GUNFIGHT FOR UNREAL TOURNAMENT (UT99)
Version 1.0 - full release
===============================================================================

Small squads. One life. The same random kit for everyone.

Gunfight is a round-based team elimination game type for Unreal Tournament
(1999). Play with 2, 3 or 4 teams of 1 to 4 players each. Everyone receives the
same weapons and round modifier, then the last surviving squad earns a point.
Bots, mixed DM/CTF/DOM map lists, optional ChaosUT content and Epic relics are
supported. This is a complete release; no previous Gunfight update is needed.

CONTENTS
  1. Requirements and installation
  2. Starting a game
  3. How rounds and scoring work
  4. Weapons, ammo and fun loadouts
  5. Modifiers and optional content
  6. Every Rules option and its default
  7. HUD, spectators and cinematic finishes
  8. Maps, squad spawns and bots
  9. Multiplayer and advanced settings
 10. Troubleshooting and removal
 11. Files, compatibility and credits


1. REQUIREMENTS AND INSTALLATION
-------------------------------------------------------------------------------
Requires a working copy of Unreal Tournament (1999), also called UT99.
Target version: UT99 469e, tested on Windows. Use 469e for the tested setup.
Older, unpatched UT versions are not a supported target for this release.
This is not a mod for UT2003, UT2004 or Unreal Tournament 3.

ChaosUT and the Epic relic package are OPTIONAL and are not included. The
base game mode, stock weapons and fun loadouts work without either pack.

INSTALL
  1. Close UT and any running UT server.
  2. Open Gunfight-UT99-1.0.zip and extract its contents into your MAIN Unreal
     Tournament directory: the folder already containing System, Maps,
     Textures, Sounds and Music.
  3. Merge the included folders with the existing folders.
  4. Confirm that Gunfight.u is directly inside UnrealTournament\System.
  5. Start UT and select Gunfight as the game type.

Do not extract into System itself, and do not create an extra Gunfight-UT99-1.0
folder around the contents. No installer, compilation or replacement of
UnrealTournament.ini is needed. No original UT files are included or replaced.

UPGRADING AN EXISTING GUNFIGHT INSTALLATION
  Back up System\Gunfight.ini first. Replace Gunfight.u, GunfightRelics.u and
  Gunfight.int with this release, but KEEP your existing Gunfight.ini when
  prompted if you want to preserve your options and map list. The included
  Gunfight.ini is a clean default configuration; overwriting yours resets it.
  Newly added settings that are absent from an old INI use class defaults.
  All players and servers should use the same compiled Gunfight packages.


2. STARTING A GAME
-------------------------------------------------------------------------------
For solo play, open Start Practice Session from UT's game menu. Select Gunfight
and choose a map. Open Rules to configure the mode; the page scrolls vertically.
Hover over controls for help. Leave Fill empty slots with bots enabled, choose
bot skill on the normal Bots page, and start the game.

For hosting, open Start New Multiplayer Game and select Gunfight. The same
Rules page configures the server. Joining players use the host's match rules.

DEFAULT MATCH
  Teams:                 2 teams of 2 players (2v2)
  Match length:          7 rounds
  Countdown:             5 seconds before each round
  Combat time limit:     120 seconds per round
  Intermission:          5 seconds after the round result
  Spawn area rotation:   Every 2 rounds
  Empty slots:           Filled with bots
  Health / base armor:   100 / 0
  Fun loadout chance:    25%, with all five presets enabled
  ChaosUT content:       Enabled if installed; stock fallback if missing
  Relics / superweapons: Both disabled until selected
  Final kill slow motion: Enabled

Teams use Red, Blue, Green and Gold. Team size is a capacity, so 4 teams of
4 gives 16 total players. With bot filling disabled, a match can start with
at least one human on every participating team. A human joining a full
bot-filled match replaces a bot and enters combat in the next round.
Team changes are locked once a match starts.


