
+}
+// entity 37
+{
+"classname" "item_rockets"
+"origin" "1440 256 96"
+"angle" "180"
+}
+// entity 38
+{
+"classname" "item_rockets"
+"origin" "1440 192 96"
+"angle" "180"
+}
+// entity 39
+{
+"classname" "item_rockets"
+"origin" "1568 320 96"
+"angle" "180"
+}
+// entity 40
+{
+"classname" "item_rockets"
+"origin" "1568 256 96"
+"angle" "180"
+}
+// entity 41
+{
+"classname" "item_rockets"
+"origin" "1568 192 96"
+"angle" "180"
+}
+// entity 42
+{
+"classname" "item_cells"
+"origin" "1568 -320 96"
+"angle" "180"
+}
+// entity 43
+{
+"classname" "item_cells"
+"origin" "1568 -256 96"
+"angle" "180"
+}
+// entity 44
+{
+"classname" "item_cells"
+"origin" "1568 -192 96"
+"angle" "180"
+}
+// entity 45
+{
+"classname" "item_cells"
+"origin" "1440 -320 96"
+"angle" "180"
+}
+// entity 46
+{
+"classname" "item_cells"
+"origin" "1440 -256 96"
+"angle" "180"
+}
+// entity 47
+{
+"classname" "item_cells"
+"origin" "1440 -192 96"
+"angle" "180"
+}
+// entity 48
+{
+"classname" "item_bullets"
+"origin" "1408 64 96"
+"angle" "180"
+}
+// entity 49
+{
+"classname" "item_bullets"
+"origin" "1408 0 96"
+"angle" "180"
+}
+// entity 50
+{
+"classname" "item_bullets"
+"origin" "1408 -64 96"
+"angle" "180"
+}
+// entity 51
+{
+"classname" "item_shells"
+"origin" "1664 576 96"
+"angle" "180"
+}
+// entity 52
+{
+"classname" "item_shells"
+"origin" "1600 576 96"
+"angle" "180"
+}
+// entity 53
+{
+"classname" "item_shells"
+"origin" "1536 576 96"
+"angle" "180"
+}
+// entity 54
+{
+"classname" "item_shells"
+"origin" "1472 576 96"
+"angle" "180"
+}
+// entity 55
+{
+"classname" "item_shells"
+"origin" "1664 -576 96"
+"angle" "180"
+}
+// entity 56
+{
+"classname" "item_shells"
+"origin" "1600 -576 96"
+"angle" "180"
+}
+// entity 57
+{
+"classname" "item_shells"
+"origin" "1536 -576 96"
+"angle" "180"
+}
+// entity 58
+{
+"classname" "item_shells"
+"origin" "1472 -576 96"
+"angle" "180"
+}
+// entity 59
+{
+"classname" "item_health25"
+"origin" "1280 -576 96"
+"angle" "180"
+}
+// entity 60
+{
+"classname" "item_health25"
+"origin" "1280 576 96"
+"angle" "180"
+}
+// entity 61
+{
+"classname" "item_armor25"
+"origin" "1504 -256 96"
+"angle" "180"
+}
+// entity 62
+{
+"classname" "info_player_team1"
+"origin" "1664 64 88"
+"angle" "180"
+}
+// entity 63
+{
+"classname" "info_player_team1"
+"origin" "1664 0 88"
+"angle" "180"
+}
+// entity 64
+{
+"classname" "info_player_team1"
+"origin" "1664 -64 88"
+"angle" "180"
+}
+// entity 65
+{
+"classname" "info_player_team1"
+"origin" "1664 480 88"
+"angle" "180"
+}
+// entity 66
+{
+"classname" "info_player_team1"
+"origin" "1536 480 88"
+"angle" "180"
+}
+// entity 67
+{
+"classname" "info_player_team1"
+"origin" "1408 480 88"
+"angle" "180"
+}
+// entity 68
+{
+"classname" "info_player_team1"
+"origin" "1408 -480 88"
+"angle" "180"
+}
+// entity 69
+{
+"classname" "info_player_team1"
+"origin" "1536 -480 88"
+"angle" "180"
+}
+// entity 70
+{
+"classname" "info_player_team1"
+"origin" "1664 -480 88"
+"angle" "180"
+}
+// entity 71
+{
+"classname" "info_player_team2"
+"origin" "-1664 480 88"
+}
+// entity 72
+{
+"classname" "info_player_team2"
+"origin" "-1536 -480 88"
+}
+// entity 73
+{
+"classname" "info_player_team2"
+"origin" "-1664 0 88"
+}
+// entity 74
+{
+"classname" "info_player_team2"
+"origin" "-1664 -64 88"
+}
+// entity 75
+{
+"classname" "info_player_team2"
+"origin" "-1664 64 88"
+}
+// entity 76
+{
+"classname" "info_player_team2"
+"origin" "-1664 -480 88"
+}
+// entity 77
+{
+"classname" "info_player_team2"
+"origin" "-1408 -480 88"
+}
+// entity 78
+{
+"classname" "info_player_team2"
+"origin" "-1408 480 88"
+}
+// entity 79
+{
+"classname" "info_player_team2"
+"origin" "-1536 480 88"
+}
+// entity 80
+{
+"classname" "trigger_push"
+}
+// entity 81
+{
+"classname" "target_push"
+"origin" "-1672 416 552"
+"targetname" "jump1"
+}
+// entity 82
+{
+"classname" "trigger_push"
+"target" "jump1"
+// brush 0
+{
