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name: Deploy to neocities
on: [push]
# https://github.com/marketplace/actions/deploy-to-neocities
# only run on changes to main. Use main or master depending on whatever your default branch is called.
on:
push:
branches:
- main
concurrency: # prevent concurrent deploys doing strange things
group: deploy-to-neocities
cancel-in-progress: true
jobs:
deploy:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
# Set up any tools and build steps here
# This example uses a Node.js toolchain to build a site
- name: Install Pandoc
run: |
apt update && apt install -y pandoc
- name: Build Page
working-directory: ./
run: |
./generate_docs.sh
# When the dist_dir is ready, deploy it to neocities
- name: Deploy to neocities
uses: bcomnes/deploy-to-neocities@v2
with:
api_token: ${{ secrets.NEOCITIES_API_TOKEN }}
cleanup: false
dist_dir: build

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build/

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15
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# Nazi Zombies: Portable Documentation
## About
This repository contains the "source code" for the [Nazi Zombies: Portable Documentation](https://docs.nzp.gay) page, hosted by Neocities.
The type of content, as described on the page itself, is geared towards Map Makers, Content Modders, etc. It is designed to be for "power users", more than general users.
## Building
[Pandoc](https://pandoc.org/) is a required dependency for building the Markdown source into HTML. Once installed, just run `generate_docs.sh`. HTML source will be generated in the newly created `build/` directory.
## Contributing
Contributions are welcome, provided they follow the existing pattern of material style and fit the general content type. It is important to consider that these documents are intended to be information first, and images only as supplemental content. `WebP` format images are used, with low quality settings and low base resolutions to keep these docs dense in information but small in disk footprint.
## Licensing
The content contained on the documentation page is licensed under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/), whereas the HTML template is GPLv3, as it is derived from the [TrenchBroom Manual](https://trenchbroom.github.io/manual/latest/).

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#!/bin/bash
rm -rf build/
mkdir -p build/{res,landing,mapping,internal}
cp -r markdown/res build/
mkdir -p build/ && cd markdown/
find . -iname "*.md" -type f -exec sh -c 'pandoc --standalone --toc --template ../template/template.html --from=markdown --to=html5 --lua-filter=../links-to-html.lua -o "../build/${0%.md}.html" "${0}"' {} \;

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function Link(el)
el.target = string.gsub(el.target, "%.md", ".html")
return el
end

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% Weapon IDs - NZ:P Internal Documentation
# Weapon IDs
## Introduction
This documentation page serves as a list of Nazi Zombies: Portable's internal weapon identifiers, both numerical and string based. They are categorized based on weapon type first, then numerical ID. The format is as follows:
- Weapon Name - `internal_string` - `internal_number`
Note that Pack-A-Punch variants of weapons do not contain a string identifier at this time.
## Standard Weapons
### Bolt Action Rifles
- Kar98k - `kar98k` - `2`
- Scoped Kar98k - `kar98k_scoped` - `11`
- PTRS-41 - `ptrs-41` - `19`
- Springfield - `springfield` - `58`
### Rifles
- Gewehr - `gewehr` - `10`
- M1 Garand - `m1_garand` - `12`
- M1A1 Carbine - `m1a1_carbine` - `13`
- STG-44 - `stg-44` - `22`
### Submachine Guns
- Thompson - `thompson` - `3`
- MP40 - `mp40` - `15`
- PPSh-41 - `ppsh` - `18`
- Type 100 - `type_100` - `24`
### Shotguns
- Double-Barreled Shotgun - `double_barreled_shotgun` - `8`
- Sawed-Off Shotgun - `sawed_off_shotgun` - `21`
- M1897 Trench Gun - `trenchgun` - `23`
### Machine Guns
- BAR - `bar` - `5`
- FG42 - `fg42` - `9`
- MG42 - `mg42` - `16`
- Browning M1919 - `browning` - `7`
### Pistols
- Colt M1911 - `m1911` - `1`
- .357 Magnum - `357_magnum` - `4`
### Special Weapons
- Ballistic Knife - `ballistic_knife` - `6`
- M2 Flamethrower - `m2_flamethrower` - `14`
- Panzerschreck - `panzerschreck` - `17`
- Ray Gun - `ray_gun` - `20`
- Wunderwaffe DG-2 - `wunderwaffe` - `56`
## Pack-A-Punch Weapons
### Bolt Action Rifles
- Armageddon (Kar 98k) - `36`
- Headcracker (Scoped Kar 98k) - `49`
- The Penetrator (PTRS-41) - `51`
- Pulverizer (Springfield) - `59`
### Rifles
- G115 Compressor (Gewehr) - `30`
- M1000 (M1 Garand) - `31`
- Widdershins RC-1 (M1A1 Carbine) - `34`
- Spatz-447 + (STG-44) - `41`
### Submachine Guns
- Gibs-O-Matic (Thompson) - `38`
- 1001 Samurais (Type 100) - `39`
- The Afterburner (MP40) - `40`
- The Reaper (PPSh-41) - `48`
### Shotguns
- 24 Bore Long Range (Double-Barreled Shotgun) - `43`
- The Snuff Box (Sawed-Off Shotgun) - `42`
- Gut Shot (M1897 Trench Gun) - `47`
### Machine Guns
- 420 Impeller (FG42) - `44`
- Barracuda FU-A11 (MG42) - `45`
- B115 Accelerator (Browning M1919) - `46`
- The Widow Maker (BAR) - `52`
### Pistols
- Mustang & Sally (Colt M1911) - `28`
- .357 Plus 1 K1L-u (.357 Magnum) - `29`
### Special Weapons
- Porter's X2 Ray Gun (Ray Gun) - `33`
- F1W Nitrogen Cooled (M2 Flamethrower) - `35`
- Longinus (Panzerschreck) - `50`
- The Krauss Refibrillator (Ballistic Knife) - `53`
- Wunderwaffe DG-3 JZ (Wunderwaffe DG-2) - `57`

