Title    : "Healing Pool"
Filename : HEALPOOL.ZIP    **USE PKUNZIP HEALPOOL.ZIP -D**
Version  : eta 0.80 - Expect Updates or something
Date     : 1/2/97
Author   : Fred Peterson
Email    : nuclear@jpj.net or _nuclear_@geocities.com
Credits  : 
        Id Software for making such a cool game and making it so expandable.
        Fisty for answering most of my questions on IRC
        luser for a little cleaning up of excess code
                and deleting an extra return; that I didn't need that
                basically halted having multiple pools working.
        Sandy Petersen for his 'healing pool' which I wanted to make REAL
                and not based on health kits.
        Mental4 for mentioning a healing pool based on QC (or something)
                that got me started on this.
        All the guys in EfNet #QuakeEd for putting up with my constant
                complaints or yippies when something worked or didn't.

Build time: about 7.5 hours minus the bathroom and trips to frige and quick
            window flips to IRC to ask a question ;)

Type of Mod
-----------
Quake C  : yes
Sound    : no - but very easily implemented if wanted..
MDL      : no - the point?  I see none.. 


Format of QuakeC (if a QC Mod)
-----------------------------------
.qc files     : yes - HEALING.QC in \PROGS
progs.dat     : yes - of course
Demo Map      : yes - HEALPOOL.BSP in \MAPS (with source in Quest format)
MultiPlayer   : Unsure if it'll work -- See Known Bugs

Description of the Modification
-------------------------------
Allows for the usage of 3 new scripted brushes that act as healing pools.
Read Technical Details for more information and explaination on the usage
of the entity classes.

Known bugs
----------
No known 'bugs'.  Find any, mail me immediatly, do not hesitate.

May not work via multiplayer because of some of the printing messages.
If you test this via multiplayer and determine it does not work PLEASE
Email me telling me so I can fix it for multiplayer use.

How to Install the Modification
-------------------------------
Make a directory off of your Quake directory called HEAL.
Unzip the HEALPOOL.ZIP file in that directory with the -D function.

Type QUAKE.EXE -GAME HEAL.
In Quake type MAP HEALPOOL for the demonstration map I made.
.MAP source is included with the zip file.

If you're going to mess with the QC file then don't mess anything up, because
a rule of thumb generally is that the first new mod with qc never compiles
correctly the first, second or third time around.

Technical Details
-----------------
Heres the meat of this new script/brush:

There are three types of 'healing pools' at your disposel.  Two are used
in the HEALPOOL.BSP and the other should be self explanatory if you read this.

First Type: NORMAL HEALING POOL - Used in map
Max Health: 100
Set the brush(es) to the script with "classname" "healing_pool".
Then you MUST set "dmg" "x" where x is an integer from 1 to 100 (but
those high numbers are pointless really).  "dmg" MUST be set otherwise
the level will bomb out telling you it wasn't or that it was set at zero.

Example Brush:
{
  "classname" "healing_pool"
  "dmg" "10"
  {
	  ( 250 58 -54 ) ( 134 58 -54 ) ( 134 126 -54 ) *WATER2 0 0 0 1.0000 1.0000
	  ( 134 58 -62 ) ( 134 58 -54 ) ( 250 58 -54 ) *WATER2 0 0 0 1.0000 1.0000
	  ( 250 58 -62 ) ( 250 58 -54 ) ( 250 126 -54 ) *WATER2 0 0 0 1.0000 1.0000
	  ( 250 126 -62 ) ( 250 126 -54 ) ( 134 126 -54 ) *WATER2 0 0 0 1.0000 1.0000
	  ( 134 126 -62 ) ( 134 126 -54 ) ( 134 58 -54 ) *WATER2 0 0 0 1.0000 1.0000
	  ( 134 58 -62 ) ( 250 58 -62 ) ( 250 126 -62 ) *WATER2 0 0 0 1.0000 1.0000
  }
}
The above brush adds health every second you are in the pool at a rate of 10.
The "dmg" can be set to allow for a speeder increase of health to 100 or a
slower by putting the "dmg" to "1".  Texture does not matter.  Make sure
the brush is not directly overlapping (meaning same coords) another brush
or you will get the infamous Brush With Duplicate Plane error that doesn't
prevent Quake from writing a PRT file, but is annoying.
*****
Second Type: DEFINABLE POOL
Max Health: 100
Set the brush(es) you want to be part of this pool to the "classname"
"healing_pool".  Then set "spawnflags" "2" (to tell Quake that it is a
definable pool) and you MUST set "dmg" and "speed".  "dmg" is the same as
for the normal pool, how much it adds each time.  "speed" is set at one
greater than how many times you want "dmg" to be applied to the others health.