+( -1200 448 80 ) ( -1200 384 80 ) ( -1264 384 120 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( -1216 448 120 ) ( -1264 448 120 ) ( -1216 448 72 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( -1200 384 80 ) ( -1200 448 80 ) ( -1200 384 72 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( -1200 384 72 ) ( -1200 448 72 ) ( -1264 384 112 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( -1248 384 72 ) ( -1248 384 120 ) ( -1200 384 72 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( -1264 384 104 ) ( -1264 448 104 ) ( -1264 448 120 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+}
+}
+// entity 83
+{
+"classname" "trigger_push"
+"target" "jump2"
+// brush 0
+{
+( 1200 -448 80 ) ( 1200 -384 80 ) ( 1264 -448 120 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( 1216 -384 72 ) ( 1264 -384 120 ) ( 1216 -384 120 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( 1200 -384 80 ) ( 1200 -448 80 ) ( 1200 -384 72 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( 1200 -384 72 ) ( 1200 -448 72 ) ( 1264 -448 112 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( 1200 -448 72 ) ( 1248 -448 120 ) ( 1248 -448 72 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+( 1264 -384 120 ) ( 1264 -384 104 ) ( 1264 -448 104 ) common/trigger -64 0 0 0.25 0.25 134217728 0 0
+}
+}
+// entity 84
+{
+"classname" "target_push"
+"origin" "1672 -416 552"
+"targetname" "jump2"
+}
+// entity 85
+{
+"classname" "item_flag_team2"
+"origin" "-1768 -712 472"
+}
+// entity 86
+{
+"classname" "item_flag_team1"
+"origin" "1768 712 472"
+"angle" "180"
+}
+// entity 87
+{
+"classname" "item_health25"
+"origin" "-1768 712 472"
+}
+// entity 88
+{
+"classname" "item_health25"
+"origin" "1768 -712 472"
+"angle" "180"
+}
+// entity 89
+{
+"classname" "light"
+"origin" "1024 0 1024"
+"light" "10240"
+"_color" "1 0.3 0.3"
+}
+// entity 90
+{
+"classname" "light"
+"origin" "512 0 1024"
+"light" "10240"
+"_color" ".9 .4 .4"
+}
+// entity 91
+{
+"classname" "light"
+"origin" "-1024 0 1024"
+"light" "10240"
+"_color" "0.4 0.6 1"
+}
+// entity 92
+{
+"classname" "light"
+"origin" "-512 0 1024"
+"light" "10240"
+"_color" ".5 .5 .9"
+}
+// entity 93
+{
+"classname" "weapon_nex"
+"origin" "0 -808 1024"
+"noalign" "1"
+"team" "1"
+"cnt" "7"
+}
+// entity 94
+{
+"classname" "weapon_minstanex"
+"origin" "0 -808 1024"
+"noalign" "1"
+"team" "1"
+"cnt" "1"
+}
+// entity 95
+{
+"classname" "weapon_electro"
+"origin" "1632 -384 96"
+"angle" "180"
+}
+// entity 96
+{
+"classname" "weapon_hlac"
+"origin" "1504 -384 96"
+"angle" "180"
+}
+// entity 97
+{
+"classname" "weapon_hlac"
+"origin" "-1504 384 96"
+}
+// entity 98
+{
+"classname" "weapon_grenadelauncher"
+"origin" "1376 384 96"
+"angle" "180"
+}
+// entity 99
+{
+"classname" "weapon_seeker"
+"origin" "1376 256 96"
+"angle" "180"
+}
+// entity 100
+{
+"classname" "weapon_grenadelauncher"
+"origin" "-1376 -384 96"
+}
+// entity 101
+{
+"classname" "weapon_seeker"
+"origin" "-1376 -256 96"
+}
+// entity 102
+{
+"classname" "weapon_crylink"
+"origin" "-1376 384 96"
+}
+// entity 103
+{
+"classname" "weapon_hook"
+"origin" "-1376 256 96"
+}
+// entity 104
+{
+"classname" "weapon_crylink"
+"origin" "1376 -384 96"
+"angle" "180"
+}
+// entity 105
+{
+"classname" "weapon_hook"
+"origin" "1376 -256 96"
+"angle" "180"
+}
+// entity 106
+{
+"classname" "item_invincible"
+"origin" "0 808 1024"
+"noalign" "1"
+"team" "2"
+}
+// entity 107
+{
+"classname" "item_strength"
+"origin" "0 808 1024"
+"noalign" "1"
+"team" "2"
+}
+// entity 108
+{
+"classname" "item_health100"
+"origin" "0 0 512"
+"noalign" "1"
+"team" "3"
+}
+// entity 109
+{
+"classname" "weapon_porto"
+"origin" "0 0 512"
+"noalign" "1"
+"team" "3"
+}
+// entity 110
+{
+"classname" "weapon_uzi"
+"origin" "1472 0 96"
+"angle" "180"
+}
+// entity 111
+{
+"classname" "weapon_campingrifle"
+"origin" "1344 0 96"
+"angle" "180"
+}
+// entity 112
+{
+"classname" "weapon_campingrifle"
+"origin" "-1344 0 96"
+}

