CHANGES from v0.5 to v0.5.1

---------------------------------------------------------------------------
This file will just list changes in the core packages 
(q2java, q2jgame, baseq2). Add-ons will have to list their own changes.
---------------------------------------------------------------------------

DLL CHANGES ===============================================================

quake2.h
    Changed: the "teleport_time" field in pmove_state_t was renamed to 
             "pm_time" to match the 3.14 DLL sourcecode.
    
q2java_Engine.c

    Changed: the trace function would crash the game when called 
             with a null passEnt    
    
q2java_NativeEntity.c

    Changed: Updated to use field name "pm_time" instead of "teleport_time".  
             None of these changes should break backwards compatibility.
    
    

JAVA CHANGES ==============================================================

q2java.Engine

    Changed: unicast does nothing if the entity being unicast to is a bot
             (prevents game crashes)

q2java.NativeEntity

    Added:   isBot() method - to check and see if a NativeEntity is a player
             entity without an actual Quake2 client connected to it.
             
             setPlayerPMFlags()             
             
             setVelocity(float, float, float) - before it was just 
                     setVelocity(Vector3f)
             
             public final static int EF_TELEPORTER		= 0x00020000;		
             public final static int EF_FLAG1			= 0x00040000;
             public final static int EF_FLAG2			= 0x00080000;
          	 public final static int EF_BOOMER			= 0x00100000;
         	 public final static int EF_GREENGIB		= 0x00200000;
             
        	 public final static int PMF_ON_GROUND		= 4;
        	 public final static int PMF_TIME_WATERJUMP	= 8;	// pm_time is waterjump
        	 public final static int PMF_TIME_LAND		= 16;	// pm_time is time before rejump
        	 public final static int PMF_TIME_TELEPORT	= 32;	// pm_time is non-moving time
        	 public final static int PMF_NO_PREDICTION	= 64;	// temporarily disables prediction (used for grappling hook)

    Changed: cprint and centerprint do nothing if the entity is a bot
             (prevents game crashes)
    
             setPlayerTeleportTime() renamed to setPlayerPMTime() to 
             correspond more closely with the 3.14 sourcecode
             
q2java.playerCmd

    Added:   getCmdAngles() - to fetch the angles specified in the player cmd
                 

baseq2.AreaTrigger

    Removed this class..it was simpler to just move the tiny amount it did
    right into the baseq2.spawn.func_door class.
    
baseq2.GenericPusher

    Changed: Altered the way the final move is handled, so it snaps into
             place rather than relying on accumulated individual moves. 
             Seems to have fixed some weird positioning problems like
             with the spiral staircase on the "ware2" map
             
baseq2.GenericSpawnpoint
    
    Changed: Now is a subclass of GameObject - so firing a blaster at a 
             deathmatch spawnpad now throws off sparks like it should.
             
             getAngles() and getOrigin() now return -copies- of the spawnpoint's
             origin and angles - so the originals don't get altered.                 
             
baseq2.PlatformTrigger

    Changed: Was a subclass of AreaTrigger (which was removed) 
                          
baseq2.Player

    Added:   Brian Haskin supplied cmd_weapaddexcluded(), 
             cmd_weapprintexcluded(),  cmd_weapprintorder(), 
             cmd_weapremoveexcluded(), and cmd_weapsetorder() to round out 
             the weapon-cycling code. Now players can individually control 
             the order and types of weapons cycled through with the weapnext 
             and weapprev commands.
             
             teleport() - method used by teleporters to jump the player
             to another spot on the map.                          
             
    Changed: When a player spawns - they're more likely to start off with a
             good viewangle than before (the whole angle thing - especially with
             players - is pretty whacked in Q2)

baseq2.spawn.func_door

    Changed: A func_door object now handles its trigger field directly, rather
             than relying on another class (used to use AreaTrigger)
             
             private fields changed to protected.                                       
             
baseq2.spawn.misc_teleporter
baseq2.spawn.misc_teleporter_dest

    New classes to implement teleport pads in the game.             