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% Landing - NZ:P Documentation
# Nazi Zombies: Portable Documentation
## About
Welcome to the official Documentation landing page for Nazi Zombies: Portable, a _Call of Duty: Zombies_ remake running on several modified forks of the _Quake_ (1996) engine, licensed under GPLv2, with project assets under CC-BY-SA 4.0. The following platforms are supported:
- Windows (2000 and above, x86 and x86_64)
- Linux (x86, x86_64, arm, arm64, armhf)
- PlayStation Portable (all models)
- PlayStation VITA
- Nintendo 3DS (all models)
- Nintendo Switch
This documentation is not designed to cover basic gameplay foundations such as the Power-Up system, what Perk-A-Cola machines are, etc., as those are bases covered by the official [_Call of Duty_ Wiki](https://callofduty.fandom.com/wiki/Call_of_Duty_Wiki). Nazi Zombies: Portable goes to great efforts to achieve parity with it's gameplay features in such a way that makes content on said wiki valid and applicable to this project as well.
All documentation and media hosted is licensed under CC-BY-SA 4.0, with no exclusions or exceptions.
## Downloading Nazi Zombies: Portable
At this current moment, no marked-stable builds of Nazi Zombies: Portable are made available. Instead, nightly builds on all platforms are released via GitHub releases, accessible [here](https://github.com/nzp-team/nzportable/releases/latest). This link will always take you to the latest release, identifiable via the build date in the release title.
## Core Documentation
Core documents contain information about Nazi Zombies: Portable's internal design. They are not specifically relevant to custom content creators, though overlap will be present for map features that interact with NZ:P's QuakeC.
- [Weapon IDs](../internal/weapon-ids.md)
## Mapping & Modding Documentation
These documents are relevant for level creators who wish to create content for Nazi Zombies: Portable. These documents assume you have basic knowledge of [mapping for Quake](https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE), as well as [TrenchBroom](https://trenchbroom.github.io/) knowledge. Nazi Zombies: Portable also supports Valve HAMMER based mapping software via a separate FGD.
Documentation and by extension headers/categories are a work in progress.
### General
- [TrenchBroom Set-Up](../mapping/trenchbroom-setup.md)
- [Customizing Mystery Box Weapons](../mapping/mbox2-format.md)
- [Advanced Model Exporting](../mapping/model-exporting.md)
### Map Entities
- [Barricades](../mapping/barricades.md)
- [Explosive Barrels](../mapping/explosive-barrels.md)
- [Player Spawn Points](../mapping/player-spawns.md)
- [Wall Weapons](../mapping/wall-weapons.md)
- [Zombie Horde Points](../mapping/zombie-horde-points.md)
- [Random Perk-A-Cola Machines](../mapping/random-perks.md)
### Map Triggers
- [trigger_setfire](../mapping/trigger_setfire.md)
- [trigger_awardpoints](../mapping/trigger_awardpoints.md)
- [trigger_interact](../mapping/trigger_interact.md)
- [trigger_atroundend](../mapping/trigger_atroundend.md)

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% Barricades - NZ:P Mapping Documentation
# Barricades
__NOTE: This guide uses the terms "level" and "map" interchangeably.__
## Introduction
![A Barricade in _Nacht der Untoten_](../res/images/barricade.webp)
Barricades in Nazi Zombies: Portable are points of entry for Zombies. They can consist of six "planks" maximum and are destroyed by AI before becoming an obstacle that can be hopped over until repaired by the player (if applicable). They are placed via the `item_barricade` entity.
## Pathing to Barricades
Zombies, when outside, follow a creator-determined path via `target` linking. They will walk directly towards their targets, with the end goal being to reach a barricade.
### Simple Paths
![A simple path from a Zombie directly to a barricade, illustrated via the red arrow](../res/images/barricade_path_simple.webp)
For paths where a Zombie spawn point is directly in the view of a barricade, and the barricade can be reached via a straight line, the level creator can make the barricade directly `target`ed by the spawn point.
### Complex Paths
![A complex path from a Zombie, to a `path_corner`, then to the barricade, forming a right angle.](../res/images/barricade_path_complex.webp)
For paths where the Zombie is expected to travel in a complicated route (e.g., around a bend), `path_corner` entities can be used the same way as _Quake_ to chain `target`s together and create a winding route.
## Cosmetic Feature Set
### Sounds and Model
![Setting custom sounds for a barricade](../res/images/barricade_custom_sound.webp)
Like other entities, a custom `model` and `skin` can be applied to barricades to change their visuals. The model provided must have a matching frame number as the existing barricade to be usable, and it is recommended to ensure the custom barricade model has the same amount of "planks" (six) to preserve the visual feedback for the player about a barricade's state.
Additionally, custom sounds for the `destroy` and `repair` state can be applied:
```
oldmodel : Rebuild Sound
aistatus : Destroy Sound
```
## Functional Feature Set
### Spawnflags
Barricades feature a single spawnflag, `No Boards/Not Repairable` (`1`), if your barricade serves as strictly a hop-able entry point that can not be repaired or concealed by the player.
### Starting and Maximum Board Count
Level creators have the ability to determine how many boards on a barricade are present on initial map load (`health` key), as well as how many of these boards are actually repairable (`health_delay` key). These are both limited to `6` boards maximum. To not conflict with levels created before the introduction of this feature (where the `health` key is not defined), creators must set starting number to `-1` in order to achieve the effect of a barricade being completely unrepaired on game start. This does not apply to maximum count, where `0` is valid.
These two values are not linked, meaning, having a starting board number greater than maximum is acceptable. This may be useful for level creators that want barricades to be a one-time use, as an example.