3. HOW ROUNDS AND SCORING WORK
-------------------------------------------------------------------------------
  1. Squads spawn together in separated areas of the map.
  2. During the countdown you may look around, but cannot move or fire.
  3. At GO, everyone receives the same random loadout and modifier and is
     released to move. You start at 100 health, or 199 on health-keg rounds.
  4. Hunt the other squads. Map pickups and dropped weapons cannot be collected.
     One death eliminates you until the next round; you spectate while waiting.
     A Redemption rescue, when selected, is the special one-use exception.
  5. Eliminating the final opposing team locks one point for the surviving
     squad. The round result is shown after any cinematic finish.
  6. After the intermission, players and inventories reset and a new shared
     loadout is selected. Team round-win scores carry through the match.

LOCKED WINS AND DRAWS
Once the final enemy elimination establishes a surviving winning squad, that
win is fixed. A later rocket, fall or Vengeance explosion cannot turn it into
a draw, even if every member of the winning team subsequently dies. This rule
also applies with slow motion disabled.

A wipe with no previously established winning squad can still draw. If a
round times out, the team with the most living players wins. Among teams tied
for that lead, total remaining health breaks the tie. If the leaders are still
equal, the round is drawn. A drawn round awards no point and still counts
toward the configured match length. Set Round limit (sec) to 0 for no timer.

All configured rounds are played; the match is not a first-to-N series.
The team with the most round wins at the end wins the match. A tie for first
is a match draw, with no additional tiebreak round. Individual frags on F1 are
separate from the team round-win score.


4. WEAPONS, AMMO AND FUN LOADOUTS
-------------------------------------------------------------------------------
ORDINARY ROUNDS
Everyone gets one lower-tier gun with its standard pickup ammo, one higher-tier
gun with a limited reserve, and the selected melee weapon. You begin holding
the lower-tier gun. Include Translocator can add a Translocator to this kit.

Standard lower tier and starting ammo:
  Enforcer: 30; Bio Rifle: 25; Pulse Gun: 60; Ripper: 15; Minigun: 50.

Standard higher tier:
  Shock Rifle, Flak Cannon, Rocket Launcher and Sniper Rifle: 5 ammo units.

When ChaosUT is enabled and installed, its supported guns join the pool:
  Lower tier: standard Crossbow (10), CAS12 (16), Fire/Ice utility guns (10),
              Air Gun (its native unlimited use).
  Higher tier: explosive/poison crossbows, AP/explosive CAS12, both Claw/Flak
               variants, Proxy Mines and both Chaos sniper variants: 5 units.
  TurretLauncher: 1 use.
  Vortex: 1 use, subject to the superweapon rules below.

Redeemer also has 1 shot when superweapons are enabled. "5 ammo units" does not
guarantee five trigger pulls: a volley, charged attack or combo may spend more
than one unit. Low-tier ammo is the normal pickup amount, not maximum capacity.
Ammo resets each round and does not regenerate during ordinary rounds.
The two guns cannot share an ammo pool, preventing one reserve from refilling
the other. Gunfight suppresses Chaos's extra sibling-weapon grants.

INSTAGIB ROUNDS
The Enhanced Shock Rifle is included in the standard gun rotation. When
selected, everyone gets ONLY that rifle, with its native unlimited firing:
no second gun, melee or Translocator. The shared modifier still applies.
No Instagib mutator or Allow superweapons setting is required.

MELEE
Choose Impact Hammer, Chainsaw, Sword or Random. Random chooses one shared
melee weapon for the entire round. The default sword class is ChaosUT.Sword.
An unavailable sword falls back to Impact Hammer. Instagib rounds omit melee;
all five fun presets below retain it.

RARE SUPERWEAPONS
Allow superweapons controls Redeemer and ChaosUT Vortex together. It defaults
off. When enabled, the default is one combined 5% chance per eligible normal
round, with at least 6 intervening rounds after a superweapon round. This
allows at most one superweapon round within any seven consecutive rounds.
The first round may be eligible, but a superweapon is never guaranteed.