Example Brush:
{
  "classname" "healing_pool"
  "spawnflags" "2"
  "dmg" "10"
  "speed" "5"
  {
	  ( 250 -398 -54 ) ( 134 -398 -54 ) ( 134 -330 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 134 -398 -62 ) ( 134 -398 -54 ) ( 250 -398 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 250 -398 -62 ) ( 250 -398 -54 ) ( 250 -330 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 250 -330 -62 ) ( 250 -330 -54 ) ( 134 -330 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 134 -330 -62 ) ( 134 -330 -54 ) ( 134 -398 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 134 -398 -62 ) ( 250 -398 -62 ) ( 250 -330 -62 ) *WATER1 0 0 0 1.0000 1.0000
  }
}
The above brush adds 10 health to the person standing in the brush 4 times
, so it basically adds 40 to the persons health.  Remember with this, "speed"
MUST be set at one greater than how many times you want "dmg" to be applied.
Again, texture does not matter and again don't overlap the brushes.
*****
Third Type: SUPER POOL - Used in map
Max Health: 200
Set the brush(es) you want to be part of this pool with the "classname"
"healing_pool".  Then you MUST set "spawnflags" "1".  The "spawnflags" is
what tells the pool to be a certain type, in this case SUPER.

Example Brush:
{
  "classname" "healing_pool"
  "spawnflags" "1"
  {
	  ( 250 -398 -54 ) ( 134 -398 -54 ) ( 134 -330 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 134 -398 -62 ) ( 134 -398 -54 ) ( 250 -398 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 250 -398 -62 ) ( 250 -398 -54 ) ( 250 -330 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 250 -330 -62 ) ( 250 -330 -54 ) ( 134 -330 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 134 -330 -62 ) ( 134 -330 -54 ) ( 134 -398 -54 ) *WATER1 0 0 0 1.0000 1.0000
	  ( 134 -398 -62 ) ( 250 -398 -62 ) ( 250 -330 -62 ) *WATER1 0 0 0 1.0000 1.0000
  }
}
The above brush just defines the pool as a Super Pool giving 200 health
once in the entire time you play that particular level.  Kinda dandy
to put into a secret that you won't be able to access again.  Pretty
rewarding if you ask me.

Author Information
------------------
This is my very first QC mod that I COMPLETED and did without copying
any code.  I know squat about C coding and am amazed this works.

Other than that what the hell else do you need to know about me? ;)

Copyright and Distribution Permissions
--------------------------------------
The modifications included in this archive are Copyright 1996, Fred Peterson.
The original QuakeC source is Copyright 1996, id software.

Authors MAY use these modifications as a basis for other publicly or
commercially available work WITH authorization from author.

You may distribute this Quake modification in any electronic format as long as
all the files in this archive remain intact and unmodified and are distributed
in their original formats (i.e. the .MAP remains in Quest format)

Actura Software may not use this modification EVER.

Availability
------------
This modification is available from the following places:

The QuakeLab
http://206.12.10.240:80/stevefu/QuakeLab/

And anyother place I put it after I put it at QuakeLab since I don't know where, besides
if you want the leet things QuakeLab's a great place to find them.
