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Title                   : The Turret
Filename                : I think I'll keep you in suspense.
Author                  : Dylan Brooks
Email Address           : Draco9131@aol.com
Description             : While working on a level, I realized how
                          annoying it was that the trap_spikeshooters
                          and such can't aim. It occured to me that
                          this could be fixed rather easily. Thus was
                          born the turret.
                          
                          This is my first model, and it really isn't a
                          very difficult one to make. I just used four
                          of QuakeMe's cylinders, resized them
                          appropriately, and voila, a turret. The QC is
                          mine, and was really very simple. They shoot
                          either lasers, spikes, or rockets (heh heh),
                          and explode upon death. They are as strong as
                          an ogre (100 hp, if you didn't know that).
                          
                          More to come later!
                          
                                                                       
                                      ---Draco
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* Play Information *

Single Player           : Yes
Cooperative             : Uh, sure...
Deathmatch              : No..what good is a monster in DM?
Difficulty Settings     : No
New Sounds              : Yes (thanks Derrick!)
New Graphics            : No
New Monsters            : Yes
New Demos               : No
New Models              : Yes
QuakeC Patches          : Yes

* Construction *

Base                    : None
Editor(s) used          : Quake Army Knife 3.1, QuakeMe v. Something
Known Bugs              : The model needs a decent skin. Not my
                          department. :-(
Build Time              : A while, squashing stupid bugs (see below)

Comments                : Hey programmers...did you know that QC
                          doesn't check for valid function names inside
                          the frame functions? You know, the ones you
                          declare like this:
                          void() turret_sit_there = [$only, turret_sit_there] {};
                                                                ^^^^^^^^^                                          
                                                          This value not checked
                          I didn't know that. I don't know if that's
                          just Quark, or what. Pissed me off quite a
                          bit. That's the stupid bug in Build Time
