<real key="restriction" name="restriction">when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)</real>
</point>
+<point name="target_spawnpoint" color=".5 .5 .5" box="-16 -16 -24 16 16 45">
+Acts as a checkpoint to re-spawn at
+-------- KEYS --------
+<targetname key="targetname" name="targetname">when targeted, this will set the activator's spawn point temporarily to this entity. It is reset upon re-spawn.</targetname>
+</point>
+
<point name="item_armor_mega" color=".4 .8 .4" box="-30 -30 0 30 30 32">
Large Armor (default 100 armor points)
-------- KEYS --------
</point>
<point name="item_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
- Nex, Electro and Crylink ammo
+ Vortex, Electro and Crylink ammo
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">cells gained by this item (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15)</real>
modeldisabled="models/items/g_h1.md3"
</point>
- <point name="item_invincible" color=".3 .3 1" box="-30 -30 0 30 30 48">
+ <point name="item_shield" color=".3 .3 1" box="-30 -30 0 30 30 48">
Strong Shield
In Instagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
-------- KEYS --------
Don't use this entity on new maps! Use item_key instead.
</point>
- <point name="item_minst_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
+ <point name="item_vaporizer_cells" color=".3 .3 1" box="-30 -30 0 30 30 32">
Instagib ammo.
Always contains 5 (g_instagib_ammo_drop) shots.
- It only appears when playing Instagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
+ It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used.
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 45)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
modeldisabled="models/weapons/g_electro.md3"
</point>
- <point name="weapon_grenadelauncher" color="1 0 .5" box="-30 -30 0 30 30 32">
+ <point name="weapon_mortar" color="1 0 .5" box="-30 -30 0 30 30 32">
the Mortar
-------- KEYS --------
<real key="ammo_rockets" name="ammo_rockets">initial rockets of the weapon (if unset, g_pickup_rockets is used)</real>
modeldisabled="models/weapons/g_laser.md3"
</point>
- <point name="weapon_nex" color="1 0 .5" box="-30 -30 0 30 30 32">
- the Nex
- In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+ <point name="weapon_vortex" color="1 0 .5" box="-30 -30 0 30 30 32">
+ the Vortex
+ In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed.
-------- KEYS --------
<real key="ammo_cells" name="ammo_cells">initial cells of the weapon (if unset, g_pickup_cells is used)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)</real>
modeldisabled="models/weapons/g_nex.md3"
</point>
- <point name="weapon_rocketlauncher" color="1 0 .5" box="-30 -30 0 30 30 32">
+ <point name="weapon_devastator" color="1 0 .5" box="-30 -30 0 30 30 32">
the Rocket Launcher
In Instagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
-------- KEYS --------
<real key="wait" name="wait">wait so many seconds before triggering</real>
</point>
+<group name="trigger_viewlocation" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
+A brush that when entered changes the player's view to a position between target and target2, useful for side-scrolling stages
+-------- KEYS --------
+<target key="target" name="target">should point to a target_viewlocation_start entity</target>
+<target key="target2" name="target">should point to a target_viewlocation_end entity</target>
+-------- SPAWNFLAGS --------
+<flag key="NOSIDESCROLL" name="NOSIDESCROLL" bit="0">allow regular aiming and movement while forcing the camera between the viewlocation points</flag>
+<flag key="FREEAIM" name="FREEAIM" bit="1">show a crosshair on screen and allow 2d aiming instead of only forward</flag>
+<flag key="FREEMOVE" name="FREEMOVE" bit="2">allow moving up and down as well in side-scrolling mode, useful for brawlers</flag>
+</group>
+
+<point name="target_viewlocation_start" color="0 .5 0" box="-8 -8 -8 8 8 8">
+Starting position for the area of viewing in a view location area, viewing position is bounded between this and a target_viewlocation_end
+-------- KEYS --------
+<targetname key="targetname" name="targetname">the trigger_viewlocation should point its target to this.</targetname>
+</point>
+
+<point name="target_viewlocation_end" color="0 .5 0" box="-8 -8 -8 8 8 8">
+Ending position for the view location area, should be higher up but on the same plane as the target_viewlocation_start
+-------- KEYS --------
+<targetname key="targetname" name="targetname">the trigger_viewlocation should point its target2 to this.</targetname>
+</point>
+
<point name="misc_follow" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
Makes one entity follow another. Will not work with all entities.
-------- KEYS --------