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% Explosive Barrels - NZ:P Mapping Documentation
# Explosive Barrels
__NOTE: This guide uses the terms "level" and "map" interchangeably.__
## Introduction
![A group of Explosive Barrels in _Nacht der Untoten_](../res/images/explosive_barrel.webp)
Explosive Barrels are entities available in Nazi Zombies: Portable that act as passive defenses. Placed into a map via the `explosive_barrel` entity, they can be damaged by players to trigger an explosion, that can also be chain-reacted with other barrels in the area.
## Functionality
Upon contact, explosive barrels have health depleted like any other damage-able object. Once it's internal health is at or below zero, the barrel will explode. Where the barrels differ, however, is any damage dealt will begin an internal timer to automatically deplete it's health over time. This makes the barrel effectively serve as a ticking timebomb. The algorithm for automatic health depletion is `10 + (rint((random() * 10)))`. This calculation occurs once every one second. Barrels can still have their health depleted by the player while in this state.
## Feature Set
Barrels, when exploded, will fire `target`s. This feature is what is responsible for _Nacht der Untoten_'s secret song triggering after destroying all that are present in the level. Custom `models` and `skins` can also be provided like most other entities present in Nazi Zombies: Portable. Barrels can also be provided with a custom `health` value. If none are set, the default value of `300` is used.

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% Customizing Mystery Box Weapons - NZ:P Mapping Documentation
# Customizing Mystery Box Weapons
## Introduction
Nazi Zombies: Portable gives level creators the ability to customize what weapons exist in the Mystery Box. They have full-range of every non-Pack-A-Punch variant in the game. This is done via the `MBOX2` file format.
`MBOX2` files are created by the creator, placed in `nzp/maps/` with the name `mapname.mb2`, substituting `mapname` with the same file name as the level `.BSP`.
Here is an example file that simply disables the Ray Gun and Wunderwaffe DG-2 from appearing in the Mystery Box:
```
nzp_mbox2
deny:
ray_gun
wunderwaffe
```
## File Header
All `MBOX2` files must begin with the string "`nzp_mbox2`". This is done to ensure validity of the file. Nazi Zombies: Portable will not allow a level to load if it contains an `MBOX2` file that does not meet this requirement, and report the issue to the developer console.
## Allow vs. Deny
`MBOX2` has two modes: "`allow`" and "`deny`". Provided the `allow` command, all weapons listed will appear in the Mystery Box, and those not listed will automatically be excluded. Similarly when `deny` is used, all weapons will be included aside from the entries listed.
`MBOX2` only supports one command, it is recommended to use the command that has the shortest number of entries to decrease loading time for low powered platforms.
## Weapon Names
Eligible weapon names are provided via the [Weapon IDs](../internal/weapon-ids.md) documentation entry. If a weapon is listed that is not recognized by the game, the level will not be allowed to load, and the problematic weapon will be reported to the developer console.
## Backwards Compatibility
Nazi Zombies: Portable previously primarily utilized the `MBOX` 1.0 format, which was a string-binary list of hard-coded weapon order status. This format is still supported internally, meaning levels that previously utilized it will still function as intended. Additionally, while not recommended, it can still be utilized for new content. It uses the `.mbox` file extension.
### Format Example
The following is an example `MBOX` 1.0 file contents:
```
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
0
1
1
1
1
1
1
```
### Weapon Order
`MBOX` 1.0 files used a hard coded weapon order, that differs from the standard internal [Weapon IDs](../internal/weapon-ids.md) used by Nazi Zombies: Portable. The `MBOX` 1.0-exclusive listing follows:
- Colt M1911
- Kar98k
- Double-Barreled Shotgun
- MG42
- Ray Gun
- Thompson
- M2 Flamethrower
- PPSh-41
- Sawed-Off Shotgun
- Wunderwaffe DG-2
- M1A1 Carbine
- Gewehr
- FG42
- M1919 Browning
- Scoped Kar98k
- .357 Magnum
- STG-44
- Panzerschreck
- Ballistic Knife
- PTRS-41
- MP40
- M1897 Trench Gun
- BAR
- M1 Garand
- Type 100
- MP5K
- Springfield

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% Advanced Model Exporting - NZ:P Mapping Documentation
# Advanced Model Exporting
__NOTE: This is not a guide for learning basic Blender or _Quake_ `.MDL` exporting concepts.__
## Introduction
Nazi Zombies: Portable uses the standard _Quake_ `.MDL` format for most of its props and other meshes. Specific to view models, however, it utilizes a special fork of the common [io_mesh_qfmdl](https://github.com/robrohan/blender_ie_quake_mdl) Blender export plugin, adapted to better support [Blender 2.9`X`](https://download.blender.org/release/Blender2.93/) and contain features to mitigate vertex swimming. That forked export plugin can be found [here](https://github.com/nzp-team/tools/tree/main/io_mesh_qfmdl_blubs).
![New `Properties` for `.MDL` files in the NZ:P Exporter fork](../res/images/blender_mdl_properties.webp)
## Features
### "First Frame" & "Last Frame"
![The new "First Frame" & "Last Frame" properties](../res/images/blender_mdl_frames.webp)
Contrary to the [vanilla](https://github.com/robrohan/blender_ie_quake_mdl) export plugin's usage of the playhead on the Blender timeline for frame selection, NZ:P's fork utilizes `Properties` menu entries for determining the start and ending frames to be baked into the resulting `.MDL`. This is particularly useful for wanting to export precise chunks of animation data.
### View Model "Bounding Box"
![The NZ:P Ray Gun source file vs. a custom bounding box export. Note the absent arm outside of the bounding box.](../res/images/blender_raygun_export_comparison.webp)
The `MDL Mins` and `MDL Maxs` properties define a minimum and maximum region for vertices to cross over. The intended benefit of this is to only warp/swim vertices to their max point of camera visibility in order to preserve fine details such as weapon iron sights. Enabling `Show MDL bounding box` will give you a visual representation of this box to use as reference.
![Custom bounding box with an active camera point of view](../res/images/blender_raygun_camera.webp)
It is important to consider that bounding boxes need determined based on expected view model field of view. It is recommended to set up a Blender camera with the intended field of view and set it as active to get a live preview of how well your bounding box accomodates every frame you are intending to export.
![The resulting export of the PPSh-41 at its intended field of view](../res/images/blender_ppsh_export.webp)