Added: branches/nexuiz-2.0/data/maps/eggandbacon.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/eggandbacon.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/eggandbacon.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-light + -dirty

Added: branches/nexuiz-2.0/data/maps/eggandbacon.mapinfo
===================================================================
--- branches/nexuiz-2.0/data/maps/eggandbacon.mapinfo	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/eggandbacon.mapinfo	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,11 @@
+title Egg & Bacon
+description Overly simple arena used to test all weapons.
+author Rudolf Polzer
+_diameter 4020.364258
+_spawnpoints 18
+has weapons
+cdtrack 8
+type dm 30 20
+type lms 16 20
+type arena 10 20
+type ctf 300 20

Added: branches/nexuiz-2.0/data/maps/eggandbacon.waypoints
===================================================================
--- branches/nexuiz-2.0/data/maps/eggandbacon.waypoints	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/eggandbacon.waypoints	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,105 @@
+'-1773.3  75.0 470.0'
+'-1773.3  75.0 470.0'
+0
+'-1115.1 242.9  88.0'
+'-1115.1 242.9  88.0'
+0
+'1121.9 180.0  88.0'
+'1121.9 180.0  88.0'
+0
+'1100.6 -177.8  88.0'
+'1100.6 -177.8  88.0'
+0
+'-1139.6 -80.9  88.0'
+'-1139.6 -80.9  88.0'
+0
+' -4.2 360.5  88.0'
+' -4.2 360.5  88.0'
+0
+' 13.2 -311.5  88.0'
+' 13.2 -311.5  88.0'
+0
+' -6.1 -603.9  88.0'
+' -6.1 -603.9  88.0'
+0
+'-168.2 -87.6  88.0'
+'-168.2 -87.6  88.0'
+0
+'111.8 -109.0  88.0'
+'111.8 -109.0  88.0'
+0
+'107.6 107.2  88.0'
+'107.6 107.2  88.0'
+0
+'-90.1 122.4  88.0'
+'-90.1 122.4  88.0'
+0
+'-15.1 564.5  88.0'
+'-15.1 564.5  88.0'
+0
+'521.3 605.5  88.0'
+'521.3 605.5  88.0'
+0
+'516.6 125.5  88.0'
+'516.6 125.5  88.0'
+0
+'514.2 -114.4  88.0'
+'514.2 -114.4  88.0'
+0
+'509.9 -551.0  88.0'
+'509.9 -551.0  88.0'
+0
+'-352.2 604.2  88.0'
+'-352.2 604.2  88.0'
+0
+'-354.0 124.9  88.0'
+'-354.0 124.9  88.0'
+0
+'-353.9 -112.3  88.0'
+'-353.9 -112.3  88.0'
+0
+'-345.0 -585.5  88.0'
+'-345.0 -585.5  88.0'
+0
+'-805.7  75.7  88.0'
+'-805.7  75.7  88.0'
+0
+'835.7 277.9  88.0'
+'835.7 277.9  88.0'
+0
+'-825.6 592.5  88.0'
+'-825.6 592.5  88.0'
+0
+'-833.4 432.7  88.0'
+'-833.4 432.7  88.0'
+0
+'-771.5 -226.5  88.0'
+'-771.5 -226.5  88.0'
+0
+'-790.9 -586.6  88.0'
+'-790.9 -586.6  88.0'
+0
+'812.4 -601.8  88.0'
+'812.4 -601.8  88.0'
+0
+'813.7 -406.8  88.0'
+'813.7 -406.8  88.0'
+0
+'816.8  93.2  88.0'
+'816.8  93.2  88.0'
+0
+'819.8 569.8  88.0'
+'819.8 569.8  88.0'
+0
+'1768.3 720.2 472.0'
+'1768.3 720.2 472.0'
+0
+'1767.7 142.1 472.0'
+'1767.7 142.1 472.0'
+0
+'-1773.3 -742.1 470.0'
+'-1773.3 -742.1 470.0'
+0
+'-1773.3 -268.4 470.0'
+'-1773.3 -268.4 470.0'
+0

