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	<id>https://wiki.soldat2.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RetiredSnail</id>
	<title>Soldat2 Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.soldat2.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RetiredSnail"/>
	<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Special:Contributions/RetiredSnail"/>
	<updated>2026-05-05T17:20:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.38.4</generator>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=233</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=233"/>
		<updated>2023-12-18T12:03:41Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* DEPRECATED ''!top'': Show leaderboard for current map&lt;br /&gt;
* DEPRECATED ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
== For Players ==&lt;br /&gt;
&lt;br /&gt;
Ordered checkpoints have their checkpoint number shown. You must cross checkpoints in an increasing fashion. &lt;br /&gt;
&lt;br /&gt;
In curves it is often helpful to not use the side jump but the neutral jump. (The neutral jump is when jump is pressed '''without''' left/right pressed.)&lt;br /&gt;
In curves it is thus also often helpful to keep jump pressed during the curve. You can go into a curve by gaining momentum from a few side jumps and once you're in the curve you switch from side jumps to a neutral jump.&lt;br /&gt;
&lt;br /&gt;
At the top of the curve in a lot of cases additional speed can be gained by using a prone boost. Since entering prone (also called superman) rotates your body this (by nature of physics) causes a push force of the body collides with a protoshape (for example with the feet). If this happens during rotation then there's a push force caused by this rotation. This can also be used in a 'roof bounce' fashion which allows you to quickly switch from going up to going down. Note that the position of the cursor is very important for all these tricks because the body will rotate towards your cursor and for example to get a nice roof bounce the cursor has to be straight (or almost straight) below your body such that it is rotated in such a way that the rotation causes the feet to push of the roof protoshape. &lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,61-89): ordered checkpoint with radius 2&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
* (255,255,181): no drag checkpoint&lt;br /&gt;
* (255,255,182): infinite jet checkpoint&lt;br /&gt;
* (255,255,183): boost checkpoint&lt;br /&gt;
* (255,255,184): zero-g checkpoint&lt;br /&gt;
* (255,255,185): hidden, radius 5&lt;br /&gt;
* (255,255,186): hidden, radius 3&lt;br /&gt;
* (255,255,187): checkpoint with radius 1&lt;br /&gt;
* (255,255,188): boost checkpoint, smaller and less boost&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed. They don't work in loop maps.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=232</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=232"/>
		<updated>2023-12-11T10:10:47Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Dragunov */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamage = 0.135f;&lt;br /&gt;
&lt;br /&gt;
A bit less damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 6;&lt;br /&gt;
&lt;br /&gt;
Less ammo.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=231</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=231"/>
		<updated>2023-12-11T10:04:55Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Dragunov */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamage = 0.135f;&lt;br /&gt;
&lt;br /&gt;
A bit less damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.003f;&lt;br /&gt;
    clipCount = 6;&lt;br /&gt;
&lt;br /&gt;
A bit More accurate, one shot less ammo.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=230</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=230"/>
		<updated>2023-12-10T22:31:49Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamage = 0.135f;&lt;br /&gt;
&lt;br /&gt;
A bit less damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=229</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=229"/>
		<updated>2023-12-10T22:28:49Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamage = 0.138f;&lt;br /&gt;
&lt;br /&gt;
A bit less damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=228</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=228"/>
		<updated>2023-12-10T22:10:37Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.165f;&lt;br /&gt;
&lt;br /&gt;
Range reduction but more damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=227</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=227"/>
		<updated>2023-12-10T22:01:53Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.16f;&lt;br /&gt;
&lt;br /&gt;
Range reduction but more damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=226</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=226"/>
		<updated>2023-12-10T21:59:29Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.15f;&lt;br /&gt;
&lt;br /&gt;
Range reduction but more damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=225</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=225"/>
		<updated>2023-12-10T21:51:56Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.146f;&lt;br /&gt;
&lt;br /&gt;
Range reduction but more damage.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=224</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=224"/>
		<updated>2023-12-10T21:51:32Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.146f;&lt;br /&gt;
&lt;br /&gt;
Range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=223</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=223"/>
		<updated>2023-12-10T21:50:58Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.145f;&lt;br /&gt;
&lt;br /&gt;
Range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=222</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=222"/>
		<updated>2023-12-10T21:47:59Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.14f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage/range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=221</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=221"/>
		<updated>2023-12-10T20:42:16Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* SteyrAUG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.991f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage/range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=220</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=220"/>
		<updated>2023-12-10T20:40:09Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* SteyrAUG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 0.993f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage/range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=219</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=219"/>
		<updated>2023-12-10T20:39:59Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Kalashnikov */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage/range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    bulletDamp = 1.002f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=218</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=218"/>
		<updated>2023-12-10T19:55:50Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* RocketLauncher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.550f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage/range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=217</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=217"/>
		<updated>2023-12-10T09:05:59Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.475f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage/range reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=216</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=216"/>
		<updated>2023-12-10T09:05:35Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.475f;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=215</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=215"/>
		<updated>2023-12-09T18:28:53Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Very slight damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=214</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=214"/>
		<updated>2023-12-09T18:27:39Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Spas12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.97f;&lt;br /&gt;
    bulletDamage = 0.13f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=213</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=213"/>
		<updated>2023-12-09T18:27:24Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 2)&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=212</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=212"/>
		<updated>2023-12-09T05:08:47Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 0 (max: 2)&lt;br /&gt;
&lt;br /&gt;
Fire1 allowed after 1s. Change, Drop, Item only after 2s.&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=211</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=211"/>
		<updated>2023-12-09T05:06:36Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.5&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 0 (max: 2)&lt;br /&gt;
&lt;br /&gt;
Fire1 allowed right after respawn. Change, Drop, Item only after 2s.&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=210</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=210"/>
		<updated>2023-12-07T12:22:20Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* FlakCannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.4&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 1)&lt;br /&gt;
&lt;br /&gt;
All one shot weapons are disabled: M79, Barrett, Knife, Chainsaw.&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=209</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=209"/>
		<updated>2023-12-07T11:30:23Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.4&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 1)&lt;br /&gt;
&lt;br /&gt;
All one shot weapons are disabled: M79, Barrett, Knife, Chainsaw.&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== FlakCannon ===&lt;br /&gt;
&lt;br /&gt;
Secondary weapon. Can shoot one grenade every 3s. Grenade deals roughly ~50dmg.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=208</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=208"/>
