<?xml version="1.0"?>
<classes>
<!-- 
// Urban Terror weapon and item entity definition file for Radiant
// urtobjects.ent optimised for NetRadiant Custom
// Updated by quak
// Last Updat: 2022-01-12
// Based on ut_item_drop.def by Delirium
// General changes:
// Adds missing/new weapons
// Updated 'count' key info and apropriate quick selections to get the useful numbers
// Updated to xml for improved function with nrc
-->



<!--
Lists
-->

<list name="clip4Index">
	<item name="Empty or Other" value="0"/>
	<item name="Loaded + 0 clips" value="100"/>
	<item name="Loaded + 1 clips" value="300"/>
	<item name="Loaded + 2 clips" value="600"/>
	<item name="Loaded + 3 clips" value="800"/>
	<item name="Loaded + 4 clips" value="1100"/>
</list>

<list name="negevIndex">
	<item name="Empty or Other" value="0"/>
	<item name="Loaded + 0 clips" value="100"/>
	<item name="Loaded + 1 clips" value="500"/>
	<item name="Loaded + 2 clips" value="1000"/>
</list>

<list name="p90Index">
	<item name="Empty or Other" value="0"/>
	<item name="Loaded + 0 clips" value="100"/>
	<item name="Loaded + 1 clips" value="500"/>
	<item name="Loaded + 2 clips" value="750"/>
	<item name="Loaded + 3 clips" value="1000"/>
	<item name="Loaded + 4 clips" value="1500"/>
</list>

<list name="clip6Index">
	<item name="Empty or Other" value="0"/>
	<item name="Loaded + 0 clips" value="100"/>
	<item name="Loaded + 1 clips" value="300"/>
	<item name="Loaded + 2 clips" value="600"/>
	<item name="Loaded + 3 clips" value="800"/>
	<item name="Loaded + 4 clips" value="1100"/>
	<item name="Loaded + 5 clips" value="1300"/>
	<item name="Loaded + 6 clips" value="1600"/>
</list>

<list name="nadeIndex">
	<item name="0 Nades" value="0"/>
	<item name="1 Nades" value="1"/>
	<item name="2 Nades" value="2"/>
</list>

<!-- 
//=============================================================================
// Items
//=============================================================================
-->

<point name="ut_item_silencer" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/m4/m4_silencer.md3">
Silencer item
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_laser" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/m4/m4_laser.md3">
Laser
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_nvg" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/nvg.md3">
Nightvision
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_medkit" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/gear/backpack.md3">
Medpack
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_vest" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/vest.md3">
Kevalr
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_helmet" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/helmet.md3">
Helmet
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_apr" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/helmet.md3">
Exploding Monkey item - No effect on game?
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_item_extraammo" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/helmet.md3">
Extra Ammo - Can be used to refil ammo when picked up ingame.
-------- NOTES --------
 - Ammo from this can go over normal max!
 - Refils ammo for all weapons
 - Only refils from weapons normaly affected by the Extra Ammo Item
 - Will look like a helmet ingame but works fine
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!-- 
//=============================================================================
// Weapons - Primary - Auto
//=============================================================================
-->

<point name="ut_weapon_g36" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/g36/g36.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 30 or less = x bullets 0 clips
count of 300  = 30 bullets 1 clip
count of 600  = 30 bullets 2 clip
count of 800 = 30 bullets 3 clips
count of 1100 = 30 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_ak103" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/ak103/ak103.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 30 or less = x bullets 0 clips
count of 300  = 30 bullets 1 clip
count of 600  = 30 bullets 2 clip
count of 800 = 30 bullets 3 clips
count of 1100 = 30 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_lr" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/zm300/lr.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 30 or less = x bullets 0 clips
count of 300  = 30 bullets 1 clip
count of 600  = 30 bullets 2 clip
count of 800 = 30 bullets 3 clips
count of 1100 = 30 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_m4" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/m4/m4.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 30 or less = x bullets 0 clips
count of 300  = 30 bullets 1 clip
count of 600  = 30 bullets 2 clip
count of 800 = 30 bullets 3 clips
count of 1100 = 30 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_negev" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/negev/negev.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 90   = 90 bullets 0 clips
count of 500  = 90 bullets 1 clip
count of 1000 = 90 bullets 2 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<negevIndex key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</negevIndex>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!-- 
//=============================================================================
// Weapons - Primary - Single
//=============================================================================
-->

<point name="ut_weapon_sr8" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/sr8/sr8.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 5 or less = x bullets 0 clips
count of 300  = 5 bullets 1 clip
count of 600  = 5 bullets 2 clip
count of 800 = 5 bullets 3 clips
count of 1100 = 5 bullets 4 clips
count of 1300 = 5 bullets 5 clips
count of 1600 or more = 5 bullets 6 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_psg1" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/psg1/psg1.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 5 or less = x bullets 0 clips
count of 300  = 5 bullets 1 clip
count of 600  = 5 bullets 2 clip
count of 800 = 5 bullets 3 clips
count of 1100 = 5 bullets 4 clips
count of 1300 = 5 bullets 5 clips
count of 1600 or more = 5 bullets 6 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_frf1" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/frf1/frf1.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 8 or less = x bullets 0 clips
count of 300  = 8 bullets 1 clip
count of 600  = 8 bullets 2 clip
count of 800 = 8 bullets 3 clips
count of 1100 = 8 bullets 4 clips
count of 1300 = 8 bullets 5 clips
count of 1600 or more = 8 bullets 6 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_hk69" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/hk69/hk69.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 1 = 1 bullets 0 clips
count of 300  = 1 bullets 1 clip
count of 600  = 1 bullets 2 clip
count of 800 = 1 bullets 3 clips
count of 1100 = 1 bullets 4 clips
count of 1300 = 1 bullets 5 clips
count of 1600 or more = 1 bullets 6 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!-- 
//=============================================================================
// Weapons - Secondary
//=============================================================================
-->