Added: branches/nexuiz-2.0/data/maps/final_rage.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/final_rage.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/final_rage.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-light -deluxe -compensate 1.4 -fast -gamma 1.5 -patchshadows -areascale 1.5 -pointscale 2 -bounce 3 -bouncegrid -lightmapsize 512

Added: branches/nexuiz-2.0/data/maps/ons-reborn-terrain.pcx
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/maps/ons-reborn-terrain.pcx
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/maps/ruiner.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/ruiner.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/ruiner.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-light -deluxe -patchshadows -samples 3 -lightmapsize 512 -bounce 8 -fastbounce -bouncegrid -fast

Added: branches/nexuiz-2.0/data/maps/stormkeep.map.options
===================================================================
--- branches/nexuiz-2.0/data/maps/stormkeep.map.options	                        (rev 0)
+++ branches/nexuiz-2.0/data/maps/stormkeep.map.options	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1 @@
+-bsp -samplesize 4 -minsamplesize 2 -mv 1000000 -mi 6000000

Added: branches/nexuiz-2.0/data/models/grass02.md3
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/models/grass02.md3
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/models/grass03.md3
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/models/grass03.md3
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/models/mtree01.md3
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/models/mtree01.md3
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/models/mtree02.md3
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/models/mtree02.md3
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/models/mtree03.md3
===================================================================
(Binary files differ)


Property changes on: branches/nexuiz-2.0/data/models/mtree03.md3
___________________________________________________________________
Name: svn:mime-type
   + application/octet-stream

Added: branches/nexuiz-2.0/data/physicsHavoc.cfg
===================================================================
--- branches/nexuiz-2.0/data/physicsHavoc.cfg	                        (rev 0)
+++ branches/nexuiz-2.0/data/physicsHavoc.cfg	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,12 @@
+// these values match Quake3
+sv_maxspeed 320
+sv_maxairspeed $sv_maxspeed
+sv_accelerate 10
+sv_airaccelerate 1
+sv_friction 6
+edgefriction 1
+sv_stepheight 34 // this is for Nexuiz maps, Quake3 used 18
+set sv_jumpvelocity 270
+set sv_friction_on_land 0
+set sv_airaccel_sideways_friction 0
+set sv_airaccel_qw 1

Modified: branches/nexuiz-2.0/data/qcsrc/client/Main.qc
===================================================================
--- branches/nexuiz-2.0/data/qcsrc/client/Main.qc	2009-01-31 15:04:34 UTC (rev 5708)
+++ branches/nexuiz-2.0/data/qcsrc/client/Main.qc	2009-01-31 15:11:35 UTC (rev 5709)
@@ -347,15 +347,28 @@
 	return false;
 }
 
-float GameCommand(string msg)
+void GameCommand(string msg)
 {
 	float argc;
 	argc = tokenize_sane(msg);
+
+	if(argv(0) == "help" || argc == 0)
+	{
+		print("Usage: sv_cmd COMMAND..., where possible commands are:\n");
+		print("  settemp cvar value\n");
+		print("  radar\n");
+		print("  sbar_columns_set ...\n");
+		print("  sbar_columns_help\n");
+		GameCommand_Generic("help");
+	}
+
+	if(GameCommand_Generic(msg))
+		return;
+
 	string cmd;
 	cmd = argv(0);
 	if(cmd == "mv_download") {
 		Cmd_MapVote_MapDownload(argc);
-		return true;
 	}
 	else if(cmd == "settemp") {
 		cvar_clientsettemp(argv(1), argv(2));
@@ -377,8 +390,12 @@
 		blurtest_power = stof(argv(3));
 	}
 #endif
+	else
+	{
+		print("Invalid command. For a list of supported commands, try cl_cmd help.\n");
+	}
 	
-	return false;
+	return;
 }
 
 // CSQC_InputEvent : Used to perform actions based on any key pressed, key released and mouse on the client.

