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Document nzp_xmas2 features
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markdown/internal/weapon-ids.md

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- Panzerschreck - `panzerschreck` - `17`
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- Ray Gun - `ray_gun` - `20`
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- Wunderwaffe DG-2 - `wunderwaffe` - `56`
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- Ray Gun Mk II - `ray_gun_2` - `60`
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## Pack-A-Punch Weapons
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- F1W Nitrogen Cooled (M2 Flamethrower) - `35`
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- Longinus (Panzerschreck) - `50`
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- The Krauss Refibrillator (Ballistic Knife) - `53`
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- Wunderwaffe DG-3 JZ (Wunderwaffe DG-2) - `57`
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- Wunderwaffe DG-3 JZ (Wunderwaffe DG-2) - `57`
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- Porter's Mark II Ray Gun (Ray Gun Mk II) - `61`

markdown/landing/index.md

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- [Zombie Horde Points](../mapping/zombie-horde-points.md)
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- [Random Perk-A-Cola Machines](../mapping/random-perks.md)
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### Point Entities
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- [info_changesky](../mapping/info_changesky.md)
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- [game_screenflash](../mapping/game_screenflash.md)
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### Map Triggers
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- [Trigger and Target Extensions](../mapping/trigger-extensions.md)
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- [trigger_setfire](../mapping/trigger_setfire.md)
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- [trigger_awardpoints](../mapping/trigger_awardpoints.md)
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- [trigger_interact](../mapping/trigger_interact.md)
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% game_screenflash - NZ:P Mapping Documentation
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# game_screenflash
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## Introduction
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`game_screenflash` is a point entity used to flash all Client's screens for a specified amount of time, useful for cinematic events.
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## Features
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### Fields
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| Field Name | Field ID | Default Value | Description |
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|---|---|---|---|
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| Sound to Play on Trigger | `noise` | `""` | Sound played during the screen flash.
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| Screen Flash Color | `weapon` | `0` | Color to flash the screen (`0` for white, `1` for black).
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| Flash Duration | `ltime` | `2` | Amount of seconds the flash lasts, including fade in and fade out.
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| Round Delay | `currentammo` | `10` | Delay before next round starts (if spawnflag `1` is set).
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### Spawnflags
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| Spawnflag Name | Spawnflag ID | Default Value | Description |
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|---|---|---|---|
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| End Current Round | `1` | `false` | Whether the screen flash should end the current Round.

markdown/mapping/info_changesky.md

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% info_changesky - NZ:P Mapping Documentation
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# info_changesky
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## Introduction
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`info_changesky` is a point entity used to update the Sky Box across all clients. Upon activation, the current skybox textures will be freed and the specified ones will be streamed and loaded. Due to this overhead, there may be a performance cost for the act of changing the sky and as such it should be used conservatively.
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## Features
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### Fields
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| Field Name | Field ID | Default Value | Description |
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|---|---|---|---|
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| Sky Name | `name` | `""` | Sky box name (e.g. `"ndu"`)
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% Trigger and Target Extensions - NZ:P Mapping Documentation
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# Trigger and Target Extensions
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## Introduction
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_Nazi Zombies: Portable_ contains several extensions and changes on top of Quake/Half-Life triggers to cater to the co-operative nature of the game and it's feature set.
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## Changes
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### `message` Key
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When an entity is _used_, the `message` will be presented to all clients alive, as opposed to the client who was responsible for the target firing.
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## Extensions
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### Multi-Targets
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Entities can target multiple entities different `targetname`s. There can be up to 8, the additional 7 being activated via `target2` - `target8`. Standard functionality of activating multiple entities with the same `targetname` is still supported on top of this.
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### Round-based Delays
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Introduced via the `round_delay` key, upon firing a target you can insert a Round-based delay before it is activated. This takes presidence over `delay`.

markdown/mapping/trigger_interact.md

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## Introduction
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`trigger_interact` is a brush-based trigger used to fire targets when a Client in its collision box presses their Interact button. There is no Use String provided, making it optimal for "secrets".
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`trigger_interact` is a brush-based trigger used to fire targets when a Client in its collision box presses their Interact button. There is no Use String provided, making it optimal for "secrets".
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### Spawnflags
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| Spawnflag Name | Spawnflag ID | Default Value | Description |
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|---|---|---|---|
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| Inactive until Triggered | `1` | `false` | Sets whether the `trigger_interact` should be disabled until activated via target.

markdown/mapping/wall-weapons.md

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`buy_weapon` triggers have three important fields. The weapon you wish to be purchaseable (`weapon`), the cost of the weapon (`cost`), and the cost of ammunition after initial weapon purchase (`cost2`).
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Using the _"Inactive until Triggered"_ spawnflag (`1`), you can disable the ability to purchase the off-the-wall weapon until it is activated via target.
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### _Call of Duty_'s Defined Weapon Costs
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_Call of Duty: World at War_ and _Call of Duty: Black Ops_ use consistent prices for their off-the-wall weapons in game. These prices, sorted from highest to lowest, are as follows (any weapon not listed here is a weapon not available off-the-wall in an official capacity):

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