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% Player Spawn Points - NZ:P Mapping Documentation
# Player Spawn Points
__NOTE: This guide uses the terms "level" and "map" interchangeably.__
## Introduction
Nazi Zombies: Portable expands on _Quake_'s foundation for Player Spawn entities (`info_player_*`) to allow for greater creator control over content, and to accomodate the four player co-operative nature of _Zombies_ gameplay. It does this by replacing the legacy `info_player_start` and similar entities with four distinct spawn point entities per player:
```
info_player_1_spawn - Player 1's Spawn, often assigned as "'Tank' Dempsey".
info_player_2_spawn - Player 2's Spawn, often assigned as "Nikolai Belinski".
info_player_3_spawn - Player 3's Spawn, often assigned as "Takeo Masaki".
info_player_4_spawn - Player 4's Spawn, often assigned as "Edward Richtofen".
```
## Ideal Spawn Point Conditions
![Example of reasonably placed Spawn Points, from _Nacht der Untoten_](../res/images/player_spawn_positions.webp)
It is important to consider the surroundings of any given potential spawn point location. Spawn locations must not be inside of any geometry, and it is recommended to not place them inside of any other entities your level may contain. Spawn points must also be reasonably spaced from one another, not cramped together in a small space -- this ensures any AFK players are not blocking others from interacting with their environment when gameplay begins.
![_Call of Duty: Zombies_'s preferred Spawn Order](../res/images/player_spawn_order_reference.webp)
_Call of Duty: Zombies_ often follows a strict order with spawn point locations, player one representing the "center" with players two, three, and four surrounding them. __This is not a required attribute__ to be met when designing levels and placing spawn points.
## Features
### Customizing Starting Weapon Loadouts
Nazi Zombies: Portable allows level creators to customize all four player's starting weapons and their ammunition amount individually. This is done via three distinct entitiy fields:
```
weapon : Starting Weapon
currentmag : Starting Magazine
currentammo : Starting Reserve Ammunition
```
If nothing is provided for `weapon`, the default loadout is applied (A Colt M1911, with 8 rounds in the magazine and 32 in the reserve).
![An example of a map maker assigning Player 1's starting weapon](../res/images/player_spawn_starting_weapon.webp)
### Specifying Character Names
![A depiction of a Character's name appearing on the HUD](../res/images/player_spawn_name_hud.webp)
Using the `name` key, level creators can specify the name for the Spawn Point's designated Character. There is a 16 character limit associated with this. Upon spawning, the client will have their Character's name displayed on the HUD to the right of their Score before fading away.
### Targeting
Upon a client spawning, standard Quake `target`s are fired by the spawn point. This, as an example, can be used to only activate specific AI spawn points on a section of the level, in the same vein as *Verrückt*. It is important to note that this is also activated upon *respawn*, so it may be wise to attach the spawn point to a `trigger_relay` set to activate only once, if you do not want your `target`s activated beyond game start/client join.
## Backwards Compatibility with Legacy Maps
Levels created before the implementation of features showcased here are still fully supported by Nazi Zombies: Portable. This includes maps that use _Quake_'s standard `info_player_start` entity and ones that used NZ:P's previous-and-primitive co-operative `info_player_tank`, `info_player_doctor`, etc. entities.
If a level only features less than four spawn point entities, NZ:P will algorithmically generate the other necessary points. It will use Player 1 as a starting origin, and attempt to generate other spawns in the same preferred order as _Call of Duty_ (see [Ideal Spawn Point Conditions](#ideal-spawn-point-conditions)). It makes 12 total attempts to do so with three different distances between Player 1's spawn. If all of these fail, the additional spawn points will appear in the same location as Player 1.

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% Random Perk-A-Cola Machines - NZ:P Mapping Documentation
# Random Perk-A-Cola Machines
__NOTE: This guide uses the terms "level" and "map" interchangeably.__
## Introduction
Nazi Zombies: Portable features the ability, via built-in entities, to _'randomize'_ the positions or types of Perk-A-Cola machines that can appear in a user's level. This is done via the `perk_random` entity. The behavior of this entity is contextual, which will be gone over on this page.
## Features
### Choosing A Perk-A-Cola Selection
![A `perk_random` Entity in the wild.](../res/images/perk_random.webp)
Control over `perk_random` is done entirely via its `spawnflags`. Each `spawnflag` corresponds to an individual Perk-A-Cola machine:
| Spawnflag Value | Perk-A-Cola Equivalent |
|---|---|
| `1` | Quick Revive |
| `2` | Jugger-Nog |
| `4` | Speed Cola |
| `8` | Double Tap Root Beer |
| `16` | PhD Flopper |
| `32` | Stamin-Up |
| `64` | Deadshot Daiquiri |
| `128` | Mule Kick |
If no `spawnflags` are selected, the Entity will [`objerror`](https://web.archive.org/web/20240212193953/https://quakewiki.org/wiki/objerror).
### Using Extended Perk-A-Cola Abilities
![If Deadshot Daiquiri is selected by `perk_random`, the existing Machine will teleport from behind the wall in the desired location.](../res/images/perk_random_repositioning.webp)
By default, `perk_random` behaves by Spawning the desired Perk-A-Cola entity out-right, using the default ("legacy") values provided for Map Backwards Compatibility. This can be problematic, however, if you would like to utilize the additional feature set provided by placing individual `perk_*` entities.
This can be achieved via `perk_random` by individually placing (preferably out-of-bounds) the Perk-A-Cola machines you desire to be placed by randomization. If the selected Perk-A-Cola is discovered, instead of spawning a new machine out-right, `perk_random` will opt to instead move the Perk-A-Cola machine in it's place.