Modified: branches/nexuiz-2.0/data/qcsrc/server/cl_client.qc
===================================================================
--- branches/nexuiz-2.0/data/qcsrc/server/cl_client.qc	2009-01-31 15:04:34 UTC (rev 5708)
+++ branches/nexuiz-2.0/data/qcsrc/server/cl_client.qc	2009-01-31 15:11:35 UTC (rev 5709)
@@ -2122,8 +2122,7 @@
 		if(time > self.teleport_time)
 		{
 			self.teleport_time = 0;
-			if(! (self.items & IT_STRENGTH))
-				self.effects = self.effects - (self.effects & EF_NODRAW);
+			self.effects = self.effects - (self.effects & EF_NODRAW);
 		}
 
 		Nixnex_GiveCurrentWeapon();

Added: branches/nexuiz-2.0/data/scripts/eggandbacon.shader
===================================================================
--- branches/nexuiz-2.0/data/scripts/eggandbacon.shader	                        (rev 0)
+++ branches/nexuiz-2.0/data/scripts/eggandbacon.shader	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,55 @@
+textures/eggandbacon/eggandbacon_sky
+{
+	qer_editorimage env/stralenex8/darkblue_up.tga
+	surfaceparm sky
+	surfaceparm noimpact
+	surfaceparm nolightmap
+	surfaceparm nomarks
+	q3map_sun 1 .98 .9 10 0 90
+	skyparms env/stralenex8/darkblue - -
+}
+
+textures/eggandbacon/upsign
+{
+	qer_editorimage textures/eggandbacon/upsign.tga
+	surfaceparm nonsolid
+	{
+		map $lightmap
+		rgbGen identity
+	}
+	{
+		map textures/eggandbacon/upsign.tga
+		blendFunc GL_DST_COLOR GL_ZERO
+		rgbGen identity
+	}
+}
+
+textures/eggandbacon/light_bottom
+{
+	qer_editorimage textures/evil6_lights/e6v_light.tga
+	surfaceparm nonsolid
+	{
+		map $lightmap
+		rgbGen identity
+	}
+	{
+		map textures/evil6_lights/e6v_light.tga
+		blendFunc GL_DST_COLOR GL_ZERO
+		rgbGen identity
+	}
+}
+
+textures/eggandbacon/light_side
+{
+	qer_editorimage textures/eggandbacon/black.tga
+	surfaceparm nonsolid
+	{
+		map $lightmap
+		rgbGen identity
+	}
+	{
+		map textures/eggandbacon/black.tga
+		blendFunc GL_DST_COLOR GL_ZERO
+		rgbGen identity
+	}
+}