If the roll succeeds, one available superweapon is selected. Vortex requires
ChaosUT to be installed and enabled. Supers cannot enter through the other
gun slot. Fun rounds count toward the waiting gap but never contain a super.
Instagib and TurretLauncher are outside this rare Redeemer/Vortex category;
the turret stays in the ordinary Chaos rotation with its one-use reserve.
The chance and waiting gap are adjustable in Rules > Weapons.

FUN LOADOUTS
By default, each round has a 25% chance of using a fun preset. The checked
presets have equal odds within that selection. At 100%, only enabled fun
presets play; with none checked, the ordinary rotation is used.

  Shotty Sniper    Flak Cannon (10), Sniper Rifle (5), selected melee.
  Shotguns Only   Flak Cannon (10), selected melee.
  Snipers Only    Sniper Rifle (8), selected melee.
  Infinite Minigun  Minigun with unlimited primary/secondary fire, plus melee.
  Melee Only      Selected melee, no guns.

All five retain the shared modifier and starting-armor setting. The optional
Translocator is allowed in Shotty Sniper; the other four presets omit it.
These presets use stock UT guns independently of the Standard UT guns and
ChaosUT gun-pool switches. Optional melee and modifiers still obey their
Chaos/relic settings. The infinite Minigun's ammo display remains full, and
its unlimited ammo does not carry into a later ordinary Minigun round.


5. MODIFIERS AND OPTIONAL CONTENT
-------------------------------------------------------------------------------
Enable random modifiers selects one shared bonus for everyone each round.
The available choices are:

  No modifier          No bonus; configured starting armor still applies.
  Full armor           100 body armor.
  Shield Belt          150 shielding.
  Invisibility         Native UT invisibility, lasting 50 seconds.
  UDamage              Native Damage Amplifier, lasting 30 seconds.
  AntiGrav Boots       Three boosted jumps.
  Big Keg O' Health    Start combat at 199 health instead of 100.
  Chaos Gravity Belt  Auto-activated belt; requires enabled, installed ChaosUT.
  Chaos Grappling Hook  Requires enabled, installed ChaosUT.
  Epic relic           One of the six enabled, installed relic types below.

All players receive the same result. Effects and inventory reset next round.
Starting armor is separate from the random modifier. A full-armor or Shield
Belt modifier replaces that baseline rather than adding another armor item.
Turn off Enable random modifiers to disable every random bonus, including
Chaos gadgets and relics. With no eligible choices, the result is no modifier.

Relics enter the pool as one category, then a relic is picked within it.
Chaos gadgets also share one category. The list is therefore not an equal
chance for every individual relic and item.

CHAOSUT
Install ChaosUT separately, including its required packages. The single
ChaosUT weapons/items checkbox enables the supported weapons, sword and
gadgets. Vortex also needs Allow superweapons; the Gravity Belt also has its
own modifier checkbox. Sword must be chosen through Melee or its Random mode.
Missing Chaos classes are skipped; if no guns are available, stock UT guns
provide the fallback. Disabling Chaos removes its weapons/items from use.

Do not enable the main ChaosUT mutator alongside Gunfight. Gunfight grants
the supported inventory directly. Arena and weapon-replacement mutators can
also alter the intended shared kits, so leave those off for normal play.

The Gravity Belt activates automatically. The Grappling Hook uses Chaos's
Hook and HookUp commands. If needed, bind unused keys through the UT console:
  set input P Hook
  set input Q HookUp
These examples replace any existing bindings on P and Q. Hook fires/releases
the grapple; HookUp changes pulling/swinging. Bots receive the hook but do not
have automatic grapple AI. The hook has no separate checkbox in this release;
it follows ChaosUT weapons/items and Enable random modifiers.

EPIC RELICS
Install the Epic Bonus Pack relic content containing relics.u separately.
Enable relics adds Speed, Strength, Defense, Regeneration, Vengeance and
Redemption to the shared modifier rotation. Missing relic content is skipped
and the remaining modifier choices continue to work.

Speed increases mobility; Strength improves damage; Defense reduces damage;
Regeneration restores health; Vengeance creates its delayed death explosion.
Redemption grants each player one lethal-hit rescue and is consumed on use.
A rescue is not an elimination and does not trigger the final-kill cinematic.
Vengeance can still kill after the deciding elimination, but cannot revoke
the already locked winner.