		<updated>2023-12-07T06:13:20Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* WM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.3&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 1)&lt;br /&gt;
&lt;br /&gt;
All one shot weapons are disabled: M79, Barrett, Knife, Chainsaw. Since grenades would be practically one shot weapons too their damage has been drastically reduced but are still enabled for self-boosting purposes. &lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.05f;&lt;br /&gt;
&lt;br /&gt;
Less accurate over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== FlakCannon ===&lt;br /&gt;
&lt;br /&gt;
Secondary weapon. Can shoot one grenade every 3s. Grenade deals roughly ~50dmg.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=207</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=207"/>
		<updated>2023-12-06T18:08:32Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 0.5s + 0.5s x players&lt;br /&gt;
    FoV: 5.3&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
    Grenades: 1 (max: 1)&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' Mimick the old M72 LAW from Soldat. Guided missiles are a nice idea but they just don't work with players who have ping because then the missile becomes undodgeable. Also currently the RPG rocket is bugged and making it unguided hopefully mitigates this somewhat.&lt;br /&gt;
&lt;br /&gt;
    bowType = 2;&lt;br /&gt;
    bowFullSecs = 0.2f;&lt;br /&gt;
    bowMinStrength = w.bowFullSecs;&lt;br /&gt;
    autoFire = 3;&lt;br /&gt;
    guided = false;&lt;br /&gt;
    muzzleVelocity = 1.0f;&lt;br /&gt;
    reloadSecs = 7f;&lt;br /&gt;
    movementSprayPercent = 0.10f;&lt;br /&gt;
&lt;br /&gt;
Unguided, faster missile. Can't be aimed at all while moving.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=206</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=206"/>
		<updated>2023-12-06T18:01:17Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 1.0s + 0.5s x players&lt;br /&gt;
    FoV: 5.3&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' Mimick the old M72 LAW from Soldat. Guided missiles are a nice idea but they just don't work with players who have ping because then the missile becomes undodgeable. Also currently the RPG rocket is bugged and making it unguided hopefully mitigates this somewhat.&lt;br /&gt;
&lt;br /&gt;
    bowType = 2;&lt;br /&gt;
    bowFullSecs = 0.2f;&lt;br /&gt;
    bowMinStrength = w.bowFullSecs;&lt;br /&gt;
    autoFire = 3;&lt;br /&gt;
    guided = false;&lt;br /&gt;
    muzzleVelocity = 1.0f;&lt;br /&gt;
    reloadSecs = 7f;&lt;br /&gt;
    movementSprayPercent = 0.10f;&lt;br /&gt;
&lt;br /&gt;
Unguided, faster missile. Can't be aimed at all while moving.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=205</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=205"/>
		<updated>2023-12-05T21:37:14Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* FlakCannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 1.0s + 0.5s x players&lt;br /&gt;
    FoV: 5.3&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
&lt;br /&gt;
=== FlakCannon ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' Long range weapon like Dragunov, but lethal in 3 shots. The dragunov can kill within 660ms while the FlakCannon can kill in 900ms. However, if the dragunov doesn't kill in two shots then the dragunov requires 1320ms to kill. Thus, the dragunov will beat FlakCannon if the dragunov player manages to land two body/head shots. In close range the Deagles for example has a higher rate of fire and will thus beat the FlakCannon. &lt;br /&gt;
&lt;br /&gt;
    autoFire = 0;&lt;br /&gt;
    bulletsInShot = 1;&lt;br /&gt;
    fireIntervalSecs = 0.450f;&lt;br /&gt;
    camShake = 0.0f;&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    clipCount = 7;&lt;br /&gt;
    muzzleVelocity = 1.8f;&lt;br /&gt;
    reloadSecs = 3.5f;&lt;br /&gt;
    binkSecs = 0.0f;&lt;br /&gt;
    bulletKickBack = 0.0f;&lt;br /&gt;
    bulletForce = 300f;&lt;br /&gt;
    bulletFlagForce = 50f;&lt;br /&gt;
    bulletDamage = 0.4f;&lt;br /&gt;
&lt;br /&gt;
FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.&lt;br /&gt;
&lt;br /&gt;
==== Flak ====&lt;br /&gt;
&lt;br /&gt;
Explosion:&lt;br /&gt;
&lt;br /&gt;
    explosionForce = 10f;&lt;br /&gt;
    explosionRadius = 0.01f;&lt;br /&gt;
    damage = 0.01f;&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' A weapon with a strong'n' quick boost at the cost of lethality. &lt;br /&gt;
&lt;br /&gt;
    bulletKickBack = 400.0f;&lt;br /&gt;
    clipCount = 4;&lt;br /&gt;
    fireIntervalSecs = 1.25f;&lt;br /&gt;
    startLoaded = false;&lt;br /&gt;
&lt;br /&gt;
Turned into a boost weapon.&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' Mimick the old M72 LAW from Soldat. Guided missiles are a nice idea but they just don't work with players who have ping because then the missile becomes undodgeable. Also currently the RPG rocket is bugged and making it unguided hopefully mitigates this somewhat.&lt;br /&gt;
&lt;br /&gt;
    bowType = 2;&lt;br /&gt;
    bowFullSecs = 0.2f;&lt;br /&gt;
    bowMinStrength = w.bowFullSecs;&lt;br /&gt;
    autoFire = 3;&lt;br /&gt;
    guided = false;&lt;br /&gt;
    muzzleVelocity = 1.0f;&lt;br /&gt;
    reloadSecs = 7f;&lt;br /&gt;
    movementSprayPercent = 0.10f;&lt;br /&gt;
&lt;br /&gt;
Unguided, faster missile. Can't be aimed at all while moving.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=204</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=204"/>
		<updated>2023-12-05T06:13:25Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
This WM is an attempt to better balance close-range vs. ranged weapons. It also introduces a new long-range weapon: the in the default WM unused FlakCannon.&lt;br /&gt;
Some weapons have been made slightly more accurate.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 1.0s + 0.5s x players&lt;br /&gt;
    FoV: 5.3&lt;br /&gt;
    Medkit Drops: Heal 20hp instead of 33hp.&lt;br /&gt;
&lt;br /&gt;
=== FlakCannon ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' Long range weapon like Dragunov, but lethal in 3 shots. The dragunov can kill within 660ms while the FlakCannon can kill in 900ms. However, if the dragunov doesn't kill in two shots then the dragunov requires 1320ms to kill. Thus, the dragunov will beat FlakCannon if the dragunov player manages to land two body/head shots. In close range the Deagles for example has a higher rate of fire and will thus beat the FlakCannon. &lt;br /&gt;
&lt;br /&gt;
    autoFire = 0;&lt;br /&gt;
    bulletsInShot = 1;&lt;br /&gt;
    fireIntervalSecs = 0.450f;&lt;br /&gt;
    camShake = 0.0f;&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    clipCount = 7;&lt;br /&gt;
    muzzleVelocity = 1.8f;&lt;br /&gt;
    reloadSecs = 3.5f;&lt;br /&gt;
    binkSecs = 0.0f;&lt;br /&gt;
    bulletKickBack = 0.0f;&lt;br /&gt;
    bulletForce = 300f;&lt;br /&gt;
    bulletFlagForce = 50f;&lt;br /&gt;
    bulletDamage = 0.4f;&lt;br /&gt;
&lt;br /&gt;
FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' A weapon with a strong'n' quick boost at the cost of lethality. &lt;br /&gt;
&lt;br /&gt;
    bulletKickBack = 400.0f;&lt;br /&gt;
    clipCount = 4;&lt;br /&gt;
    fireIntervalSecs = 1.25f;&lt;br /&gt;
    startLoaded = false;&lt;br /&gt;
&lt;br /&gt;
Turned into a boost weapon.&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
&lt;br /&gt;
''Concept:'' Mimick the old M72 LAW from Soldat. Guided missiles are a nice idea but they just don't work with players who have ping because then the missile becomes undodgeable. Also currently the RPG rocket is bugged and making it unguided hopefully mitigates this somewhat.&lt;br /&gt;
&lt;br /&gt;
    bowType = 2;&lt;br /&gt;
    bowFullSecs = 0.2f;&lt;br /&gt;
    bowMinStrength = w.bowFullSecs;&lt;br /&gt;
    autoFire = 3;&lt;br /&gt;
    guided = false;&lt;br /&gt;
    muzzleVelocity = 1.0f;&lt;br /&gt;
    reloadSecs = 7f;&lt;br /&gt;
    movementSprayPercent = 0.10f;&lt;br /&gt;
&lt;br /&gt;
Unguided, faster missile. Can't be aimed at all while moving.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=203</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=203"/>
		<updated>2023-12-05T06:06:20Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
    Respawn: 1.0s + 0.5s x players&lt;br /&gt;
    FoV: 5.3&lt;br /&gt;
&lt;br /&gt;
=== FlakCannon ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    autoFire = 0;&lt;br /&gt;
    bulletsInShot = 1;&lt;br /&gt;
    fireIntervalSecs = 0.450f;&lt;br /&gt;
    camShake = 0.0f;&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    clipCount = 7;&lt;br /&gt;
    muzzleVelocity = 1.8f;&lt;br /&gt;
    reloadSecs = 3.5f;&lt;br /&gt;
    binkSecs = 0.0f;&lt;br /&gt;
    bulletKickBack = 0.0f;&lt;br /&gt;
    bulletForce = 300f;&lt;br /&gt;
    bulletFlagForce = 50f;&lt;br /&gt;
    bulletDamage = 0.4f;&lt;br /&gt;
&lt;br /&gt;
FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    bulletKickBack = 400.0f;&lt;br /&gt;
    clipCount = 4;&lt;br /&gt;
    fireIntervalSecs = 1.25f;&lt;br /&gt;
    startLoaded = false;&lt;br /&gt;
&lt;br /&gt;
Turned into a boost weapon.&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
&lt;br /&gt;
    bowType = 2;&lt;br /&gt;
    bowFullSecs = 0.2f;&lt;br /&gt;
    bowMinStrength = w.bowFullSecs;&lt;br /&gt;
    autoFire = 3;&lt;br /&gt;
    guided = false;&lt;br /&gt;
    muzzleVelocity = 1.0f;&lt;br /&gt;
    reloadSecs = 7f;&lt;br /&gt;
    movementSprayPercent = 0.10f;&lt;br /&gt;
&lt;br /&gt;
Unguided, faster missile. Can't be aimed at all while moving.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=202</id>
		<title>RetiredSnail/WM</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=RetiredSnail/WM&amp;diff=202"/>
		<updated>2023-12-05T06:06:08Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: Created page with &amp;quot;== WM ==  Listed here are only differences to WM-20231112.  === General ===  - Respawn: 1.0s + 0.5s x players - FoV: 5.3  === FlakCannon ===       autoFire = 0;     bulletsInShot = 1;     fireIntervalSecs = 0.450f;     camShake = 0.0f;     sprayPercent = 0.0f;     clipCount = 7;     muzzleVelocity = 1.8f;     reloadSecs = 3.5f;     binkSecs = 0.0f;     bulletKickBack = 0.0f;     bulletForce = 300f;     bulletFlagForce = 50f;     bulletDamage = 0.4f;  FlakCannon has no ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WM ==&lt;br /&gt;