Added: branches/nexuiz-2.0/data/weaponsHavoc.cfg
===================================================================
--- branches/nexuiz-2.0/data/weaponsHavoc.cfg	                        (rev 0)
+++ branches/nexuiz-2.0/data/weaponsHavoc.cfg	2009-01-31 15:11:35 UTC (rev 5709)
@@ -0,0 +1,367 @@
+set cvar_check_weapons 2a35f7139825257d468d22354209cf54
+
+set g_start_weapon_laser 1
+set g_start_weapon_shotgun 1
+set g_start_weapon_uzi 0
+set g_start_weapon_grenadelauncher 0
+set g_start_weapon_electro 0
+set g_start_weapon_crylink 0
+set g_start_weapon_nex 0
+set g_start_weapon_hagar 0
+set g_start_weapon_rocketlauncher 0
+set g_start_weapon_minstanex 0
+set g_start_weapon_porto 0
+set g_start_weapon_hook 0
+set g_start_weapon_hlac 0
+set g_start_weapon_seeker 0
+set g_start_weapon_campingrifle 0
+set g_start_ammo_shells 40
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 0
+set g_pickup_shells 30
+set g_pickup_shells_max 120
+set g_pickup_nails 50
+set g_pickup_nails_max 200
+set g_pickup_rockets 30
+set g_pickup_rockets_max 120
+set g_pickup_cells 30
+set g_pickup_cells_max 120
+set g_pickup_armorsmall 5
+set g_pickup_armorsmall_max 200
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 100
+set g_pickup_armorlarge 100
+set g_pickup_armorlarge_max 200
+set g_pickup_healthsmall 5
+set g_pickup_healthsmall_max 100
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 100
+set g_pickup_healthlarge 50
+set g_pickup_healthlarge_max 100
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 200
+set g_pickup_respawntime_short 15
+set g_pickup_respawntime_medium 20
+set g_pickup_respawntime_long 30
+set g_pickup_respawntime_powerup 120
+set g_pickup_respawntime_weapon 15
+set g_pickup_respawntime_ammo 15
+
+set g_balance_laser_primary_damage 20
+set g_balance_laser_primary_edgedamage 10
+set g_balance_laser_primary_force 400
+set g_balance_laser_primary_radius 70
+set g_balance_laser_primary_speed 9000
+set g_balance_laser_primary_refire 0.3
+set g_balance_laser_primary_animtime 0.3
+set g_balance_laser_primary_lifetime 30
+set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary_damage 20
+set g_balance_laser_secondary_edgedamage 10
+set g_balance_laser_secondary_force 400
+set g_balance_laser_secondary_radius 70
+set g_balance_laser_secondary_speed 9000
+set g_balance_laser_secondary_refire 0.3
+set g_balance_laser_secondary_animtime 0.3
+set g_balance_laser_secondary_lifetime 30
+
+set g_balance_shotgun_primary_bullets 4
+set g_balance_shotgun_primary_damage 6
+set g_balance_shotgun_primary_force 0
+set g_balance_shotgun_primary_spread 0.06
+set g_balance_shotgun_primary_refire 0.3
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_secondary_bullets 4
+set g_balance_shotgun_secondary_damage 6
+set g_balance_shotgun_secondary_force 0
+set g_balance_shotgun_secondary_spread 0.06
+set g_balance_shotgun_secondary_refire 1
+set g_balance_shotgun_secondary_animtime 0.2
+set g_balance_shotgun_secondary_ammo 1
+
+set g_balance_uzi_first_damage 30
+set g_balance_uzi_first_force 0
+set g_balance_uzi_first_spread 0.01
+set g_balance_uzi_first_refire 0.4
+set g_balance_uzi_first_ammo 1
+set g_balance_uzi_sustained_damage 10
+set g_balance_uzi_sustained_force 0
+set g_balance_uzi_sustained_spread 0.03
+set g_balance_uzi_sustained_refire 0.1
+set g_balance_uzi_sustained_ammo 1
+
+set g_balance_grenadelauncher_primary_damage 60
+set g_balance_grenadelauncher_primary_edgedamage 20
+set g_balance_grenadelauncher_primary_force 400
+set g_balance_grenadelauncher_primary_radius 140
+set g_balance_grenadelauncher_primary_speed 2000
+set g_balance_grenadelauncher_primary_speed_up 200
+set g_balance_grenadelauncher_primary_lifetime 30
+set g_balance_grenadelauncher_primary_refire 0.5
+set g_balance_grenadelauncher_primary_animtime 0.3
+set g_balance_grenadelauncher_primary_ammo 2
+set g_balance_grenadelauncher_secondary_damage 60
+set g_balance_grenadelauncher_secondary_edgedamage 20
+set g_balance_grenadelauncher_secondary_force 400
+set g_balance_grenadelauncher_secondary_radius 140
+set g_balance_grenadelauncher_secondary_speed 1400
+set g_balance_grenadelauncher_secondary_speed_up 200
+set g_balance_grenadelauncher_secondary_lifetime 2.5
+set g_balance_grenadelauncher_secondary_refire 0.5
+set g_balance_grenadelauncher_secondary_animtime 0.3
+set g_balance_grenadelauncher_secondary_ammo 2
+set g_balance_grenadelauncher_secondary_health 10
+
+set g_balance_electro_primary_damage 50
+set g_balance_electro_primary_edgedamage 10
+set g_balance_electro_primary_force 200
+set g_balance_electro_primary_radius 200
+set g_balance_electro_primary_speed 2000
+set g_balance_electro_primary_lifetime 30
+set g_balance_electro_primary_refire 0.5
+set g_balance_electro_primary_animtime 0.3
+set g_balance_electro_primary_ammo 2
+set g_balance_electro_secondary_damage 50
+set g_balance_electro_secondary_spread 0