GunfightRelics.u is an included compatibility bridge for round-safe Redemption
and Vengeance, not the Epic relic pack itself. Keep world-spawning Epic relic
mutators disabled; Gunfight supplies the round relic directly.


6. EVERY RULES OPTION AND ITS DEFAULT
-------------------------------------------------------------------------------
Settings are saved in System\Gunfight.ini. "On" means True, "Off" means False.
The labels below match the Rules page. Saved INI keys are given in brackets.
Change settings before starting a match. The full page scrolls up/down only.

MATCH - section [Gunfight.GunfightGame]

Number of teams [TeamCount] - Default 2; range 2-4.
  Number of competing squads: Red, Blue, Green and Gold in that order.

Players per team [TeamSize] - Default 2; range 1-4.
  Capacity of each squad. Combined with team count, determines player capacity.

Number of rounds [TotalRounds] - Default 7; range 1-99.
  Total rounds played, including draws. Most round wins decides the match.

Rounds before swap [SpawnRotationRounds] - Default 2; range 1-10.
  Keep each starting area for this many rounds, then rotate teams among areas.

Countdown (sec) [CountdownSeconds] - Default 5; range 1-30.
  Preparation time with free looking but movement and firing locked.

Round limit (sec) [RoundTimeLimit] - Default 120; range 0-3600.
  Combat timer. Zero disables it. Timeout uses survivors, then remaining health.

Fill empty slots with bots [bFillWithBots] - Default On.
  Fill squads to their selected capacity. Bot skill uses UT's normal Bots page.

Final kill slow motion [bFinalKillSlowMotion] - Default On.
  Five real seconds at quarter game speed after an elimination establishes
  a winner. Switching it off does not change the locked-win rule.

WEAPONS - section [Gunfight.GFLoadoutManager]

Standard UT guns [bUseStandardWeapons] - Default On.
  Include the regular UT gun pool and Enhanced Shock Rifle in normal rounds.
  Fun presets and fallback guns can still use stock weapons with this off.

ChaosUT weapons/items [bUseChaosWeapons] - Default On.
  Master switch for supported installed Chaos weapons, sword and gadgets.
  Missing content falls back safely. Relics have a separate switch.

Melee [MeleeMode] - Default Impact Hammer (0).
  0 = Impact Hammer, 1 = Chainsaw, 2 = Sword, 3 = Random shared choice.
  Applies to ordinary and fun rounds. Instagib has no melee weapon.

Sword class [SwordClassName] - Default ChaosUT.Sword.
  Installed sword class in Package.Class form. Missing swords fall back to
  Hammer. A ChaosUT sword also needs ChaosUT weapons/items enabled.

Include Translocator [bAllowTranslocator] - Default Off.
  Add a Translocator in ordinary and Shotty Sniper rounds. Instagib and the
  other four fun presets omit it regardless of this checkbox.

Allow superweapons [bAllowRedeemer] - Default Off.
  Allow rare Redeemer/Vortex rounds. Vortex requires enabled, installed ChaosUT.
  The legacy INI key bAllowRedeemer now controls both weapons.

Superweapon chance (%) [SuperweaponChance] - Default 5; range 0-100.
  Combined probability in an eligible normal round after the gap has elapsed.
  Requires Allow superweapons. Zero prevents superweapon rounds.

Rounds between supers [SuperweaponRoundGap] - Default 6; range 0-99.
  Minimum intervening rounds after a superweapon round. Fun rounds count toward
  this gap. Zero removes the waiting gap; the chance roll still applies.

Starting armor [StartingArmor] - Default 0; range 0-100.
  Baseline body armor each round. Full armor and Shield Belt modifiers replace
  it. This also applies when random modifiers are disabled.

FUN LOADOUTS - section [Gunfight.GFLoadoutManager]

Enable fun loadouts [bFunLoadouts] - Default On.
  Mix the enabled presets below into the shared round rotation.