&lt;br /&gt;
Listed here are only differences to WM-20231112.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
- Respawn: 1.0s + 0.5s x players&lt;br /&gt;
- FoV: 5.3&lt;br /&gt;
&lt;br /&gt;
=== FlakCannon ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    autoFire = 0;&lt;br /&gt;
    bulletsInShot = 1;&lt;br /&gt;
    fireIntervalSecs = 0.450f;&lt;br /&gt;
    camShake = 0.0f;&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
    clipCount = 7;&lt;br /&gt;
    muzzleVelocity = 1.8f;&lt;br /&gt;
    reloadSecs = 3.5f;&lt;br /&gt;
    binkSecs = 0.0f;&lt;br /&gt;
    bulletKickBack = 0.0f;&lt;br /&gt;
    bulletForce = 300f;&lt;br /&gt;
    bulletFlagForce = 50f;&lt;br /&gt;
    bulletDamage = 0.4f;&lt;br /&gt;
&lt;br /&gt;
FlakCannon has no explosion damage and doesn't boost. The explosion is only cosmetic.&lt;br /&gt;
&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
&lt;br /&gt;
    fireIntervalSecs = 0.28f;&lt;br /&gt;
&lt;br /&gt;
Lowered rate of fire.&lt;br /&gt;
&lt;br /&gt;
=== SteyrAUG ===&lt;br /&gt;
&lt;br /&gt;
    clipCount = 30; // same as WM-20231112&lt;br /&gt;
    bulletDamage = 0.195f; // same as WM-20231112&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Spas12 ===&lt;br /&gt;
&lt;br /&gt;
    bulletDamp = 0.965f;&lt;br /&gt;
    bulletTimeOutSecs = 0.25f;&lt;br /&gt;
&lt;br /&gt;
Reduced range of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
&lt;br /&gt;
    sprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
&lt;br /&gt;
    movementSprayPercent = 0.0f;&lt;br /&gt;
&lt;br /&gt;
More accurate.&lt;br /&gt;
&lt;br /&gt;
=== RocketLauncher ===&lt;br /&gt;
&lt;br /&gt;
    bulletKickBack = 400.0f;&lt;br /&gt;
    clipCount = 4;&lt;br /&gt;
    fireIntervalSecs = 1.25f;&lt;br /&gt;
    startLoaded = false;&lt;br /&gt;
&lt;br /&gt;
Turned into a boost weapon.&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
&lt;br /&gt;
    bowType = 2;&lt;br /&gt;
    bowFullSecs = 0.2f;&lt;br /&gt;
    bowMinStrength = w.bowFullSecs;&lt;br /&gt;
    autoFire = 3;&lt;br /&gt;
    guided = false;&lt;br /&gt;
    muzzleVelocity = 1.0f;&lt;br /&gt;
    reloadSecs = 7f;&lt;br /&gt;
    movementSprayPercent = 0.10f;&lt;br /&gt;
&lt;br /&gt;
Unguided, faster missile. Can't be aimed at all while moving.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=201</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=201"/>
		<updated>2023-12-04T15:33:17Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* For Map Makers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Players ==&lt;br /&gt;
&lt;br /&gt;
Ordered checkpoints have their checkpoint number shown. You must cross checkpoints in an increasing fashion. &lt;br /&gt;
&lt;br /&gt;
In curves it is often helpful to not use the side jump but the neutral jump. (The neutral jump is when jump is pressed '''without''' left/right pressed.)&lt;br /&gt;
In curves it is thus also often helpful to keep jump pressed during the curve. You can go into a curve by gaining momentum from a few side jumps and once you're in the curve you switch from side jumps to a neutral jump.&lt;br /&gt;
&lt;br /&gt;
At the top of the curve in a lot of cases additional speed can be gained by using a prone boost. Since entering prone (also called superman) rotates your body this (by nature of physics) causes a push force of the body collides with a protoshape (for example with the feet). If this happens during rotation then there's a push force caused by this rotation. This can also be used in a 'roof bounce' fashion which allows you to quickly switch from going up to going down. Note that the position of the cursor is very important for all these tricks because the body will rotate towards your cursor and for example to get a nice roof bounce the cursor has to be straight (or almost straight) below your body such that it is rotated in such a way that the rotation causes the feet to push of the roof protoshape. &lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,61-89): ordered checkpoint with radius 2&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
* (255,255,181): no drag checkpoint&lt;br /&gt;
* (255,255,182): infinite jet checkpoint&lt;br /&gt;
* (255,255,183): boost checkpoint&lt;br /&gt;
* (255,255,184): zero-g checkpoint&lt;br /&gt;
* (255,255,185): hidden, radius 5&lt;br /&gt;
* (255,255,186): hidden, radius 3&lt;br /&gt;
* (255,255,187): checkpoint with radius 1&lt;br /&gt;
* (255,255,188): boost checkpoint, smaller and less boost&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed. They don't work in loop maps.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=User_talk:RetiredSnail&amp;diff=200</id>
		<title>User talk:RetiredSnail</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=User_talk:RetiredSnail&amp;diff=200"/>
		<updated>2023-11-29T19:55:43Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Runmode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Runmode ==&lt;br /&gt;
&lt;br /&gt;
All things concerning the Runmode.&lt;br /&gt;
&lt;br /&gt;
=== Wish list ===&lt;br /&gt;
&lt;br /&gt;
* Various checkpoint types that have certain special effects when passed such as disabling jets or making the gostek faster etc.&lt;br /&gt;
* Replays and ghosts (like in racing games).&lt;br /&gt;
* !top &amp;lt;map&amp;gt;, !pb &amp;lt;map&amp;gt; commands.&lt;br /&gt;
* !leaderboard command&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
&lt;br /&gt;
* Checkpoint deltas in loop maps still broken.&lt;br /&gt;
&lt;br /&gt;
=== Next ===&lt;br /&gt;
&lt;br /&gt;
* Lap indicator (e.g 1/3, 2/3, 3/3).&lt;br /&gt;
&lt;br /&gt;
=== Done ===&lt;br /&gt;
&lt;br /&gt;
* Ordered checkpoints.&lt;br /&gt;
* Delta times at checkpoint (color coded: +red, -green, =yellow).&lt;br /&gt;
* Checkpoints with different sizes.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=User_talk:RetiredSnail&amp;diff=199</id>
		<title>User talk:RetiredSnail</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=User_talk:RetiredSnail&amp;diff=199"/>
		<updated>2023-11-29T19:55:37Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Runmode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Runmode ==&lt;br /&gt;
&lt;br /&gt;
All things concerning the Runmode.&lt;br /&gt;
&lt;br /&gt;
=== Wish list ===&lt;br /&gt;
&lt;br /&gt;
* Various checkpoint types that have certain special effects when passed such as disabling jets or making the gostek faster etc.&lt;br /&gt;
* Replays and ghosts (like in racing games).&lt;br /&gt;
* !top &amp;lt;map&amp;gt;, !pb &amp;lt;map&amp;gt; commands.&lt;br /&gt;
* !leaderboard command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
&lt;br /&gt;
* Checkpoint deltas in loop maps still broken.&lt;br /&gt;
&lt;br /&gt;
=== Next ===&lt;br /&gt;
&lt;br /&gt;
* Lap indicator (e.g 1/3, 2/3, 3/3).&lt;br /&gt;
&lt;br /&gt;
=== Done ===&lt;br /&gt;
&lt;br /&gt;
* Ordered checkpoints.&lt;br /&gt;
* Delta times at checkpoint (color coded: +red, -green, =yellow).&lt;br /&gt;
* Checkpoints with different sizes.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=User_talk:RetiredSnail&amp;diff=198</id>
		<title>User talk:RetiredSnail</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=User_talk:RetiredSnail&amp;diff=198"/>
		<updated>2023-11-29T19:54:16Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Runmode ==&lt;br /&gt;
&lt;br /&gt;
All things concerning the Runmode.&lt;br /&gt;
&lt;br /&gt;
=== Wish list ===&lt;br /&gt;
&lt;br /&gt;
* Various checkpoint types that have certain special effects when passed such as disabling jets or making the gostek faster etc.&lt;br /&gt;
* Replays and ghosts (like in racing games).&lt;br /&gt;
* Lap indicator (e.g 1/3, 2/3, 3/3).&lt;br /&gt;
* !top &amp;lt;map&amp;gt;, !pb &amp;lt;map&amp;gt; commands.&lt;br /&gt;
* !leaderboard command.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
&lt;br /&gt;
* Checkpoint deltas in loop maps still broken.&lt;br /&gt;
&lt;br /&gt;
=== Done ===&lt;br /&gt;
&lt;br /&gt;
* Ordered checkpoints.&lt;br /&gt;
* Delta times at checkpoint (color coded: +red, -green, =yellow).&lt;br /&gt;
* Checkpoints with different sizes.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=197</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=197"/>
		<updated>2023-11-29T19:53:57Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* For Map Makers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Players ==&lt;br /&gt;
&lt;br /&gt;
Ordered checkpoints have their checkpoint number shown. You must cross checkpoints in an increasing fashion. &lt;br /&gt;
&lt;br /&gt;
In curves it is often helpful to not use the side jump but the neutral jump. (The neutral jump is when jump is pressed '''without''' left/right pressed.)&lt;br /&gt;
In curves it is thus also often helpful to keep jump pressed during the curve. You can go into a curve by gaining momentum from a few side jumps and once you're in the curve you switch from side jumps to a neutral jump.&lt;br /&gt;
&lt;br /&gt;
At the top of the curve in a lot of cases additional speed can be gained by using a prone boost. Since entering prone (also called superman) rotates your body this (by nature of physics) causes a push force of the body collides with a protoshape (for example with the feet). If this happens during rotation then there's a push force caused by this rotation. This can also be used in a 'roof bounce' fashion which allows you to quickly switch from going up to going down. Note that the position of the cursor is very important for all these tricks because the body will rotate towards your cursor and for example to get a nice roof bounce the cursor has to be straight (or almost straight) below your body such that it is rotated in such a way that the rotation causes the feet to push of the roof protoshape. &lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,61-89): ordered checkpoint with radius 2&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
* (255,255,181): no drag checkpoint&lt;br /&gt;
* (255,255,182): infinite jet checkpoint&lt;br /&gt;
* (255,255,183): boost checkpoint&lt;br /&gt;
* (255,255,184): zero-g checkpoint&lt;br /&gt;
* (255,255,185): hidden, radius 5&lt;br /&gt;
* (255,255,186): hidden, radius 3&lt;br /&gt;
* (255,255,187): checkpoint with radius 1&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed. They don't work in loop maps.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=196</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=196"/>