<point name="ut_weapon_mp5k" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/mp5k/mp5k.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 30 or less = x bullets 0 clips
count of 300  = 30 bullets 1 clip
count of 600  = 30 bullets 2 clip
count of 800 = 30 bullets 3 clips
count of 1100 = 30 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_ump45" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/ump45/ump45.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 30 or less = x bullets 0 clips
count of 300  = 30 bullets 1 clip
count of 600  = 30 bullets 2 clip
count of 800 = 30 bullets 3 clips
count of 1100 = 30 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_mac11" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/mac11/mac11.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 32 or less = x bullets 0 clips
count of 300  = 32 bullets 1 clip
count of 600  = 32 bullets 2 clip
count of 800 = 32 bullets 3 clips
count of 1100 = 32 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_p90" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/p90/p90.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 50 or less = x bullets 0 clips
count of 500  = 50 bullets 1 clip
count of 750  = 50 bullets 2 clip
count of 1000 = 50 bullets 3 clips
count of 1500 = 50 bullets 4 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<p90Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</p90Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_spas12" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/spas12/spas12.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!! And stupid...
But here are some usefull numbers
count of 100   = 8 bullets 0 clips
count of 300  = 8 bullets 1 clip
count of 600 = 8 bullets 2 clips
And so on... Except it's not perfect and it skips some clip amounts...... Enjoy!
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<integer key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_benelli" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/benellim9/benellim9.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!! And stupid...
But here are some usefull numbers
count of 100   = 8 bullets 0 clips
count of 300  = 8 bullets 1 clip
count of 600 = 8 bullets 2 clips
And so on... Except it's not perfect and it skips some clip amounts...... Enjoy!
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<integer key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!-- 
//=============================================================================
// Weapons - Side Arm
//=============================================================================
-->

<point name="ut_weapon_deagle" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/deserteagle/deagle.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 7 or less = x bullets 0 clips
count of 300  = 7 bullets 1 clip
count of 600  = 7 bullets 2 clip
count of 800 = 7 bullets 3 clips
count of 1100 = 7 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_beretta" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/beretta/beretta.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 15 or less = x bullets 0 clips
count of 300  = 15 bullets 1 clip
count of 600  = 15 bullets 2 clip
count of 800 = 15 bullets 3 clips
count of 1100 = 15 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_magnum" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/44magnum/44magnum.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 6 or less = x bullets 0 clips
count of 300  = 6 bullets 1 clip
count of 600  = 6 bullets 2 clip
count of 800 = 6 bullets 3 clips
count of 1100 = 6 bullets 4 clips
count of 1300 = 6 bullets 5 clips
count of 1600 or more = 6 bullets 6 clips [Max]
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_colt1911" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/colt1911/colt1911.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 10 or less = x bullets 0 clips
count of 300  = 10 bullets 1 clip
count of 600  = 10 bullets 2 clip
count of 800 = 10 bullets 3 clips
count of 1100 = 10 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_glock" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/glock/glock.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
The count system is very weird!!!
But here are some usefull numbers:
count of 12 or less = x bullets 0 clips
count of 300  = 12 bullets 1 clip
count of 600  = 12 bullets 2 clip
count of 800 = 12 bullets 3 clips
count of 1100 = 12 bullets 4 clips
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!-- 
//=============================================================================
// Weapons - Nades
//=============================================================================
-->

<point name="ut_weapon_grenade_he" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/grenade/grenade.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
the count system is very weird!!! But makes sens for nades:
count of 0 = 0 nades
count of 1 = 1 nades
count of 2 = 2 nades
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<nadeIndex key="count" name="Count">sets the amount of ammo given to the player when picked up (default 0).</nadeIndex>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_grenade_smoke" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/grenade/grenade.md3">
-------- NOTES --------
A count has to be set in order for ammo to be in the weapon when picked up 
the count system is very weird!!! But makes sens for nades:
count of 0 = 0 nades
count of 1 = 1 nades
count of 2 = 2 nades
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<nadeIndex key="count" name="Count">sets the amount of ammo given to the player when picked up (default 0).</nadeIndex>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_grenade_flash" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/grenade/grenade.md3">
-------- NOTES --------
Flash nades are not actualy working!
A count has to be set in order for ammo to be in the weapon when picked up 
the count system is very weird!!! But makes sens for nades:
count of 0 = 0 nades
count of 1 = 1 nades
count of 2 = 2 nades
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<nadeIndex key="count" name="Count">sets the amount of ammo given to the player when picked up (default 0).</nadeIndex>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!-- 
//=============================================================================
// Weapons - Other
//=============================================================================
-->

<point name="ut_weapon_tod50" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/tod50/tod50.md3">
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_knife" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/knife/knife.md3">
Gives 1 knife, can not go over 5.
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>

<!--
//=============================================================================
-->

<point name="ut_weapon_bomb" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/bombbag/bombbag.md3">
-------- KEYS --------
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
<string key="gametype" name="Gametype">Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234
Urban Terror gametype mappings are:
	Free For All 0
	Last Man Standing 1 (use FFA 0 for entities)
	Team Deathmatch 3
	Team Survivor 4
	Assasins 5
	Capture And Hold 6
	Capture The Flag 7
	Bomb 8
	Jump Mode 9
</string>
<target key="target" name="Target">this points to the entity to activate.</target>
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
-------- SPAWNFLAGS --------
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won&apos;t drop to the floor.</flag>
</point>
</classes>