Fun round chance (%) [FunLoadoutChance] - Default 25; range 0-100.
  Zero uses ordinary rounds. 100 uses only checked presets. With none checked,
  ordinary rounds continue. Checked presets have equal odds.

Shotty Sniper [bShottySniper] - Default On.
  Flak Cannon with 10 shells, Sniper Rifle with 5 shots, melee and modifier.
  Include Translocator is respected.

Shotguns Only [bShotgunsOnly] - Default On.
  Flak Cannon with 10 shells, melee and modifier. No Translocator.

Snipers Only [bSnipersOnly] - Default On.
  Sniper Rifle with its standard 8 shots, melee and modifier. No Translocator.

Infinite Minigun [bInfiniteMinigun] - Default On.
  Unlimited Minigun primary/secondary fire, melee and modifier. No Translocator.

Melee Only [bMeleeOnly] - Default On.
  Selected melee and modifier. No guns or Translocator.

ROUND MODIFIERS - section [Gunfight.GFLoadoutManager]

Enable random modifiers [bRandomModifiers] - Default On.
  Select one shared modifier from the allowed choices. Off disables all random
  bonuses, including relics and Chaos gadgets; starting armor still applies.

Allow no modifier [bAllowNoModifier] - Default On.
  Include a no-bonus result in the pool. It does not disable other modifiers.

Allow full armor [bAllowArmor] - Default On.
  Include a round starting everyone with 100 body armor.

Allow Shield Belt [bAllowShieldBelt] - Default On.
  Include a round starting everyone with a 150-point Shield Belt.

Allow Invisibility [bAllowInvisibility] - Default On.
  Include the native 50-second Invisibility effect.

Allow UDamage [bAllowUDamage] - Default On.
  Include the native 30-second Damage Amplifier effect.

Allow AntiGrav Boots [bAllowJumpBoots] - Default On.
  Include the stock boots with three boosted jumps.

Allow Big Keg O' Health [bAllowHealthKeg] - Default On.
  Include a round starting everyone at 199 health. Other rounds start at 100.

Allow Chaos Gravity Belt [bAllowGravityBelt] - Default On.
  Include the auto-activated belt if ChaosUT is installed and its master
  switch is on. This does not control the separate Grappling Hook result.

Enable relics [bAllowRelics] - Default Off.
  Include the six Epic relics when installed, including Redemption/Vengeance
  through the bundled GunfightRelics bridge. Missing packs are skipped.


7. HUD, SPECTATORS AND CINEMATIC FINISHES
-------------------------------------------------------------------------------
The right-side team symbols show each team's round wins and living-player
count. The top of the screen shows the round and timer. The lower-left panel
lists the shared weapons, melee, optional Translocator and modifier; fun
rounds display their preset name. This panel describes the selected kit, not
current ammo or remaining modifier duration. Use the native ammo/effect HUD
for current usage. F1 opens the scoreboard with player frags and team scores.

Eliminated players spectate until the next round. In the native spectator
controls, Fire cycles available teammates and Alternate Fire frees the camera.
Ordinary bodies remain through the round and intermission, then clear for
the next round. Native gibbing and destructive map hazards still apply.

When only one member of a squad remains, that player receives a brief
LAST PLAYER STANDING alert, once per round. Teams that started with only one
player do not receive it, including all 1v1, 1v1v1 and 1v1v1v1 matches.

The final-kill cinematic slows the live world to one quarter of the selected
game speed for five real seconds, adds letterbox bars and temporarily hides
the normal HUD. It uses your current viewpoint; it is not a recorded replay.
The round timer pauses and the exact previous game speed returns afterward.
F1 remains available. Death animations and projectiles can continue while
the effect runs, but the winner is already fixed. The point appears with
the round result after the cinematic.

Timeouts, disconnects, winnerless wipes, Redemption rescues and ordinary kills
while multiple squads survive do not trigger the cinematic.

A surviving bot that scores the deciding enemy kill performs a victory
gesture and a random line from its voice pack during the end-of-round wait,
after any cinematic. UT's voice/automatic-taunt mute preferences apply.
Dead killers, human final kills, environmental deaths, timeouts and draws
do not trigger this bot celebration.