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% TrenchBroom Set-Up - NZ:P Mapping Documentation
# TrenchBroom Set-Up
## Introduction
This is a quick-start guide on installing the custom TrenchBroom profile for Nazi Zombies: Portable in order to use its mapping toolset with the program, as well as a brief instructional on installing _Vluzcan's Half-Life Tools_, the `.BSP` compiler to use. Nazi Zombies: Portable relies on _Half-Life_ BSP type `30` as opposed to _Quake_ type `29`.
This is not a guide on learning to use TrenchBroom or _Quake_ mapping. Please refer to the [Landing page](../landing/index.md#mapping-documentation) for resource links to these.
## TrenchBroom Profile
### Downloading
![Downloading the profile in two steps](../res/images/trenchbroom_profile_download.webp)
Nazi Zombies: Portable hosts the TrenchBroom profile on [GitHub](https://github.com/nzp-team/trenchbroom-profile). Navigate to the repository, press the green _Code_ button, followed by pressing _Download ZIP_. The profile will then be downloaded.
### Installation
![TrenchBroom Preferences window, highlighting the `games` directory button](../res/images/trenchbroom_preferences.webp)
Once the `.ZIP` archive is downloaded, start TrenchBroom and locate `Preferences`. This will bring you to a panel that displays a list of all currently installed profiles, you will likely only be presented with the default ones available. Click the folder icon (📁) that appears on the bottom of the left window pane to open the `<TrenchBroom>/games` directory in your file manager.
![Trenchbroom's `games` directory, with the NZ:P profile installed](../res/images/trenchbroom_games_dir.webp)
Inside of this directory, create a new one of your choice (`nzp` is likely preferred), and extract the TrenchBroom profile `.ZIP` contents inside of it. You should be left with a similar result to the screenshot showcased above -- an `nzp` directory where the contents contain `Icon.png`, `tb-nzp.fg`, and `GameConfig.cfg`. Installation should now be complete, verify that `NZP` is now present in TrenchBroom `Preferences` to confirm correct installation.
## Compiler Set-Up
### Downloading
The `.BSP` compiler, _Vluzcan's Half-Life Tools_, can be downloaded for x86 and x86_64 variants of Linux and Windows as well as in-support macOS versions via Nazi Zombies: Portable's [GitHub](https://github.com/nzp-team/vhlt/releases/latest) fork. This link, similar to the nightly deployment builds, will always be up to date and are automatically deployed on-commit.
### Installation
![NZ:P's TrenchBroom Compilation Tools dialogue paths](../res/images/trenchbroom_compiler_paths.webp)
Extract and/or copy your VHLT binaries to an easily identifiable location. Navigate to TrenchBroom's `Preferences` menu and select __NZP__ from the list. You will be prompted with four file select dialogues under _Compilation Tools_. Use these dialogues to select the binaries you copied to a directory previously (e.g., link `csg` with `hlcsg.exe`).
Once this is done, the compiler paths can be used in setting up build profiles inside of TrenchBroom, using `${csg}`, `${bsp}`, `${vis}`, and `${rad}`. Reminder that this guide was not made to instruct how to set up basic build profiles for TrenchBroom. Please refer to the [Landing page](../landing/index.md#mapping-documentation) for further resources if necessary.

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% trigger_atroundend - NZ:P Mapping Documentation
# trigger_atroundend
## Introduction
`trigger_atroundend` is a *PointClass* trigger that is automatically activated when a specified Round/Wave is ending.
## Features
### Fields
| Field Name | Field ID | Default Value | Description |
|---|---|---|---|
| Round to Activate on | `health` | `0` | Round/Wave required for completion before being Fired.

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% trigger_awardpoints - NZ:P Mapping Documentation
# trigger_awardpoints
## Introduction
`trigger_awardpoints` is a brush-based one-time use trigger used to give a Client a set amount of points. It's most common application is enabling "Spare Change" underneath Perk-A-Cola machines if a Client prones in front of the entity. These cannot be triggered if the Client is in Last Stand.
## Features
### Fields
| Field Name | Field ID | Default Value | Description |
|---|---|---|---|
| Score to Add | `points` | `25` | Amount of score/points gained on trigger.
| Sound to Play on Trigger | `noise` | `sounds/misc/ching.wav` | Sound played when triggered.
### Spawnflags
| Spawnflag Name | Spawnflag ID | Default Value | Description |
|---|---|---|---|
| Requires Client to Stand | `1` | `false` | Prevents trigger from firing unless the Client is Standing.
| Requires Client to Crouch | `2` | `false` | Prevents trigger from firing unless the Client is Crouching.
| Requires Client to Prone | `4` | `false` | Prevents trigger from firing unless the Client is Prone.
| Affected by Double Points Power-Up | `8` | `false` | Toggle affectedness by the Double Points score multiplier.

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% trigger_interact - NZ:P Mapping Documentation
# trigger_interact
## Introduction
`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_setfire - NZ:P Mapping Documentation
# trigger_setfire
## Introduction
`trigger_setfire` is a brush-based trigger used to set Clients and/or Enemy AI on fire, if supported by that client or AI type. When the entity collides with the entity, they will be set alight, and continue to be on fire as long as they are in the trigger plus a duration specified in the entity field.
## Features
### Fields
| Field Name | Field ID | Default Value | Description |
|---|---|---|---|
| Effect Duration | `fire_timeout` | `2` | Duration (in seconds) the entity will be on fire after leaving the trigger bounds.
### Spawnflags
| Spawnflag Name | Spawnflag ID | Default Value | Description |
|---|---|---|---|
| Applies to Clients | `1` | `false` | Sets whether or not the `trigger_setfire` trigger impacts Clients (Players) in addition to Enemy AI.
| No Damage to AI/Enemies | `2` | `false` | Prohibits damage to Enemy AI when enabled, but can still impact Clients.