		<updated>2023-11-29T19:48:27Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* For Map Makers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Players ==&lt;br /&gt;
&lt;br /&gt;
Ordered checkpoints have their checkpoint number shown. You must cross checkpoints in an increasing fashion. &lt;br /&gt;
&lt;br /&gt;
In curves it is often helpful to not use the side jump but the neutral jump. (The neutral jump is when jump is pressed '''without''' left/right pressed.)&lt;br /&gt;
In curves it is thus also often helpful to keep jump pressed during the curve. You can go into a curve by gaining momentum from a few side jumps and once you're in the curve you switch from side jumps to a neutral jump.&lt;br /&gt;
&lt;br /&gt;
At the top of the curve in a lot of cases additional speed can be gained by using a prone boost. Since entering prone (also called superman) rotates your body this (by nature of physics) causes a push force of the body collides with a protoshape (for example with the feet). If this happens during rotation then there's a push force caused by this rotation. This can also be used in a 'roof bounce' fashion which allows you to quickly switch from going up to going down. Note that the position of the cursor is very important for all these tricks because the body will rotate towards your cursor and for example to get a nice roof bounce the cursor has to be straight (or almost straight) below your body such that it is rotated in such a way that the rotation causes the feet to push of the roof protoshape. &lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,61-89): ordered checkpoint with radius 2&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
* (255,255,181): no drag checkpoint&lt;br /&gt;
* (255,255,182): infinite jet checkpoint&lt;br /&gt;
* (255,255,183): boost checkpoint&lt;br /&gt;
* (255,255,184): zero-g checkpoint&lt;br /&gt;
* (255,255,185): hidden, radius 5&lt;br /&gt;
* (255,255,186): hidden, radius 3&lt;br /&gt;
* (255,255,187): checkpoint with radius 1&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Main_Page&amp;diff=195</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Main_Page&amp;diff=195"/>
		<updated>2023-11-19T06:50:42Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the Soldat 2 Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Ranked]]&lt;br /&gt;
* [[Movement|Movement Guide]]&lt;br /&gt;
* [[Radio Commands]]&lt;br /&gt;
* [[:Category:Modding]]&lt;br /&gt;
** [[Mapping|Mapping Guide]]&lt;br /&gt;
** [[Custom Modifiers]]&lt;br /&gt;
** [[Scripting Introduction]]&lt;br /&gt;
** [[Scripting Events]]&lt;br /&gt;
** [[Scripting Examples]]&lt;br /&gt;
** ''Community Mods''&lt;br /&gt;
*** [[Runmode]]&lt;br /&gt;
*** [[AimLab]]&lt;br /&gt;
* [[:Category:Dedicated Server]]&lt;br /&gt;
** [[Server Hosting]]&lt;br /&gt;
** [[Server Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [https://store.steampowered.com/app/474220/Soldat_2/ Soldat 2 on STEAM]&lt;br /&gt;
* [https://oczki.pl/s2-players Active Player Dashboard]&lt;br /&gt;
* [https://stats.soldat2.com/ Ranked Ladder Statistics &amp;amp; Leaderboards]&lt;br /&gt;
* [https://tms2.jrgp.org/ The Soldat 2 Mapping Showcase]&lt;br /&gt;
* [https://kreis.uber.space/soldat2/mapview/ Map Search &amp;amp; Overview]&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Weapons&amp;diff=194</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Weapons&amp;diff=194"/>
		<updated>2023-11-19T06:49:15Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To eliminate other players, your [[gostek]] can use a variety of weapons. When respawning, the player can choose one primary and one secondary weapon from a radial menu. As of [[version history|version 0.8.46.A]] there are '''11 primary''' weapons, '''4 secondary''' weapons, and explosive grenades.&lt;br /&gt;
&lt;br /&gt;
If you don't hold a weapon, pressing the fire button will make you start throwing punches, and if you go prone while using jet boots (a.k.a. superman), headbutting an enemy at high speeds can deal significant damage. You're never truly unarmed!&lt;br /&gt;
&lt;br /&gt;
The equipped weapon can be changed using the swap weapon key ''(default key '''Q''')'' or thrown away using the throw key ''(what is the default?)''. The radial menu can be hidden for the duration of the current round (default key: '''B''').&lt;br /&gt;
&lt;br /&gt;
'''Note''': Different servers may use different weapon modifiers (also known as weapon balance or WM). &lt;br /&gt;
&lt;br /&gt;
== Primary weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Primary_weapons_wheel.jpg|thumb|200px|Primary weapons wheel.]]&lt;br /&gt;
&lt;br /&gt;
The primary weapons are the main damage dealers in the game. Each requires a different playstyle and can work better or worse in specific conditions, e.g. Rheinmetall works better at a distance than in close quarters combat. They may also differ in reload style – entire magazine vs. reloading each bullet separately – or in other less obvious stats, like flag push force.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
[[File:Weapon_Primary_Deagles.png|left|150px|Desert Eagles]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Desert Eagles&amp;lt;/b&amp;gt;, a renowned semi-automatic armament. The Deagles pack a substantial punch while boasting a deliberate rate of fire, making them an excellent choice for intense close-quarters engagements and encounters at moderate distances. Their impressive agility places them in direct competition with the MP5 and the Spas 12, granting you a slight edge if your precision and reflexes are honed to perfection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
[[File:Weapon_Primary_MP5.png|left|150px|MP5]]&lt;br /&gt;
The '''MP5''' is a weapon designed for close-quarters combat, boasting an exceptionally high rate of fire. It excels in swiftly eliminating enemies in close combat scenarios. However, its effectiveness diminishes significantly at longer ranges due to limited range and reduced accuracy, which makes it challenging to effectively engage fleeing enemies. Additionally, the weapon experiences a substantial damage drop-off, further emphasizing the difficulty of spraying down opponents at extended distances.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steyr AUG ===&lt;br /&gt;
[[File:Weapon_Primary_SteyrAUG.png|left|150px|Steyr AUG]]&lt;br /&gt;
The '''Steyr AUG''' is an automatic rifle that excels in both close quarters and medium-range engagements, and performs decently at longer distances. While it may not always surpass the Kalash or Rheinmetall in long-range encounters, or the MP5 in close-quarter combat, the Steyr AUG finds its sweet spot right in between these weapons. It offers a dependable and versatile skill set suitable for various scenarios.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
[[File:Weapon_Primary_Kalashnikov.png|left|150px|Kalashnikov]]&lt;br /&gt;
The &amp;lt;b&amp;gt;Kalashnikov&amp;lt;/b&amp;gt; is an excellent choice for a supportive or defensive role in combat. While the AK-47 boasts high damage per bullet, it has a slower rate of fire compared to other automatic rifles. In contrast to its competitor, the Steyr AUG, the Kalashnikov shines in long-distance engagements, but it may not be as effective for quick rushes or close-quarters combat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spas-12 ===&lt;br /&gt;
[[File:Weapon_Primary_Spas12.png|left|150px|Spas-12]]&lt;br /&gt;
The &amp;lt;b&amp;gt;Spas-12&amp;lt;/b&amp;gt; is a semi-automatic shotgun. It is very effective for close quarters combat and is also popular due to its boosting abilities to accelerate speed on your movement, boost flags or boost your teammates. To get the most speed bost you need to fire the Spas backwards immediately after jumping but before entering cannonball. It's a narrow time window but it can be practiced to be executed consistently. In air one can fire the spas backwards to also gain a bit more speed. However, one must have proper ammo management as running into an enemy with an empty Spas (because you've used all bullets for boosting) could be fatal.&lt;br /&gt;
&lt;br /&gt;
=== M79 ===&lt;br /&gt;
[[File:Weapon_Primary_M79.png|left|150px|M79]]&lt;br /&gt;
The &amp;lt;b&amp;gt;M79&amp;lt;/b&amp;gt; is a grenade launcher, which is good for close-mid combat. It kills in one shot and is also good for boosting yourself, teammates or pushing opponents away. The M79 does also deal splash damage if you hit the ground nearby your enemy!&lt;br /&gt;
&lt;br /&gt;
[[Image:OOjs_UI_icon_notice-destructive.svg.png|18px|link=]] &amp;lt;i&amp;gt;Getting hit by enemy bullets will &amp;lt;u&amp;gt;bink&amp;lt;/u&amp;gt; you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
[[File:Weapon_Primary_Dragunov.png|left|150px|Dragunov]]&lt;br /&gt;
The &amp;lt;b&amp;gt;Dragunov&amp;lt;/b&amp;gt; is a sniper rifle, which is good for range combat and as a supportive weapon. It kills either with two body shots, a head shot and a leg shot, or two body shots and a leg shot. This means that if one shot hits the legs to then be able to kill the enemy in two shots the next shot needs to be a head shot as otherwise the enemy will survive (but with very low HP). This implies that a dragunov player should position himself/herself preferably above the enemy because below the enemy a headshot is impossible as the bullet will inevitably hit the legs or body first. This also means that when directly under an enemy the dragunov is a very ineffective weapon. Your accuracy decreases while moving. To make more accurate shots let go of all keys (including jet) before taking the shot.&lt;br /&gt;
&lt;br /&gt;
=== Barrett ===&lt;br /&gt;
[[File:Weapon_Primary_Barrett.png|left|150px|Barrett]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Barrett&amp;lt;/b&amp;gt;, a lethal sniper rifle built for long-range precision. With a single shot, it swiftly eliminates enemies, granting you the power to capitalize on strategic moments. Aligning multiple foes can result in devastating outcomes. However, be cautious of its slow rate of fire, as missed shots pose risks. Keep your distance or equip a Makarov as a secondary weapon for close-quarters protection. The barrett only shoots after a very short delay - thus the fire button has to be pressed for a short time: simply pressing fire (without holding it down) will not shoot the barret!&lt;br /&gt;