8. MAPS, SQUAD SPAWNS AND BOTS
-------------------------------------------------------------------------------
One Gunfight game type lists installed DM-, CTF- and DOM- maps together in
both practice and multiplayer setup. Assault and tutorial maps are excluded.
No map renaming, duplicate maps or separate CTF/DOM Gunfight modes are needed.

CTF flag objectives and Domination control-point scoring are disabled.
Their navigation points remain available for bot routes. Green and Gold
squads are supported even when a map was originally designed for two teams.

Map List edits Gunfight's own mixed map cycle. Auto Change Levels retains
Gunfight across DM, CTF and DOM maps. The initial cycle is DM-Deck16][,
CTF-Coret and DOM-Cinder. Custom maps need a supported prefix and all their
usual assets installed.

Spawn selection searches original player starts and safe navigation locations
for widely separated squad areas. It prioritizes distance to the nearest
opposing squad, with cover as a secondary preference. Teammates stay grouped.
Teams rotate through the chosen areas at the configured interval.

Geometry limits separation and sightlines. Small maps automatically use closer
safe areas when necessary. Hidden spawns cannot be guaranteed on every map.
If separate squads cannot fit safely, the round is deferred without awarding
points; use fewer players/teams or a larger map. The same adaptive system is
used for stock and custom maps without map-specific spawn-coordinate files.

Bots explore reachable map locations even with pickups removed and replan
when stalled. Native combat and human orders to follow, hold or defend still
take priority. Navigation quality in a custom map affects their movement.

Rounds reset players, equipment, projectiles and Chaos deployments. They do
not reload the entire map: doors, movers and scripted events may retain state
between rounds. Unusual scripted maps may therefore behave differently from
ordinary arena maps.


9. MULTIPLAYER AND ADVANCED SETTINGS
-------------------------------------------------------------------------------
Install this release on the host/server and use matching Gunfight packages
for clients. Enabled optional content must also be available through matching
installations or the server's normal package downloads. Server download
policies are unchanged.

Gunfight registers its enabled packages and dependencies at map startup using
UT 469 networking support. No manual ServerPackages edits are required for
the supported setup. The game class is Gunfight.GunfightGame.

Example game URL for an existing server launch setup:
  DM-Deck16][?Game=Gunfight.GunfightGame?TeamCount=4?TeamSize=2?TotalRounds=7

INI-ONLY SETTINGS
Close UT/the server before editing System\Gunfight.ini manually.

Under [Gunfight.GunfightGame]:
  IntermissionSeconds=5
    End-of-round waiting time, range 2-30 seconds. This is in addition to
    the optional five-real-second cinematic finish and next round's countdown.

Under [Gunfight.GFLoadoutManager]:
  ExtraWeaponClasses[0]=Package.WeaponClass
    Advanced extension for up to 16 installed gun classes, numbered [0]-[15].
    Replace the example with a real installed class; leave unused entries
    blank. Melee and Translocator classes are excluded from this gun pool.
    Chaos/superweapon switches still apply to their corresponding classes.
    Unknown ammo-using guns default to high tier; ammo-free guns to low tier.
    If an available pool lacks a compatible tier, a stock UT gun fills it.
    Arbitrary third-party weapon behavior has not been exhaustively tested.

Under [Gunfight.GFMapList], the map cycle can also be saved as:
  Maps[0]=DM-Deck16][.unr
  Maps[1]=CTF-Coret.unr
  Maps[2]=DOM-Cinder.unr
  Maps[3]=
Use consecutive entries and an empty entry after the final map. The normal
Map List menu is the easiest way to maintain this list.

The legacy key bAllowRedeemer is the current Allow superweapons preference.
bUseChaosWeapons is the ChaosUT weapons/items master switch. Old
bAllowChaosHeavyWeapons entries no longer control Vortex or Turret.


10. TROUBLESHOOTING AND REMOVAL
-------------------------------------------------------------------------------
Gunfight is missing from the game-type menu:
  Check that Gunfight.u AND Gunfight.int are in the actual game's System
  directory, not System\System or an extra release subfolder. Restart UT.
  Confirm that you are running the supported UT99 469e setup.