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% Wall Weapons - NZ:P Mapping Documentation
# Wall Weapons
__NOTE: This guide uses the terms "level" and "map" interchangeably.__
## Introduction
Nazi Zombies: Portable features purchaseable weapons off-the-wall in the same vein as _Call of Duty_. This is done via two different entities -- a `buy_weapon` brush-trigger that is your purchaseable weapon prompt, and an optional `weapon_wall` visual entity that serves as the chalk drawing design on the wall.
## Purchaseable Weapons (`buy_weapon`)
![Example of a `buy_weapon` entity properly set up.](../res/images/wall_wep_trigger_flags.webp)
`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`).
### _Call of Duty_'s Defined Weapon Costs
_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 lowest to highest, are as follows (any weapon not listed here is a weapon not available off-the-wall in an official capacity):
- Bowie Knife: `3000` points
- Scoped Kar98k†: `1500` points
- M1897 Trench Gun: `1500` points
- FG42: `1500` points
- BAR††: `1400` points
- Thompson: `1200` points
- Sawed-Off Shotgun: `1200` points
- Double-Barreled Shotgun: `1200` points
- STG-44: `1200` points
- Bouncing Betty: `1000` points
- MP40: `1000` points
- Type 100: `1000` points
- MP5K: `1000` points
- Gewehr 43: `600` points
- M1A1 Carbine: `600` points
- M1 Garand: `600` points
- Stielhandgrenate: `250` points (ammo only)
- Springfield: `200` points
- Kar98k: `200` points
All weapons available off the wall have an ammunition cost that is 50% of the full weapon cost.
†Via the _Nacht der Untoten_ cabinet secret.
††The BAR has a variant with an unusable (cut feature) bipod in _Verrückt_ that cost 2500 points. This has been disregarded due to it's nature.
### Universal Ammo/Weapon Crate
Using field `99` for the `weapon` key, level creators can opt for a less traditional weapon buy station as opposed to an off-the-wall grab. These stations replenish ammo for the weapon currently held by the client, as a fixed amount. This could be useful for ammunution replenishment for a weapon only available via the _Mystery Box_, as an example.
## Weapon Chalk
![An example of a properly established `buy_weapon` and `weapon_wall` link](../res/images/wall_wep_chalk_link.webp)
`weapon_wall` entities strictly serve as an optional visual aid for purchaseable triggers. They can be `target`ed by `buy_weapon`, and doing so will cause them to trigger their weapon summon to occupy the chalk's space. It is worth noting that `weapon_wall` has a separate `weapon` field, so using an incorrect field will cause the wrong chalk and world model to appear.

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% Zombie Horde Points - NZ:P Mapping Documentation
# Zombie Horde Points
## Introduction
Given situations where all players in a server are in Last Stand or are otherwise unreachable, Zombies in Nazi Zombies: Portable will "horde" at the nearest possible location available. This is done via the `zombie_horde_point` entity.
## Usage
Zombies will automatically locate the closest `zombie_horde_point` entity in the level and run towards it. All a level creator is required to do is place one or more of them around their level. It is recommended to place these in locations that are not obtrusive to the player -- meaning they are not blocking accessibility to important areas in the level, and are not in places that are generally common for the player to enter Last Stand in.
## Backwards Compatibility
In the event a level lacks any `zombie_horde_point` entities, Nazi Zombies: Portable will locate them to the initial Player 1 spawn point (see [Player Spawn Points](player-spawns.md) for more information) to "horde" instead.

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ul > li > ul > li {
list-style-type: circle;
}
ul > li > ul > li > ul > li {
list-style-type: square;
}
/* Link */
a:link, a:visited {
text-decoration: none;
color: var(--color-azureradiance);
}
a:hover, a:focus {
text-decoration: underline;
}
/* Figure */
figure {
display: inline-block;
margin-left: var(--spacing-x10000);
margin-right: var(--spacing-x10000);
border-radius: var(--border-radius-25);
background-color: var(--color-gray-97);
}
figure figcaption {
padding: var(--spacing-x05000) 0;
font-size: var(--typography-font-size-x07500);
font-weight: var(--typography-font-weight-bold);
text-align: center;
color: var(--color-gray-20);
}
/* Image */
figure img {
display: block;
max-width: 100%;
margin: 0;
border-radius: var(--border-radius-25);
background-color: var(--color-gray-97);
}
p img {
float: left;
max-width: 100%;
margin: 0 var(--spacing-x10000) var(--spacing-x10000) 0;
}
/* Table */
table {
display: block;
margin-left: var(--spacing-x10000);
margin-right: var(--spacing-x10000);
white-space: nowrap;
overflow-x: auto;
}
table colgroup col {
width: unset !important;
}
table tr th, table tr td {
padding: var(--spacing-x05000);
vertical-align: middle;
border: var(--border);
}
table thead tr th {
font-weight: var(--typography-font-weight-bold);
text-align: left;
}
table tbody tr.odd {
background-color: var(--color-gray-97);
}
/* Shortcut */
.shortcut {
display: inline-block;
min-width: var(--sizing-x15000);
margin: 0 var(--spacing-x00625);
padding: var(--spacing-x00625) var(--spacing-x02500);
font-size: var(--typography-font-size-x07500);
font-family: var(--typography-font-family-base);
font-weight: var(--typography-font-weight-bold);
text-align: center;
border: var(--border);
border-radius: var(--border-radius-25);
background-color: var(--color-gray-97);
}
/* Line break */
br {
display: none;
}
/* Space */
h1, h2, h3, h4, img, ul, ol, dl, p, pre, table, figure {
margin-bottom: var(--spacing-x10000);
}
/* Back to Top & Table of Contents anchors */
.toc_toggler_button {
cursor: pointer;
border: none;
}
a[href="#"], .toc_toggler_button {
display: flex;
align-items: center;
justify-content: center;
width: var(--sizing-x20000);
height: var(--sizing-x20000);
font-size: var(--typography-font-size-x12500);
text-decoration: none;
border-radius: 50%;
background-color: var(--color-gray-100);
color: var(--color-gray-20);
}
a[href="#"]:hover, a[href="#"]:focus, .toc_toggler_button:hover, .toc_toggler_button:focus {
background-color: var(--color-gray-97);
}
a[href="#"] span, .toc_toggler_button span {
line-height: var(--typography-line-height-reset);
}

