Title    : Chase cam, v3.2
Filename : chasecam.zip
Version  : 3.2
Date     : 26 Sep 96
Author   : Rob Albin
Email    : albinatr@apci.net
Credits  : Ferrara Francesco and Olivier
           Montanuy for bringing us QuakeC Manual v1.0,
           Vhold <vhold@netwizards.net> for his Homing Missiles
           v.001 QC patch, for the good velocity changing examples.
           Jeff Epler (jepler@inetnebr.com) for Flashlight v2
           for the code to the laser-targeter.

Type of Mod
-----------
 Quake C  : yes, (ver 1.01, to 1.05 when I get it)
 Sound    : no
 MDL      : no


Format of QuakeC
----------------
 unified diff  : no
 context diff  : no
 .qc files     : yes
 progs.dat     : yes


Description of the Modification
-------------------------------

 impulse 30   View-point toggle
              (Chase view tracking and normal view)
 impulse 31   Laser-targeting toggle
              (This puppy is bad, thanks again to Jeff Epler. Works
              in both views.)
 impulse 32   Toggle between normal tracking and an alternate
              'strafe' style 

 impulse 200  multiskin impulse up
 impulse 201  multiskin impulse down

 Multiskin v1.1
 -The server code for Multiskin v1.1 by Dennis Noordsij is built in,
  the player.mdl is not included, but if you have the player.mdl,
  you can add it to this game as described in Multiskin.

 Auto switching
 -Chase view temporarily auto disables while in water.  Quake does
  *not* like to track a missile-move type entity thru water.  So
  the chase view avoids it like the plague :)

 Multi Player
 -Chase eyes are visible behind a player when in chase view.
  Not tested on a server by me, but the code is written for it.
  (More than likely would suck on an Internet server)

 Single Player
 -In single player only, your current settings for the targeter and
  view are saved between levels.
  (Only saves when switching levels, not if you die and restart -
  they'll auto-switch to what they were when you first entered)

  ****
  Email the author if you like a patch :)  A good portion of the
  things added to this one were ideas suggested by other people.
  Thanks to:
   David Weiden
   Eric Fisher
   pLaGuE, http://lonestar.texas.net/~plague/
   Steve Nadeau
   Giles
   Alan Dabiri
  For many good ideas and the positive feedback.
  ****

How to Install the Modification
-------------------------------
 Make a sub-directory in quake called 'chasecam' and make a sub-dir in
 'chasecam' called 'src'.  Copy all original QuakeC source files into 'src'
 copy weapons.qc over the original, and run qcc from inside the directory,
 a new progs.dat file will be created in the parent dir 'chasecam'.

 copy autoexec.cfg, config.cfg, and quake.rc from 'id1' into 'chasecam'
 add:
   bind <a key> "impulse 30"
 to autoexec.cfg
 From directory 'quake' type:
   quake -game chasecam

 You must have the QuakeC package from id, which include instructions for
 use, and the compiler.  Various versions are available under
 ftp://cdrom.com/pub/quake/quakec/utils


Technical Details
-----------------
3.2 changes:
 -Took a few days off from looking at the stuff, realized thinking
  it was done was bulls**t :)
 -Made a tough decision and eliminated all the stuff for changing
  the distance and verticle offset the view tracks at.  It just
  doesn't work well for different settings with all the auto
  adjusting stuff.
 -Added a strafe style tracking.  Switches the view offset between
  the standard vertical (a little above the player) and left or right.
  Based on player strafeing movements.
 -Up-aiming adjusts improved.
 -Down-aiming adjusts added.  View slides slightly forward and the
  verticle offset is dampened when you start to aim down.  Keeps
  your aiming target in view.

3.1 changes:
 -Improved backtracking, tightens up the view and doesn't let you
 'run behind' it.
 -Low ceiling clip fixed not to temporarly lock view in certain spots.

3.0 changes:
 -When aiming up, the view automatically rises so your not in
  the way.
 -The bob effect when you flick the mouse is fixed.
 -The view extends smoothly after getting clipped in by a wall to
  reduce the 'instant' to and fro effect when backed against
  something with irregular surfaces.
 -Low ceilings disappearing under a running bob fixed.

 Impulse Summary:
  30  - chase cam toggle
  31  - laser-targeter toggle
  32  - alternate tracking toggle
  200 - multiskin up
  201 - multiskin down

 If you want to play around with the distance and offset
 the chase view tracks at, there is a single line you can
 modify:
 
 (WEAPONS.QC, line (approx.) 1225)
 // defaults reset every time level starts
 float chasecam_dist = 72, chasecam_zofs = 24;
 
 Things are optimized around the defaults though.  All it's
 really good for is mucking things up :)

 **************************************
 *            NEED TO READ            *
 **************************************
 Known Bugs:
  In certain spots walls will dissappear when view is up against
  them, rare.  (Testing location: starting hall e3m7)

  Under testing every once in a while it still can disable
  the fire key from restarting the level if you die.  Usually
  if your view gets hung up when you swing your view around
  crazy-like after your dead (like for testing :)

  *** Type 'restart' at the console if this happens ***

  Very rare, when it happens your carcass comes back to life
  standing up.  Time to bring down the console.

Copyright and Distribution Permissions
--------------------------------------

 Authors MAY use these modifications as a basis for other
 publically available work.

 You may distribute this Quake modification in any electronic
 format as long as this description file remains intact and unmodified
 and is retained along with all of the files in the archive and no fees
 other than the costs of distribution are charged.

Availability
------------
 Online services: MSN Computer Games File Lib

 The latest version can be found at:
 ftp://cdrom.com/pub/quake/quakec/misc/