Chaos weapons, sword or relics do not appear:
  Install their original packs and dependencies separately, then enable the
  relevant Rules switches. Sword also needs Sword/Random melee selected;
  Vortex needs Allow superweapons. Restart the match after changing settings.
  Missing optional content intentionally falls back instead of blocking play.

Everyone only has one gun, or only melee:
  Check the lower-left loadout name: it may be a fun preset or Instagib round.
  Disable fun loadouts to remove the five presets from the rotation.

Supers never appear:
  They default off. Once enabled, the default 5% chance and six-round gap make
  them rare. Fun presets never include them. Vortex also requires ChaosUT.

The match waits for players:
  Enable Fill empty slots with bots, or ensure every team has a human.

Spawns are close or a round cannot start:
  Try fewer teams/players or a larger map. Safe space and usable navigation
  determine how far apart squads can be placed.

Unexpected weapons, pickups or modifier behavior:
  Remove other arena, weapon-replacement, main ChaosUT and relic-spawn
  mutators and retry. Gunfight handles its own equipment and objectives.

Package version mismatch while joining a server:
  Close UT and install the same release on client and server. Check for
  mismatched optional content as well. Older Gunfight.u builds are different
  packages even though the filename is unchanged.

Resetting settings:
  Close UT, back up your Gunfight.ini and replace it with the clean copy in
  this ZIP. This resets Gunfight options and any saved Gunfight map list.

Reporting an issue:
  Include the UT patch version, map, team count/size, relevant settings,
  installed optional packs, reproduction steps and relevant UnrealTournament
  or server log messages. Say whether it happened with bots or multiplayer.

UNINSTALL
  Close UT. Remove only the files listed in section 11, plus your generated
  Gunfight.ini if you no longer need its settings. The Gunfight and
  GunfightRelics source folders may also be removed if installed from this
  ZIP. Do not remove the game's System or Help folders themselves.
  This release does not edit UnrealTournament.ini or uninstall optional mods.


11. FILES, COMPATIBILITY AND CREDITS
-------------------------------------------------------------------------------
Archive layout, relative to the main Unreal Tournament directory:

  README-Gunfight.txt              This complete player/server guide.
  System\Gunfight.u               Compiled Gunfight game type, UI and HUD.
  System\GunfightRelics.u         Optional Epic relic compatibility bridge.
  System\Gunfight.int             Game-type menu registration.
  System\Gunfight.ini             Clean default Gunfight settings.
  Help\Gunfight-Quick-Reference.txt  Short installation and play reference.
  Help\Gunfight-Files.sha256       SHA-256 checksums for the release files.
  Gunfight\Classes\*.uc          18 Gunfight UnrealScript source files.
  GunfightRelics\Classes\*.uc     4 relic-bridge UnrealScript source files.

The source folders are included for inspection and mod development. They are
not needed to play; the compiled packages are ready to use. No test classes,
debug logs, game executables, maps or third-party mod assets are bundled.

This full release includes the accumulated squad-spawn, map-selection,
HUD/body, five-shot ammo, bot celebration and fun-loadout improvements, plus
rare superweapon rolls and the locked-round-win correction. No earlier patch
ZIP needs to be applied afterward.

Validation has covered native UT compilation, bot matches, round progression,
loadout/ammo and modifier behavior, optional-content fallbacks, Rules controls,
DM/CTF/DOM map handling and a dedicated server with a separate local client.
Testing used UT99 469e on Windows. Separate physical LAN/internet sessions
and every custom map or third-party mutator have not been exhaustively tested.

Gunfight is a community game mode for Unreal Tournament. Unreal Tournament,
its stock content and Epic relics are the work of their original creators.
ChaosUT weapons and items remain part of the separately distributed ChaosUT
mod and are credited to its creators. Those optional packs are not included
in this archive. This package adds Gunfight's gameplay, UI and compatibility
code while using installed game/mod resources.