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/* ##### Specific: Dark Mode ########## */
@media (prefers-color-scheme: dark) {
/* Code */
pre {
background-color: var(--color-gray-15);
}
/* Link */
a:link, a:visited {
color: var(--color-maximumyellowred);
}
/* Figure */
figure {
background-color: var(--color-gray-15);
}
figure figcaption {
color: var(--color-gray-90);
}
/* Image */
figure img {
background-color: var(--color-gray-15);
}
/* Table */
table tbody tr.odd {
background-color: var(--color-gray-15);
}
/* Shortcut */
.shortcut {
background-color: var(--color-gray-15);
}
/* Back to Top & Table of Contents anchors */
a[href="#"], .toc_toggler_button {
background-color: var(--color-gray-15);
color: var(--color-gray-90);
}
a[href="#"]:hover, a[href="#"]:focus, .toc_toggler_button:hover, .toc_toggler_button:focus {
background-color: var(--color-gray-20);
}
}

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/* ##### Variables ########## */
:root {
/* Typography */
--typography-font-family-base: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, 'Helvetica Neue', Arial, sans-serif, 'Apple Color Emoji', 'Segoe UI Emoji', 'Segoe UI Symbol', 'Noto Color Emoji';
--typography-font-family-code: 'Lucida Console', Monaco, monospace;
--typography-font-size-x07500: calc(var(--typography-font-size-x10000) * 0.75);
--typography-font-size-x08750: calc(var(--typography-font-size-x10000) * 0.875);
--typography-font-size-x10000: 16px;
--typography-font-size-x12500: calc(var(--typography-font-size-x10000) * 1.25);
--typography-font-size-x15000: calc(var(--typography-font-size-x10000) * 1.5);
--typography-font-size-x20000: calc(var(--typography-font-size-x10000) * 2);
--typography-font-weight-regular: 400;
--typography-font-weight-bold: 700;
--typography-line-height-reset: 1;
--typography-line-height-tight: 1.2;
--typography-line-height-normal: 1.5;
/* Colors */
--color-gray-20: hsl(0, 0%, 20%);
--color-gray-40: hsl(0, 0%, 40%);
--color-gray-60: hsl(0, 0%, 60%);
--color-gray-80: hsl(0, 0%, 80%);
--color-gray-97: hsl(0, 0%, 97%);
--color-gray-100: hsl(0, 0%, 100%);
--color-azureradiance: hsl(210, 100%, 50%);
/* Borders */
--border: var(--sizing-x00625) solid var(--color-gray-80);
--border-radius-25: var(--sizing-x02500);
/* Sizing */
--sizing-x00625: calc(var(--sizing-x10000) * 0.0625);
--sizing-x02500: calc(var(--sizing-x10000) * 0.25);
--sizing-x05000: calc(var(--sizing-x10000) * 0.5);
--sizing-x10000: 16px;
--sizing-x12500: calc(var(--sizing-x10000) * 1.25);
--sizing-x15000: calc(var(--sizing-x10000) * 1.5);
--sizing-x20000: calc(var(--sizing-x10000) * 2);
--sizing-x30000: calc(var(--sizing-x10000) * 3);
/* Spacing */
--spacing-x00625: calc(var(--spacing-x10000) * 0.0625);
--spacing-x02500: calc(var(--spacing-x10000) * 0.25);
--spacing-x05000: calc(var(--spacing-x10000) * 0.5);
--spacing-x10000: 16px;
--spacing-x15000: calc(var(--spacing-x10000) * 1.5);
--spacing-x20000: calc(var(--spacing-x10000) * 2);
/* Custom sizes */
--toc-width: 340px;
--content-max-width: 1024px;
}

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/* ##### Variables: Dark Mode ########## */
@media (prefers-color-scheme: dark) {
:root {
/* Colors */
--color-gray-10: hsl(0, 0%, 10%);
--color-gray-15: hsl(0, 0%, 15%);
--color-gray-90: hsl(0, 0%, 90%);
--color-maximumyellowred: hsl(40, 90%, 60%);
/* Borders */
--border: var(--sizing-x00625) solid var(--color-gray-40);
}
}

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/* ##### Default ########## */
/* Body */
body {
font-family: var(--typography-font-family-base);
font-size: var(--typography-font-size-x10000);
font-weight: var(--typography-font-weight-regular);
line-height: var(--typography-line-height-normal);
background-color: var(--color-gray-100);
color: var(--color-gray-20);
}
body.toc_toggled {
overflow: hidden;
}
/* Table of Contents and Content */
body #toc_toggler, body #toc, body #content {
padding: var(--spacing-x20000);
}
/* Table of Contents */
body #toc_toggler, body #toc {
background-color: var(--color-gray-97);
}
body #toc_toggler {
display: none;
flex-direction: column;
align-items: center;
min-width: 50px;
max-width: 50px;
position: fixed;
top: 0;
bottom: 0;
}
body #toc_toggler img {
width: var(--sizing-x12500);
height: var(--sizing-x12500);
}
body #toc_toggler > a[href="#"] {
margin-top: auto;
}
body #toc {
min-width: var(--toc-width);
max-width: var(--toc-width);
position: fixed;
top: 0;
left: 0;
bottom: 0;
overflow-y: auto;
}
body #toc #toc_inner > ul {
margin-top: var(--spacing-x05000);
margin-bottom: 0;
margin-left: 0;
list-style-type: none;
}
body #toc #toc_inner > ul > li > a {
font-weight: var(--typography-font-weight-bold);
}
/* Content Version */
body #content_version {
display: flex;
align-items: center;
margin-bottom: var(--spacing-x10000);
padding-bottom: var(--spacing-x05000);
font-size: var(--typography-font-size-x08750);
color: var(--color-gray-60);
border-bottom: var(--border);
}
body #content_version #content_version_details {
display: flex;
align-items: center;
}
body #content_version #content_version_details img {
max-width: var(--sizing-x30000);
margin: 0;
margin-right: var(--spacing-x05000);
}
body #content_version #content_version_details div {
display: flex;
flex-direction: column;
}
body #content_version #content_version_details div #content_version_heading {
font-size: var(--typography-font-size-x10000);
font-weight: var(--typography-font-weight-bold);
color: var(--color-gray-40);
}
body #content_version #content_version_links {
display: flex;
flex-direction: column;
align-items: flex-end;
margin-left: auto;
}
/* Content */
body #content {
max-width: var(--content-max-width);
margin: 0 auto;
padding-left: calc(var(--toc-width) + var(--sizing-x20000));
}
body #content > :last-child {
margin-bottom: 0;
}
body #content h1, body #content h2, body #content h3, body #content h4 {
display: inline-block;
width: 100%;
margin-top: var(--spacing-x05000);
}
/* Back to Top */
body #content a[href="#"] {
position: fixed;
right: var(--spacing-x20000);
bottom: var(--spacing-x20000);
}