+set g_balance_electro_secondary_edgedamage 10
+set g_balance_electro_secondary_force 200
+set g_balance_electro_secondary_radius 200
+set g_balance_electro_secondary_speed 700
+set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_lifetime 5
+set g_balance_electro_secondary_refire 0.3
+set g_balance_electro_secondary_animtime 0.3
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_health 5
+set g_balance_electro_combo_damage 70
+set g_balance_electro_combo_edgedamage 0
+set g_balance_electro_combo_force 200
+set g_balance_electro_combo_radius 250
+set g_balance_electro_combo_speed 2000
+
+set g_balance_crylink_primary_damage 15
+set g_balance_crylink_primary_edgedamage 0
+set g_balance_crylink_primary_force 0
+set g_balance_crylink_primary_radius 20
+set g_balance_crylink_primary_speed 7000
+set g_balance_crylink_primary_spread 0
+set g_balance_crylink_primary_shots 1
+set g_balance_crylink_primary_bounces 0
+set g_balance_crylink_primary_refire 0.1
+set g_balance_crylink_primary_animtime 0.1
+set g_balance_crylink_primary_ammo 1
+set g_balance_crylink_primary_bouncedamagefactor 0.5
+
+set g_balance_crylink_primary_middle_lifetime 30 // range: virtually infinite
+set g_balance_crylink_primary_middle_fadetime 0
+set g_balance_crylink_primary_star_lifetime 0.1 // range: 700 full, fades to 2100
+set g_balance_crylink_primary_star_fadetime 0.2
+set g_balance_crylink_primary_other_lifetime 0.1 // range: 700 full, fades to 2100
+set g_balance_crylink_primary_other_fadetime 0.2
+
+set g_balance_crylink_secondary_damage 15
+set g_balance_crylink_secondary_edgedamage 0
+set g_balance_crylink_secondary_force 100
+set g_balance_crylink_secondary_radius 20
+set g_balance_crylink_secondary_speed 7000
+set g_balance_crylink_secondary_spread 0.08
+set g_balance_crylink_secondary_shots 5
+set g_balance_crylink_secondary_bounces 0
+set g_balance_crylink_secondary_refire 0.6
+set g_balance_crylink_secondary_animtime 0.3
+set g_balance_crylink_secondary_ammo 5
+set g_balance_crylink_secondary_bouncedamagefactor 0.5
+
+set g_balance_crylink_secondary_middle_lifetime 30 // range: virtually infinite
+set g_balance_crylink_secondary_middle_fadetime 0
+set g_balance_crylink_secondary_line_lifetime 30 // range: virtually infinite
+set g_balance_crylink_secondary_line_fadetime 0
+
+set g_balance_nex_damage 70
+set g_balance_nex_force 0
+set g_balance_nex_refire 0.7
+set g_balance_nex_animtime 0.3
+set g_balance_nex_ammo 5
+
+set g_balance_minstanex_refire 1
+set g_balance_minstanex_animtime 0.3
+set g_balance_minstanex_ammo 10
+
+set g_balance_hagar_primary_damage 40
+set g_balance_hagar_primary_edgedamage 20
+set g_balance_hagar_primary_force 0
+set g_balance_hagar_primary_radius 120
+set g_balance_hagar_primary_spread 0
+set g_balance_hagar_primary_speed 3000
+set g_balance_hagar_primary_lifetime 30
+set g_balance_hagar_primary_refire 0.3
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_secondary_damage 40
+set g_balance_hagar_secondary_edgedamage 20
+set g_balance_hagar_secondary_force 0
+set g_balance_hagar_secondary_radius 120
+set g_balance_hagar_secondary_spread 0
+set g_balance_hagar_secondary_speed 1400
+set g_balance_hagar_secondary_lifetime 30
+set g_balance_hagar_secondary_refire 0.3
+set g_balance_hagar_secondary_ammo 1
+
+set g_balance_rocketlauncher_damage 90
+set g_balance_rocketlauncher_edgedamage 45
+set g_balance_rocketlauncher_force 800
+set g_balance_rocketlauncher_radius 110
+set g_balance_rocketlauncher_speed 1000
+set g_balance_rocketlauncher_speedaccel 0
+set g_balance_rocketlauncher_speedstart 1000
+set g_balance_rocketlauncher_lifetime 30
+set g_balance_rocketlauncher_refire 1
+set g_balance_rocketlauncher_animtime 0.3
+set g_balance_rocketlauncher_ammo 3
+set g_balance_rocketlauncher_health 30
+set g_balance_rocketlauncher_detonatedelay 0.2 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_rocketlauncher_laserguided_speed 1000  //650
+set g_balance_rocketlauncher_laserguided_speedaccel 0
+set g_balance_rocketlauncher_laserguided_speedstart 1000
+set g_balance_rocketlauncher_laserguided_turnrate	0.75  //0.5
+set g_balance_rocketlauncher_laserguided_allow_steal	1
+
+// TESTING: port-o-launch
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_speed 2000
+set g_balance_porto_primary_lifetime 30
+set g_balance_porto_primary_ammo 25
+set g_balance_portal_health 200 // these get recharged whenever the portal is used
+set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
+
+// TESTING: on-hand hook with bomb
+set g_balance_hook_primary_ammo 1 // hook monkeys
+set g_balance_hook_primary_refire 0 // hook monkeys
+set g_balance_hook_primary_animtime 0.3 // good shoot anim
+set g_balance_hook_primary_hooked_time_max 0 // infinite
+set g_balance_hook_primary_hooked_time_free 2 // 2s being hooked are free