&lt;br /&gt;
[[Image:OOjs_UI_icon_notice-destructive.svg.png|18px|link=]] &amp;lt;i&amp;gt;Your crosshair scale indicates your accuracy. Your movement speed decreases your accuracy. Getting hit by enemy bullets will also &amp;lt;u&amp;gt;bink&amp;lt;/u&amp;gt; you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rheinmetall ===&lt;br /&gt;
[[File:Weapon_Primary_Rheinmetall.png|left|150px|Rheinmetall]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Rheinmetall&amp;lt;/b&amp;gt; gun, a powerhouse with abundant ammo but a slow reload time. It boasts reliable accuracy, although moving while shooting can slightly affect precision. When it comes to long-range battles, this weapon shines, dealing higher damage as the distance increases. However, exercise caution in close combat due to its slow firing speed, which puts you at a disadvantage. To maximize your advantage, maintain a safe distance from your foes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rocket Launcher ===&lt;br /&gt;
[[File:Weapon_Primary_RocketLauncher.png|left|150px|Rocket Launcher]]&lt;br /&gt;
The '''Rocket Launcher''', as the name slightly suggests, launches rockets. Their explosions push enemies/flags/pickups away, with splash damage that's big enough to kill through thin walls.&lt;br /&gt;
&lt;br /&gt;
You spawn with all '''3 rockets''' ready to shoot, and each click fires one. Your [[gostek]] '''reloads every rocket individually''', so it's possible to interrupt the reloading animation and fire again. Note that, annoyingly, the first click will interrupt reloading without shooting anything – you need to click again to actually shoot.&lt;br /&gt;
&lt;br /&gt;
Its rockets expire after 2 seconds, exploding (and dealing damage) in mid-air; since the projectiles are rather slow, you can see explosions of your own RL if you're fast enough.&lt;br /&gt;
&lt;br /&gt;
While the explosions push flags, the rockets themselves pass through them without moving the flag even one pixel, so don't rely on rockets to make power throws.&lt;br /&gt;
&lt;br /&gt;
Due to its pushback, the Rocket Launcher works good for self-propelling by shooting in the opposite direction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Minigun ===&lt;br /&gt;
[[File:Weapon_Primary_Minigun.png|left|150px|Minigun]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Minigun&amp;lt;/b&amp;gt;, a formidable heavy machinegun armed with a staggering 100 rounds. Its precision falters when firing on the move, but attains remarkable accuracy when stationary or adopting a prone/crouch stance. This adaptable weapon excels in a multitude of roles, whether it's enhancing your own mobility (surfing), bolstering allies, or forcefully slowing down enemies. Beware, though, as the Minigun will overheat after a mere 2.0 seconds of continuous fire, necessitating a brief cooldown period. So aim true and make every shot count to avoid being caught in the wait.&lt;br /&gt;
&lt;br /&gt;
[[Image:OOjs_UI_icon_notice-destructive.svg.png|18px|link=]] &amp;lt;i&amp;gt;Continuously firing the Minigun will cause &amp;lt;u&amp;gt;overheat&amp;lt;/u&amp;gt;. Releasing the Fire button will start the cooldown&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secondary weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Secondary_weapons_wheel.jpg|thumb|200px|Secondary weapons wheel.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Makarov ===&lt;br /&gt;
[[File:Weapon_Secondary_Makarov.png|left|150px|Makarov]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Makarov&amp;lt;/b&amp;gt;, a semi-automatic pistol specialized in delivering the final blow to wounded adversaries. Its efficiency shines when used as a secondary weapon alongside heavy hitters like the Barrett or M79.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knife ===&lt;br /&gt;
[[File:Weapon_Secondary_Knife.png|left|150px|Knife]]&lt;br /&gt;
Introducing the legendary &amp;lt;b&amp;gt;Combat Knife&amp;lt;/b&amp;gt;, a weapon of unparalleled versatility. Not only can it be thrown, but its throw speed can be charged, allowing for precise control over its trajectory. Engage enemies with lethal stabs, swiftly dispatching them with the swift strike of your blade, or unleash a devastating single-hit kill by impaling your foes with an expertly thrown knife, landing it squarely in their guts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chainsaw ===&lt;br /&gt;
[[File:Weapon_Secondary_Chainsaw.png|left|150px|Chainsaw]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Chainsaw&amp;lt;/b&amp;gt;, a fearsome weapon that effortlessly carves through enemies. This devastating tool unleashes relentless carnage. Watch out for overheating during prolonged use, but its rapid cooling system ensures a swift return to action. Engage with brutal efficiency, as no obstacle can withstand the raw power of the Chainsaw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
[[File:Weapon_Secondary_RPG.png|left|150px|RPG]]&lt;br /&gt;
The '''Rocket-Propelled Grenade launcher''' has the unique feature of its guided projectile. Hold the fire button (default key: '''left mouse button''') and move the crosshair around to make the projectile follow it.&lt;br /&gt;
&lt;br /&gt;
It has '''1 grenade''' that takes six seconds to reload. The reloading starts the moment you shoot, so it's possible to guide the fired projectile while readying the next one.&lt;br /&gt;
&lt;br /&gt;
Since it can curve around corners, it's a great weapon to get rid of campers or flaggers hidden behind a wall. If the wall is thin enough, the RPG can deal significant damage to unfortunate beings on the other side.&lt;br /&gt;
&lt;br /&gt;
The RPG is a great weapon for rocket jumping, i.e. shooting right next to yourself for a massive push. You're sacrificing a bit of your health (and one bullet that's slow to reload) for a large boost to your own speed, which can aid in escaping with a flag.&lt;br /&gt;
&lt;br /&gt;
Like Rocket Launcher's rockets, the RPG's projectile doesn't push the flag at all. You need to cause an explosion nearby to get it pushed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other weapons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== RGD5 ===&lt;br /&gt;
[[File:Weapon_Tertiary_RGD5.png|left|150px|RGD5]]&lt;br /&gt;
Explosive grenade&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Weapon_Tertiary_Melee.png|left|150px|Melee]]&lt;br /&gt;
Bare fists&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
[[File:Weapon_Tertiary_Melee.png|left|150px|Headbutt]]&lt;br /&gt;
Colliding head-first with the enemy&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Weapons&amp;diff=193</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Weapons&amp;diff=193"/>
		<updated>2023-11-19T06:48:21Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Barrett */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To eliminate other players, your [[gostek]] can use a variety of weapons. When respawning, the player can choose one primary and one secondary weapon from a radial menu. As of [[version history|version 0.8.46.A]] there are '''11 primary''' weapons, '''4 secondary''' weapons, and explosive grenades.&lt;br /&gt;
&lt;br /&gt;
If you don't hold a weapon, pressing the fire button will make you start throwing punches, and if you go prone while using jet boots (a.k.a. superman), headbutting an enemy at high speeds can deal significant damage. You're never truly unarmed!&lt;br /&gt;
&lt;br /&gt;
The equipped weapon can be changed using the swap weapon key ''(default key '''Q''')'' or thrown away using the throw key ''(what is the default?)''. The radial menu can be hidden for the duration of the current round (default key: '''B''').&lt;br /&gt;
&lt;br /&gt;
== Primary weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Primary_weapons_wheel.jpg|thumb|200px|Primary weapons wheel.]]&lt;br /&gt;
&lt;br /&gt;
The primary weapons are the main damage dealers in the game. Each requires a different playstyle and can work better or worse in specific conditions, e.g. Rheinmetall works better at a distance than in close quarters combat. They may also differ in reload style – entire magazine vs. reloading each bullet separately – or in other less obvious stats, like flag push force.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Deagles ===&lt;br /&gt;
[[File:Weapon_Primary_Deagles.png|left|150px|Desert Eagles]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Desert Eagles&amp;lt;/b&amp;gt;, a renowned semi-automatic armament. The Deagles pack a substantial punch while boasting a deliberate rate of fire, making them an excellent choice for intense close-quarters engagements and encounters at moderate distances. Their impressive agility places them in direct competition with the MP5 and the Spas 12, granting you a slight edge if your precision and reflexes are honed to perfection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
[[File:Weapon_Primary_MP5.png|left|150px|MP5]]&lt;br /&gt;
The '''MP5''' is a weapon designed for close-quarters combat, boasting an exceptionally high rate of fire. It excels in swiftly eliminating enemies in close combat scenarios. However, its effectiveness diminishes significantly at longer ranges due to limited range and reduced accuracy, which makes it challenging to effectively engage fleeing enemies. Additionally, the weapon experiences a substantial damage drop-off, further emphasizing the difficulty of spraying down opponents at extended distances.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steyr AUG ===&lt;br /&gt;
[[File:Weapon_Primary_SteyrAUG.png|left|150px|Steyr AUG]]&lt;br /&gt;
The '''Steyr AUG''' is an automatic rifle that excels in both close quarters and medium-range engagements, and performs decently at longer distances. While it may not always surpass the Kalash or Rheinmetall in long-range encounters, or the MP5 in close-quarter combat, the Steyr AUG finds its sweet spot right in between these weapons. It offers a dependable and versatile skill set suitable for various scenarios.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kalashnikov ===&lt;br /&gt;
[[File:Weapon_Primary_Kalashnikov.png|left|150px|Kalashnikov]]&lt;br /&gt;