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/* ##### Default: Dark Mode ########## */
@media (prefers-color-scheme: dark) {
/* Body */
body {
background-color: var(--color-gray-10);
color: var(--color-gray-90);
}
/* Content Version */
body #content_version #content_version_details div #content_version_heading {
color: var(--color-gray-80);
}
/* Table of Contents */
body #toc_toggler, body #toc {
background-color: var(--color-gray-15);
box-shadow: 16px 0 24px -12px var(--color-gray-5);
}
}

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// handles the string in a #key() macro
const key_str = (key) => {
if (keys[key]) {
return "<span class=\"shortcut\">" + keys[key] + "</span>";
} else {
console.error("unknown key ", key);
return undefined;
}
}
// Pandoc smart typography converts three periods to …, but this breaks
// our menu item lookups.
const fix_ellipsis = (path) => path.replace("…", "...");
const shortcut_str = (shortcut) => {
let result = "";
if (shortcut) {
if (shortcut.key == "") {
result = undefined;
} else {
for (i = 0; i < shortcut.modifiers.length; ++i) {
result += key_str(shortcut.modifiers[i]);
}
result += key_str(shortcut.key);
}
} else {
console.error("unknown shortcut ", shortcut);
result += "&laquo;unknown shortcut&raquo;";
}
return result;
}
const menu_path_str = (path) => path.join(" &raquo; ");
// handles the string in a #menu() macro
const menu_item_str = (key) => {
key = fix_ellipsis(key);
let result = "<b>";
const item = menu[key];
if (item) {
result += menu_path_str(item.path);
const shortcut = shortcut_str(item.shortcut);
if (shortcut) {
result += " (" + shortcut + ")";
}
} else {
console.error("unknown menu item ", key);
result += "unknown menu item \"" + key + "\"";
}
result += "</b>";
return result;
}
// handles the string in an #action() macro
const action_str = (key) => {
key = fix_ellipsis(key);
let result = "<b>";
const item = actions[key];
if (item) {
result += shortcut_str(item);
} else {
console.error("unknown action ", key);
result += "unknown action \"" + key + "\"";
}
result += "</b>";
return result;
}
// #key() macros expand into calls to this
const print_key = (key) => document.write(key_str(key));
// #menu() macros expand into calls to this
const print_menu_item = (key) => document.write(menu_item_str(key));
// #action() macros expand into calls to this
const print_action = (key) => document.write(action_str(key));

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta content="Nazi Zombies: Portable Documentation" property="og:title" />
<meta content="Official Mapping and Core documentation for the Quake project Nazi Zombies: Portable" property="og:description" />
<meta content="https://docs.nzp.gay/" property="og:url" />
<meta content="https://docs.nzp.gay/res/images/icon.webp" property="og:image" />
<meta content="#6e0d00" data-react-helmet="true" name="theme-color" />
<meta name="generator" content="pandoc">
$for(author-meta)$
<meta name="author" content="$author-meta$">$endfor$
<title>$pagetitle$</title>
<link rel="icon" href="../res/images/icon.webp">
<link rel="stylesheet" href="../res/_reset.css">
<link rel="stylesheet" href="../res/_variables.css">
<link rel="stylesheet" href="../res/_variables.darkmode.css">
<link rel="stylesheet" href="../res/_specific.css">
<link rel="stylesheet" href="../res/_specific.darkmode.css">
<link rel="stylesheet" href="../res/default.css">
<link rel="stylesheet" href="../res/default.darkmode.css">
<link rel="stylesheet" href="../res/_responsive.css">
<!--<script src="shortcuts.js"></script>-->
<script src="res/shortcuts_helper.js"></script>
<script>(() => {
window.addEventListener('DOMContentLoaded', () => {
const tocToggledClass = 'toc_toggled';
document.body.querySelector('div#toc_toggler .toc_toggler_button').addEventListener('click', (event) => {
event.preventDefault();
document.body.classList.toggle(tocToggledClass);
});
document.body.querySelectorAll('a').forEach((element) => {
element.addEventListener('click', (event) => {
document.body.classList.remove(tocToggledClass);
});
});
});
})()</script>
</head>
<body>
$if(toc)$<div id="toc_toggler">
<img src="../res/images/icon.webp" alt="NZ:P Icon">
<button class="toc_toggler_button" title="Open Table of Contents"><span>&#9776;</span></button>
<a href="#" title="Back to top"><span>&#8657;</span></a>
</div>
<nav id="toc">
<div id="toc_inner">
$toc$
</div>
</nav>$endif$
<main id="content">
<aside id="content_version">
<div id="content_version_details">
<img src="../res/images/icon.webp" alt="NZ:P Icon">
<div>
<span id="content_version_heading">$pagetitle$</span>
<span><strong><i>Call of Duty: Zombies</i> Recreation</strong></span>
</div>
</div>
<div id="content_version_links">
<span><strong><a href="../landing/index.html" rel="noopener noreferrer">Landing</a></strong> - <a href="https://github.com/nzp-team" target="_blank" rel="noopener noreferrer">GitHub Organization</a></span>
<span><a href="https://github.com/nzp-team/nzportable/releases/latest" target="_blank" rel="noopener noreferrer">Download the latest available version</a> - <a href="https://nzp.gay/" target="_blank" rel="noopener noreferrer">Play in your Browser (WebGL)</a></span>
</div>
</aside>
<a href="#" title="Back to top"><span>&#8657;</span></a>
$body$
</main>
</body>
</html>