+set g_balance_hook_primary_hooked_ammodecrease_delay 2.5 // no ammo used if nagative or 0
+set g_balance_hook_secondary_damage 25 // not much
+set g_balance_hook_secondary_edgedamage 5 // not much
+set g_balance_hook_secondary_radius 500 // LOTS
+set g_balance_hook_secondary_force -2000 // LOTS
+set g_balance_hook_secondary_ammo 25 // a whole pack
+set g_balance_hook_secondary_lifetime 30 // infinite
+set g_balance_hook_secondary_speed 0 // not much throwing
+set g_balance_hook_secondary_gravity 5 // fast falling
+set g_balance_hook_secondary_refire 3 // don't drop too many bombs...
+set g_balance_hook_secondary_animtime 0.3 // good shoot anim
+set g_balance_hook_secondary_power 3 // effect behaves like a square function
+set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+
+// HLAC 
+set g_balance_hlac_primary_spread_min 0.01
+set g_balance_hlac_primary_spread_max 0.25
+set g_balance_hlac_primary_spread_add 0.0045
+set g_balance_hlac_primary_spread_crouchmod 0.25
+
+set g_balance_hlac_primary_damage 23
+set g_balance_hlac_primary_edgedamage 10
+set g_balance_hlac_primary_force 100
+set g_balance_hlac_primary_radius 70
+set g_balance_hlac_primary_speed 9000
+set g_balance_hlac_primary_lifetime 5
+
+set g_balance_hlac_primary_refire 0.1
+set g_balance_hlac_primary_animtime 0.1
+set g_balance_hlac_primary_ammo 1
+
+set g_balance_hlac_secondary_spread 0.15
+set g_balance_hlac_secondary_spread_crouchmod 0.5
+
+set g_balance_hlac_secondary_damage 23
+set g_balance_hlac_secondary_edgedamage 10
+set g_balance_hlac_secondary_force 100
+set g_balance_hlac_secondary_radius 70
+set g_balance_hlac_secondary_speed 9000
+set g_balance_hlac_secondary_lifetime 5
+
+set g_balance_hlac_secondary_refire 1
+set g_balance_hlac_secondary_animtime 0.3
+set g_balance_hlac_secondary_ammo 10
+set g_balance_hlac_secondary_shots 6
+
+
+// TAG Seeker
+set g_balance_seeker_tag_speed   9000
+set g_balance_seeker_tag_ammo    1
+set g_balance_seeker_tag_animtime 0.1
+set g_balance_seeker_tag_refire  0.7
+
+set g_balance_seeker_missile_delay 0.25
+set g_balance_seeker_missile_activate_delay 0.1
+
+set g_balance_seeker_missile_speed        700
+set g_balance_seeker_missile_accel		1.05
+set g_balance_seeker_missile_decel		0.9
+
+set g_balance_seeker_missile_speed_max    1250
+set g_balance_seeker_missile_turnrate     0.65
+
+set g_balance_seeker_missile_damage       40
+set g_balance_seeker_missile_edgedamage   10
+set g_balance_seeker_missile_radius       80
+set g_balance_seeker_missile_force        250
+
+set g_balance_seeker_missile_count		    4
+set g_balance_seeker_missile_lifetime 	    15
+set g_balance_seeker_missile_refire           0.5
+set g_balance_seeker_missile_animtime 	    0.25
+set g_balance_seeker_missile_ammo             2
+
+set g_balance_seeker_missile_proxy            0
+set g_balance_seeker_missile_proxy_maxrange   45
+set g_balance_seeker_missile_proxy_delay      0.2
+
+// World avoidance
+set g_balance_seeker_missile_smart             1
+set g_balance_seeker_missile_smart_mindist     800
+set g_balance_seeker_missile_smart_trace_max   2500
+set g_balance_seeker_missile_smart_trace_min   1000
+// End new seeker
+
+
+set g_balance_seeker_flac_lifetime      0.1
+set g_balance_seeker_flac_lifetime_rand 0.05
+set g_balance_seeker_flac_speed         3000
+set g_balance_seeker_flac_spread	    0.4
+
+set g_balance_seeker_flac_damage       15
+set g_balance_seeker_flac_edgedamage   10
+set g_balance_seeker_flac_radius       100
+set g_balance_seeker_flac_force        50
+
+set g_balance_seeker_flac_refire       0.1
+set g_balance_seeker_flac_animtime     0.1
+set g_balance_seeker_flac_ammo         0.5
+
+// NOTE: maps should not use this weapon yet
+set g_balance_campingrifle_magazinecapacity 12
+set g_balance_campingrifle_reloadtime 1.4
+set g_balance_campingrifle_primary_damage 90
+set g_balance_campingrifle_primary_headshotaddeddamage 160
+set g_balance_campingrifle_primary_spread 0
+set g_balance_campingrifle_primary_force 2
+set g_balance_campingrifle_primary_speed 35000
+set g_balance_campingrifle_primary_lifetime 5
+set g_balance_campingrifle_primary_refire 0.7
+set g_balance_campingrifle_primary_animtime 0.3
+set g_balance_campingrifle_primary_ammo 10
+set g_balance_campingrifle_primary_bulletconstant 130 // 56.3qu
+set g_balance_campingrifle_secondary_damage 60
+set g_balance_campingrifle_secondary_headshotaddeddamage 0
+set g_balance_campingrifle_secondary_spread 0.008
+set g_balance_campingrifle_secondary_force 1
+set g_balance_campingrifle_secondary_speed 20000
+set g_balance_campingrifle_secondary_lifetime 5
+set g_balance_campingrifle_secondary_refire 0.12
+set g_balance_campingrifle_secondary_animtime 0.06
+set g_balance_campingrifle_secondary_ammo 10
+set g_balance_campingrifle_secondary_health 5
+set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu




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