The &amp;lt;b&amp;gt;Kalashnikov&amp;lt;/b&amp;gt; is an excellent choice for a supportive or defensive role in combat. While the AK-47 boasts high damage per bullet, it has a slower rate of fire compared to other automatic rifles. In contrast to its competitor, the Steyr AUG, the Kalashnikov shines in long-distance engagements, but it may not be as effective for quick rushes or close-quarters combat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spas-12 ===&lt;br /&gt;
[[File:Weapon_Primary_Spas12.png|left|150px|Spas-12]]&lt;br /&gt;
The &amp;lt;b&amp;gt;Spas-12&amp;lt;/b&amp;gt; is a semi-automatic shotgun. It is very effective for close quarters combat and is also popular due to its boosting abilities to accelerate speed on your movement, boost flags or boost your teammates. To get the most speed bost you need to fire the Spas backwards immediately after jumping but before entering cannonball. It's a narrow time window but it can be practiced to be executed consistently. In air one can fire the spas backwards to also gain a bit more speed. However, one must have proper ammo management as running into an enemy with an empty Spas (because you've used all bullets for boosting) could be fatal.&lt;br /&gt;
&lt;br /&gt;
=== M79 ===&lt;br /&gt;
[[File:Weapon_Primary_M79.png|left|150px|M79]]&lt;br /&gt;
The &amp;lt;b&amp;gt;M79&amp;lt;/b&amp;gt; is a grenade launcher, which is good for close-mid combat. It kills in one shot and is also good for boosting yourself, teammates or pushing opponents away. The M79 does also deal splash damage if you hit the ground nearby your enemy!&lt;br /&gt;
&lt;br /&gt;
[[Image:OOjs_UI_icon_notice-destructive.svg.png|18px|link=]] &amp;lt;i&amp;gt;Getting hit by enemy bullets will &amp;lt;u&amp;gt;bink&amp;lt;/u&amp;gt; you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dragunov ===&lt;br /&gt;
[[File:Weapon_Primary_Dragunov.png|left|150px|Dragunov]]&lt;br /&gt;
The &amp;lt;b&amp;gt;Dragunov&amp;lt;/b&amp;gt; is a sniper rifle, which is good for range combat and as a supportive weapon. It kills either with two body shots, a head shot and a leg shot, or two body shots and a leg shot. This means that if one shot hits the legs to then be able to kill the enemy in two shots the next shot needs to be a head shot as otherwise the enemy will survive (but with very low HP). This implies that a dragunov player should position himself/herself preferably above the enemy because below the enemy a headshot is impossible as the bullet will inevitably hit the legs or body first. This also means that when directly under an enemy the dragunov is a very ineffective weapon. Your accuracy decreases while moving. To make more accurate shots let go of all keys (including jet) before taking the shot.&lt;br /&gt;
&lt;br /&gt;
=== Barrett ===&lt;br /&gt;
[[File:Weapon_Primary_Barrett.png|left|150px|Barrett]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Barrett&amp;lt;/b&amp;gt;, a lethal sniper rifle built for long-range precision. With a single shot, it swiftly eliminates enemies, granting you the power to capitalize on strategic moments. Aligning multiple foes can result in devastating outcomes. However, be cautious of its slow rate of fire, as missed shots pose risks. Keep your distance or equip a Makarov as a secondary weapon for close-quarters protection. The barrett only shoots after a very short delay - thus the fire button has to be pressed for a short time: simply pressing fire (without holding it down) will not shoot the barret!&lt;br /&gt;
&lt;br /&gt;
[[Image:OOjs_UI_icon_notice-destructive.svg.png|18px|link=]] &amp;lt;i&amp;gt;Your crosshair scale indicates your accuracy. Your movement speed decreases your accuracy. Getting hit by enemy bullets will also &amp;lt;u&amp;gt;bink&amp;lt;/u&amp;gt; you.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rheinmetall ===&lt;br /&gt;
[[File:Weapon_Primary_Rheinmetall.png|left|150px|Rheinmetall]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Rheinmetall&amp;lt;/b&amp;gt; gun, a powerhouse with abundant ammo but a slow reload time. It boasts reliable accuracy, although moving while shooting can slightly affect precision. When it comes to long-range battles, this weapon shines, dealing higher damage as the distance increases. However, exercise caution in close combat due to its slow firing speed, which puts you at a disadvantage. To maximize your advantage, maintain a safe distance from your foes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rocket Launcher ===&lt;br /&gt;
[[File:Weapon_Primary_RocketLauncher.png|left|150px|Rocket Launcher]]&lt;br /&gt;
The '''Rocket Launcher''', as the name slightly suggests, launches rockets. Their explosions push enemies/flags/pickups away, with splash damage that's big enough to kill through thin walls.&lt;br /&gt;
&lt;br /&gt;
You spawn with all '''3 rockets''' ready to shoot, and each click fires one. Your [[gostek]] '''reloads every rocket individually''', so it's possible to interrupt the reloading animation and fire again. Note that, annoyingly, the first click will interrupt reloading without shooting anything – you need to click again to actually shoot.&lt;br /&gt;
&lt;br /&gt;
Its rockets expire after 2 seconds, exploding (and dealing damage) in mid-air; since the projectiles are rather slow, you can see explosions of your own RL if you're fast enough.&lt;br /&gt;
&lt;br /&gt;
While the explosions push flags, the rockets themselves pass through them without moving the flag even one pixel, so don't rely on rockets to make power throws.&lt;br /&gt;
&lt;br /&gt;
Due to its pushback, the Rocket Launcher works good for self-propelling by shooting in the opposite direction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Minigun ===&lt;br /&gt;
[[File:Weapon_Primary_Minigun.png|left|150px|Minigun]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Minigun&amp;lt;/b&amp;gt;, a formidable heavy machinegun armed with a staggering 100 rounds. Its precision falters when firing on the move, but attains remarkable accuracy when stationary or adopting a prone/crouch stance. This adaptable weapon excels in a multitude of roles, whether it's enhancing your own mobility (surfing), bolstering allies, or forcefully slowing down enemies. Beware, though, as the Minigun will overheat after a mere 2.0 seconds of continuous fire, necessitating a brief cooldown period. So aim true and make every shot count to avoid being caught in the wait.&lt;br /&gt;
&lt;br /&gt;
[[Image:OOjs_UI_icon_notice-destructive.svg.png|18px|link=]] &amp;lt;i&amp;gt;Continuously firing the Minigun will cause &amp;lt;u&amp;gt;overheat&amp;lt;/u&amp;gt;. Releasing the Fire button will start the cooldown&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secondary weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Secondary_weapons_wheel.jpg|thumb|200px|Secondary weapons wheel.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Makarov ===&lt;br /&gt;
[[File:Weapon_Secondary_Makarov.png|left|150px|Makarov]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Makarov&amp;lt;/b&amp;gt;, a semi-automatic pistol specialized in delivering the final blow to wounded adversaries. Its efficiency shines when used as a secondary weapon alongside heavy hitters like the Barrett or M79.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knife ===&lt;br /&gt;
[[File:Weapon_Secondary_Knife.png|left|150px|Knife]]&lt;br /&gt;
Introducing the legendary &amp;lt;b&amp;gt;Combat Knife&amp;lt;/b&amp;gt;, a weapon of unparalleled versatility. Not only can it be thrown, but its throw speed can be charged, allowing for precise control over its trajectory. Engage enemies with lethal stabs, swiftly dispatching them with the swift strike of your blade, or unleash a devastating single-hit kill by impaling your foes with an expertly thrown knife, landing it squarely in their guts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chainsaw ===&lt;br /&gt;
[[File:Weapon_Secondary_Chainsaw.png|left|150px|Chainsaw]]&lt;br /&gt;
Introducing the &amp;lt;b&amp;gt;Chainsaw&amp;lt;/b&amp;gt;, a fearsome weapon that effortlessly carves through enemies. This devastating tool unleashes relentless carnage. Watch out for overheating during prolonged use, but its rapid cooling system ensures a swift return to action. Engage with brutal efficiency, as no obstacle can withstand the raw power of the Chainsaw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RPG ===&lt;br /&gt;
[[File:Weapon_Secondary_RPG.png|left|150px|RPG]]&lt;br /&gt;
The '''Rocket-Propelled Grenade launcher''' has the unique feature of its guided projectile. Hold the fire button (default key: '''left mouse button''') and move the crosshair around to make the projectile follow it.&lt;br /&gt;
&lt;br /&gt;
It has '''1 grenade''' that takes six seconds to reload. The reloading starts the moment you shoot, so it's possible to guide the fired projectile while readying the next one.&lt;br /&gt;
&lt;br /&gt;
Since it can curve around corners, it's a great weapon to get rid of campers or flaggers hidden behind a wall. If the wall is thin enough, the RPG can deal significant damage to unfortunate beings on the other side.&lt;br /&gt;
&lt;br /&gt;
The RPG is a great weapon for rocket jumping, i.e. shooting right next to yourself for a massive push. You're sacrificing a bit of your health (and one bullet that's slow to reload) for a large boost to your own speed, which can aid in escaping with a flag.&lt;br /&gt;
&lt;br /&gt;
Like Rocket Launcher's rockets, the RPG's projectile doesn't push the flag at all. You need to cause an explosion nearby to get it pushed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other weapons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== RGD5 ===&lt;br /&gt;
[[File:Weapon_Tertiary_RGD5.png|left|150px|RGD5]]&lt;br /&gt;
Explosive grenade&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Weapon_Tertiary_Melee.png|left|150px|Melee]]&lt;br /&gt;
Bare fists&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
=== Headbutt ===&lt;br /&gt;
[[File:Weapon_Tertiary_Melee.png|left|150px|Headbutt]]&lt;br /&gt;
Colliding head-first with the enemy&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Movement&amp;diff=192</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Movement&amp;diff=192"/>
