
---------------------------------------------------------
The Dimensionality QuakeC addons.
---------------------------------------------------------

I have included all of the .qc files, both original, new,
and modified, because, quite frankly, I can't for the life
of me remember which ones I actually changed.  So anything
that looks like id's original code is under their copyright,
and anything that looks new is under ours.

Here are some of the neat things inside:


Modified stuff
--------------

func_train
	These can now be made to automatically reset to
	their original positions.  You can see a good example
	of this in my level "Water" in non-deathmatch play;
	the cart resets itself each time it returns to its
	first position.

trigger_hurt
	These now have a "message" tag which lets you
	specify what snide comment to tell the player
	when he/she dies.  They are also now responsive to
	"targetname" fields, so you can trigger them on
	and off as you please.

trap_shooter
	There is now a spawnflag that makes these shoot
	rockets.  Very deadly, as shown in the new start map.

item_* and weapon_*
	These now have spawnflag bit 65536, which tells them
	that they should always respawn where they were first
	placed, not where Quake moves them later.  A good
	example is in "The Fortress" where the spike flies
	across the rocket launcher; the spike would have moved
	the launcher if this bit were not set on the launcher.


New stuff
---------

func_gib_shooter
	This thing is just nasty looking.  You put it in for
	ambience in the level and it just goops all over the
	place.	"health" determines its spread, "height" sets
	how high it goes (I like about 200), "wait" specifies
	how dense it is, and a spawnflag of 1 can be applied
	to make it shoot "water" instead.

func_frames
	The ever-infamous Frames class.  Full documentation
	was available with the Dimensionality download, but
	you can just read frames.txt to find out how to use
	it.

func_fan
	This is a kind of "push" brush, similar to the wind
	brushes in Quake, but you can actually walk against it
	if you want.  Weird things happen if you use these to
	blow players into a wall, so be careful.  They can be
	turned on and off with the "targetname" tag.

light_torch_small_stand
light_torch_large_stand
	These create "light stands" reminiscent of DOOM.  You
	have to supply the models for the stand yourself in two
	non-world objects with targetnames of "torch_small_stand"
	and "torch_large_stand", respectively.  The light stand
	models should be built around the origin.  Where a light
	stand is placed, it drops to the floor and illuminates
	the area around it.

func_jumpgate
	This moves the player by a relative offset to another
	location in a level.  This can be used to create the
	illusion (very good illusion, if done right) that the
	two parts of the level join when they actually don't.
	It does not rotate the player, and you have to specify
	how far you want them moved, not the actual destination.

item_electric_bolt
	Put this in to generate a big electrical bolt in your
	level.	Spawnflags range from 0 to 2, specifying how
	big the bolt should be.  Put the item_electric_bolt where
	you want the bolt to start, and give it a target where
	you want it to end.  I recommend adding a trigger_hurt
	brush around it if you want the player to feel it.

func_earthquake
	Put this in to generate rather cheesy looking earthquakes
	in a brush.


Legal stuff
-----------

The classes listed above under "New stuff" are Copyright (c) 1997
Dimensionality.  You are licensed to use them for any purpose;
however, if they are used or if a derivative of them is used,
acknowledgement must be given to either Dimensionality or to Sean
Werkema for their creation.  All of the other QuakeC classes,
both original and modified, are Copyright (c) 1996 id Software.
Quake and id Software are registered trademarks of you-know-who.
There is no warranty, expressed or implied, on all of the QuakeC
code contained herein; Dimensionality and Sean Werkema will not
be held liable for damages caused by use or misuse of this code.


Other stuff
-----------

There may be modifications that I didn't list here; in fact, there
probably are:  I suggest you examine the code carefully before you
use it.

I am releasing this because neither Dimensionality nor I have use
for it any more, which is why the legal stuff above is written for
such free public use; this is the last update pack Dimensionality
plans to release for id games (not that we don't like id games; we
just don't plan to do anything more with them).

Well, I hope you find a use for this.  Enjoy.


Sean Werkema (seanw@dimensionality.com)
Head Programmer, Dimensionality
November 6, 1997