		<updated>2023-11-19T06:46:27Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Explosion Boosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quick and controlled movement is - next to aiming well - a player's primary skill in Soldat 2.&lt;br /&gt;
&lt;br /&gt;
== Move Set ==&lt;br /&gt;
&lt;br /&gt;
The available mechanics are quite similar to the classic Soldat game, but the move set is a bit different.&lt;br /&gt;
What follows is an incomplete description of essential moves, in the spirit of [https://wiki.soldat.pl/index.php/Soldat%27s_Comprehensive_Movement_Tutorial guides for classic Soldat] (which still partially apply).&lt;br /&gt;
&lt;br /&gt;
=== Jumps ===&lt;br /&gt;
The duration {{key press|Up}} or {{key press|W}} is held down determines the jump height.&lt;br /&gt;
Generally, jumps provide more momentum than simply walking, both vertically (duh) and horizontally:&lt;br /&gt;
&lt;br /&gt;
A long jump is often used to kickstart vertical momentum, usually followed by using jets.&lt;br /&gt;
Kick jumps - many consecutive short jumps while moving left/right - are the fastest way to move up a slope - the optimal timing depends on the slope angle.&lt;br /&gt;
&lt;br /&gt;
==== Neutral Jump ====&lt;br /&gt;
&lt;br /&gt;
A neutral jump is a jump without left/right keys being held. This makes you jump higher than a side jump. Immediately at the end of a neutral jump you can enter an upwards flip which makes you go even higher. How much you go higher with an upwards flip depends on the exact timing of when you enter the flip. It requires a lot of practice to consistently get max height out of it.&lt;br /&gt;
&lt;br /&gt;
===== Side jump =====&lt;br /&gt;
&lt;br /&gt;
A side jump is a jump with left/light keys being held. A side jump is not as high as a neutral jump but allows you to gain some horizontal momentum. Especially when going up slopes mashing side jumps will make you super fast. &lt;br /&gt;
&lt;br /&gt;
==== Vertical Wall Climb ====&lt;br /&gt;
&lt;br /&gt;
The gostek can slide up on (perfectly) vertical (smooth) walls by touching the wall with the back and keeping jump pressed without any other key pressed. This means&lt;br /&gt;
you have to hug the wall with your back and then don't press left/right. The gostek can gain a good amount of upwards speed using this slide technique. &lt;br /&gt;
&lt;br /&gt;
In the fun mode &amp;quot;CaptureTheStone&amp;quot; where jets are disabled for flaggers this allows you to get to places where you couldn't normally get with jumping only. &lt;br /&gt;
&lt;br /&gt;
At the current moment it's unknown why this vertical slide is possible. It's likely the result of some overlooked edge case in the movement code but instead of being considered a bug it has been considered a feature.&lt;br /&gt;
&lt;br /&gt;
=== Jets ===&lt;br /&gt;
&amp;lt;code&amp;gt;RMB&amp;lt;/code&amp;gt; enables jets. They have slow acceleration, so it's best to already have some momentum when using them, eg by doing a long jump before starting to jet boost.&lt;br /&gt;
&lt;br /&gt;
=== Rolls ===&lt;br /&gt;
Pressing &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt; in combination with holding &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt; causes you to roll.&lt;br /&gt;
Immediately rolling when touching ground allows to maintain horizontal momentum [citation needed].&lt;br /&gt;
&lt;br /&gt;
=== Hard Stop ===&lt;br /&gt;
When on the ground, letting go of movement keys causes abrupt deceleration.&lt;br /&gt;
&lt;br /&gt;
=== Soft Stop ===&lt;br /&gt;
When changing direction on the ground by pressing left before letting go of right (or vice versa), you slowly decelerate before changing directions.&lt;br /&gt;
Avoid doing that unless you explicitly need to decelerate, eg. in combination with a long jump.&lt;br /&gt;
&lt;br /&gt;
=== Moving backwards ===&lt;br /&gt;
Going backwards (as determined by the cursor position relative to your [[Gostek]]) - provides higher acceleration than going forwards [citation needed].&lt;br /&gt;
&lt;br /&gt;
=== Front Flip ===&lt;br /&gt;
&lt;br /&gt;
After losing contact with the ground, you can make one front and one back flip.&lt;br /&gt;
&lt;br /&gt;
=== Back Flip ===&lt;br /&gt;
Facing away from the cursor, and doing the same actions as for the front flip, your Gostek performs a backflip.&lt;br /&gt;
&lt;br /&gt;
=== Cannonball ===&lt;br /&gt;
Combining a flip with a short use of jets causes a roll with strong horizontal acceleration.&lt;br /&gt;
This move strongly depends on micro timing, and thus requires practice, but is one of the best ways to gain acceleration. The required key sequence is: left/right down, up down, jet down, move up, jet up [citation needed].&lt;br /&gt;
The amount of upwards momentum primarily depends on the time window between letting go of up and letting of jets.&lt;br /&gt;
&lt;br /&gt;
=== Superman / Prone ===&lt;br /&gt;
* Using jets while in superman provides ability to change directions mid air.&lt;br /&gt;
* Going into superman while close to a wall provides you extra momentum away from the wall.&lt;br /&gt;
* When on the ground, the direction of going prone / into superman depends on the direction slope you're standing on.&lt;br /&gt;
* When already moving quickly, being in superman allows to slide over solid surfaces without losing much momentum.&lt;br /&gt;
&lt;br /&gt;
To enter a slide the superman key needs to be held down. Otherwise superman can be entered by pressing the superman key once - it doesn't need to be held.&lt;br /&gt;
&lt;br /&gt;
=== Explosion Boosts ===&lt;br /&gt;
Using explosives while standing next to obstacles, provides strong acceleration at the cost of a couple HP.&lt;br /&gt;
Technically no obstacle is needed: When in motion, holding a grenade until detonation also provides you a boost.&lt;br /&gt;
&lt;br /&gt;
Different explosives provide a different amount of acceleration - in ascending order:&lt;br /&gt;
- (???)&lt;br /&gt;
- ...&lt;br /&gt;
- ...&lt;br /&gt;
&lt;br /&gt;
==== Self Nade Boost ====&lt;br /&gt;
&lt;br /&gt;
A grenade can be held until detonation in your  hand. This is most easily done in superman because then your body will be pushed towards the direction of your cursor. However, this depends on the weapon being currently held. It works with most weapons but with some weapons (mostly secondaries) the gostek will hold the grenade in a different way so the center of the explosion isn't in the right spot to boost you towards your cursor.&lt;br /&gt;
&lt;br /&gt;
== How To Be Hasty™ ==&lt;br /&gt;
&lt;br /&gt;
This guide aims to help with movement on a higher level. Using the above elements from the move set, good ways to solve high level tasks are described.&lt;br /&gt;
&lt;br /&gt;
=== Accelerating ===&lt;br /&gt;
&lt;br /&gt;
==== ...from standstill ====&lt;br /&gt;
&lt;br /&gt;
==== ...horizontally ====&lt;br /&gt;
&lt;br /&gt;
==== ...vertically ====&lt;br /&gt;
&lt;br /&gt;
==== ...going up slope ====&lt;br /&gt;
&lt;br /&gt;
==== ...going down slope ====&lt;br /&gt;
&lt;br /&gt;
==== ...while mid air ====&lt;br /&gt;
&lt;br /&gt;
=== Changing directions ===&lt;br /&gt;
&lt;br /&gt;
=== Using the map &amp;amp; your equipment ===&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Movement&amp;diff=191</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Movement&amp;diff=191"/>
		<updated>2023-11-19T06:43:28Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Jumps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quick and controlled movement is - next to aiming well - a player's primary skill in Soldat 2.&lt;br /&gt;
&lt;br /&gt;
== Move Set ==&lt;br /&gt;
&lt;br /&gt;
The available mechanics are quite similar to the classic Soldat game, but the move set is a bit different.&lt;br /&gt;
What follows is an incomplete description of essential moves, in the spirit of [https://wiki.soldat.pl/index.php/Soldat%27s_Comprehensive_Movement_Tutorial guides for classic Soldat] (which still partially apply).&lt;br /&gt;
&lt;br /&gt;
=== Jumps ===&lt;br /&gt;
The duration {{key press|Up}} or {{key press|W}} is held down determines the jump height.&lt;br /&gt;
Generally, jumps provide more momentum than simply walking, both vertically (duh) and horizontally:&lt;br /&gt;
&lt;br /&gt;
A long jump is often used to kickstart vertical momentum, usually followed by using jets.&lt;br /&gt;
Kick jumps - many consecutive short jumps while moving left/right - are the fastest way to move up a slope - the optimal timing depends on the slope angle.&lt;br /&gt;
&lt;br /&gt;
==== Neutral Jump ====&lt;br /&gt;
&lt;br /&gt;
A neutral jump is a jump without left/right keys being held. This makes you jump higher than a side jump. Immediately at the end of a neutral jump you can enter an upwards flip which makes you go even higher. How much you go higher with an upwards flip depends on the exact timing of when you enter the flip. It requires a lot of practice to consistently get max height out of it.&lt;br /&gt;
&lt;br /&gt;
===== Side jump =====&lt;br /&gt;
&lt;br /&gt;
A side jump is a jump with left/light keys being held. A side jump is not as high as a neutral jump but allows you to gain some horizontal momentum. Especially when going up slopes mashing side jumps will make you super fast. &lt;br /&gt;
&lt;br /&gt;
==== Vertical Wall Climb ====&lt;br /&gt;
&lt;br /&gt;
The gostek can slide up on (perfectly) vertical (smooth) walls by touching the wall with the back and keeping jump pressed without any other key pressed. This means&lt;br /&gt;
you have to hug the wall with your back and then don't press left/right. The gostek can gain a good amount of upwards speed using this slide technique. &lt;br /&gt;
&lt;br /&gt;
In the fun mode &amp;quot;CaptureTheStone&amp;quot; where jets are disabled for flaggers this allows you to get to places where you couldn't normally get with jumping only. &lt;br /&gt;
&lt;br /&gt;
At the current moment it's unknown why this vertical slide is possible. It's likely the result of some overlooked edge case in the movement code but instead of being considered a bug it has been considered a feature.&lt;br /&gt;
&lt;br /&gt;
=== Jets ===&lt;br /&gt;
&amp;lt;code&amp;gt;RMB&amp;lt;/code&amp;gt; enables jets. They have slow acceleration, so it's best to already have some momentum when using them, eg by doing a long jump before starting to jet boost.&lt;br /&gt;
&lt;br /&gt;
=== Rolls ===&lt;br /&gt;
Pressing &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt; in combination with holding &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt; causes you to roll.&lt;br /&gt;
Immediately rolling when touching ground allows to maintain horizontal momentum [citation needed].&lt;br /&gt;
&lt;br /&gt;
=== Hard Stop ===&lt;br /&gt;
When on the ground, letting go of movement keys causes abrupt deceleration.&lt;br /&gt;
&lt;br /&gt;
=== Soft Stop ===&lt;br /&gt;
When changing direction on the ground by pressing left before letting go of right (or vice versa), you slowly decelerate before changing directions.&lt;br /&gt;
Avoid doing that unless you explicitly need to decelerate, eg. in combination with a long jump.&lt;br /&gt;
&lt;br /&gt;
=== Moving backwards ===&lt;br /&gt;
Going backwards (as determined by the cursor position relative to your [[Gostek]]) - provides higher acceleration than going forwards [citation needed].&lt;br /&gt;
&lt;br /&gt;
=== Front Flip ===&lt;br /&gt;
&lt;br /&gt;
After losing contact with the ground, you can make one front and one back flip.&lt;br /&gt;
&lt;br /&gt;
=== Back Flip ===&lt;br /&gt;
Facing away from the cursor, and doing the same actions as for the front flip, your Gostek performs a backflip.&lt;br /&gt;
&lt;br /&gt;
=== Cannonball ===&lt;br /&gt;
Combining a flip with a short use of jets causes a roll with strong horizontal acceleration.&lt;br /&gt;
This move strongly depends on micro timing, and thus requires practice, but is one of the best ways to gain acceleration. The required key sequence is: left/right down, up down, jet down, move up, jet up [citation needed].&lt;br /&gt;
The amount of upwards momentum primarily depends on the time window between letting go of up and letting of jets.&lt;br /&gt;
&lt;br /&gt;
=== Superman / Prone ===&lt;br /&gt;
* Using jets while in superman provides ability to change directions mid air.&lt;br /&gt;
* Going into superman while close to a wall provides you extra momentum away from the wall.&lt;br /&gt;
* When on the ground, the direction of going prone / into superman depends on the direction slope you're standing on.&lt;br /&gt;
* When already moving quickly, being in superman allows to slide over solid surfaces without losing much momentum.&lt;br /&gt;
&lt;br /&gt;
To enter a slide the superman key needs to be held down. Otherwise superman can be entered by pressing the superman key once - it doesn't need to be held.&lt;br /&gt;
&lt;br /&gt;
=== Explosion Boosts ===&lt;br /&gt;
Using explosives while standing next to obstacles, provides strong acceleration at the cost of a couple HP.&lt;br /&gt;
Technically no obstacle is needed: When in motion, holding a grenade until detonation also provides you a boost.&lt;br /&gt;
&lt;br /&gt;
Different explosives provide a different amount of acceleration - in ascending order:&lt;br /&gt;
- (???)&lt;br /&gt;
- ...&lt;br /&gt;
- ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How To Be Hasty™ ==&lt;br /&gt;
&lt;br /&gt;
This guide aims to help with movement on a higher level. Using the above elements from the move set, good ways to solve high level tasks are described.&lt;br /&gt;
&lt;br /&gt;
=== Accelerating ===&lt;br /&gt;
&lt;br /&gt;
==== ...from standstill ====&lt;br /&gt;
&lt;br /&gt;
==== ...horizontally ====&lt;br /&gt;
&lt;br /&gt;
==== ...vertically ====&lt;br /&gt;
&lt;br /&gt;
==== ...going up slope ====&lt;br /&gt;
&lt;br /&gt;
==== ...going down slope ====&lt;br /&gt;
&lt;br /&gt;
==== ...while mid air ====&lt;br /&gt;
&lt;br /&gt;
=== Changing directions ===&lt;br /&gt;
&lt;br /&gt;
=== Using the map &amp;amp; your equipment ===&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=190</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=190"/>
		<updated>2023-11-19T06:40:01Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Players ==&lt;br /&gt;
&lt;br /&gt;
Ordered checkpoints have their checkpoint number shown. You must cross checkpoints in an increasing fashion. &lt;br /&gt;
&lt;br /&gt;
In curves it is often helpful to not use the side jump but the neutral jump. (The neutral jump is when jump is pressed '''without''' left/right pressed.)&lt;br /&gt;
In curves it is thus also often helpful to keep jump pressed during the curve. You can go into a curve by gaining momentum from a few side jumps and once you're in the curve you switch from side jumps to a neutral jump.&lt;br /&gt;
&lt;br /&gt;
At the top of the curve in a lot of cases additional speed can be gained by using a prone boost. Since entering prone (also called superman) rotates your body this (by nature of physics) causes a push force of the body collides with a protoshape (for example with the feet). If this happens during rotation then there's a push force caused by this rotation. This can also be used in a 'roof bounce' fashion which allows you to quickly switch from going up to going down. Note that the position of the cursor is very important for all these tricks because the body will rotate towards your cursor and for example to get a nice roof bounce the cursor has to be straight (or almost straight) below your body such that it is rotated in such a way that the rotation causes the feet to push of the roof protoshape. &lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,61-89): ordered checkpoint with radius 2&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=189</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=189"/>
		<updated>2023-11-19T06:31:24Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* For Map Makers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,61-89): ordered checkpoint with radius 2&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=188</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=188"/>
		<updated>2023-11-19T06:30:30Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* For Map Makers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
* (255,255,91-119): next stage checkpoint, ordered (90 will be subtracted)&lt;br /&gt;
* (255,255,171-179): activate next stage. (170 will be subtracted, next stage is per default activated at checkpoint 9 otherwise)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;br /&gt;
&lt;br /&gt;
Next stage checkpoints are only shown when next stage is activated or checkpoint number 9 has been passed.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=187</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=187"/>
		<updated>2023-11-19T06:28:21Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Beehive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove'': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=186</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=186"/>
		<updated>2023-11-19T06:28:13Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
=== Beehive ===&lt;br /&gt;
&lt;br /&gt;
* ''!add'' or ''!ctf': Register to play an unofficial ranked CTF round!&lt;br /&gt;
* ''!del'' or ''!remove': Unregister from the above.&lt;br /&gt;
* ''!rating'': Show your rating (only updated daily).&lt;br /&gt;
* ''!rejoin'': Upon disconnect you connect as spectator. Use this command to get back into the game. Then manually press respawn.&lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=185</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=185"/>
		<updated>2023-11-18T11:19:14Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
* ''!autorespawn:off'': disable auto-respawn&lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
	<entry>
		<id>https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=184</id>
		<title>Runmode</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat2.com/index.php?title=Runmode&amp;diff=184"/>
		<updated>2023-11-18T11:13:44Z</updated>

		<summary type="html">&lt;p&gt;RetiredSnail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Runmode''' is a community made Speedrunning mode where the goal is to finish a route by passing all checkpoints as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
In runmode you can't shoot and have no weapons and you can suicide by pressing ''reload key''.&lt;br /&gt;
&lt;br /&gt;
On a runmode server by using the chat command &amp;lt;code&amp;gt;!top&amp;lt;/code&amp;gt; you can show the top 12 players of the current map. &amp;lt;code&amp;gt;!pb&amp;lt;/code&amp;gt; will show your personal best for the current map. &lt;br /&gt;
&lt;br /&gt;
If you have admin permissions or are the only player on the server you can manually change maps with &amp;lt;code&amp;gt;!map run_mapname&amp;lt;/code&amp;gt;. Otherwise use the ''Vote Map'' function of the game.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
* ''!top'': Show leaderboard for current map&lt;br /&gt;
* ''!pb'': Show your own personal best for current map&lt;br /&gt;
* ''!autorespawn'': auto-respawn when you're behind (0.25s)&lt;br /&gt;
* ''!autorespawn:extreme'': auto-respawn when you're behind (0.05s)&lt;br /&gt;
* ''!autorespawn:hard'': auto-respawn when you're behind (0.1s)&lt;br /&gt;
* ''!autorespawn:soft'': auto-respawn when you're behind (0.4s)&lt;br /&gt;
* ''!autorespawn:lazy'': auto-respawn when you're behind (1.0s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Map Makers ==&lt;br /&gt;
&lt;br /&gt;
* Script: https://github.com/snailretired/stats/blob/main/Runmode.cs&lt;br /&gt;
* Rules: https://github.com/snailretired/stats/blob/main/Runmode.json&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed by placing protoshapes with special color values. These protoshapes won't be visible but you need to make sure that gosteks don't collide with them by setting them to ''ItemsCollide''. &lt;br /&gt;
&lt;br /&gt;
The colors work as follows&lt;br /&gt;
&lt;br /&gt;
* (255,0,0) or (0,255,0): regular unordered checkpoint with radius 5&lt;br /&gt;
* (0,0,255): loop/lap checkpoint (radius 5)&lt;br /&gt;
* (0,255,255): unordered checkpoint with radius 2&lt;br /&gt;
* (255,255,1-29): ordered checkpoint (number 1-19)&lt;br /&gt;
* (255,255,31-59): ordered no-jet checkpoint (number 1-19, 30 will be subtracted)&lt;br /&gt;
&lt;br /&gt;
To complete all checkpoints must be visited. Ordered checkpoints work in such a way that you are not allowed to pass an ordered checkpoint with a number lower than the highest number of previously passed checkpoints. It's possible to mix ordered and unordered checkpoints.&lt;/div&gt;</summary>
		<author><name>RetiredSnail</name></author>
	</entry>
</feed>