  This is a QuakeC mod.
=======================================================================
Title                   : Respawn (v2.0)
Date Finished           :  9 - 14 - 1997
Author                  : Patrick Martin
Email Address           : cmarti39@icon.net
Misc. Author Info       : I like Doom][ and QUAKE.
Description:
     This mod (faithfully) brings the respawn mode found in
Nightmare Doom back to Quake.  If you choose to play Quake
on Nightmare with this mod, you are in for a brutal treat!
When you kill a monster, it will respawn 10-90 seconds later
and hunt you down.  Even severed heads are restored back to
living monsters.  Also, just like Doom, all ammo boxes, weapons,
and backpacks dropped by monsters will yield double the normal
amount of ammo.  This mod "isn't even remotely fair." :)

     Other changes to the game include the following:

* Enforcers' blaster bolts do not glow anymore; too many glowing
    entities slow down game play, and the blaster bolts don't need
    glowing effects.
* It is now possible to gib fish.  Fish also become non-solid
    the instant they die.


A new progs.src is included.

qc files included are:
  * check.qc      * combat.qc     * demon.qc      * dog.qc
  * enforcer.qc   * fish.qc       * hknight.qc    * items.qc
  * knight.qc     * monsters.qc   * orge.qc       * respawn.qc
  * shalrath.qc   * shambler.qc   * soldier.qc    * tarbaby.qc
  * wizard.qc     * zombie.qc

I also included template.txt.  This is an outline of the functions
and code added to most of the monster qc files.


How to Use:
* If you don't have a QuakeC compiler, get one now!
   QC106PAC.ZIP is a great QuakeC package.

* Create a subdirectory called RESPAWN inside the QUAKE directory.

* Create a PROGS subdirectory inside inside the RESPAWN directory.

* Place all the qc and src files and the compiler in the PROGS
   subdirectory.  Overwrite any original files with the new
   files in this zip.

* Compile a new progs.dat.

* Change to the QUAKE directory and type 'Quake -game respawn'.

======================================================================
Version History

v2.0:  * Greatly simplified the respawn code.
       * Spawn (a.k.a. tarbaby) can respawn.
       * Flying or swimming creatures respawn at their original
          locations instead at the ground below it.
       * Fixed a bug where some monsters respawn at where
          they died for no apparent reason.
       * Killing respawned creatures do not activate triggers
          that require the death of a group of monsters; you
          must kill all the members of the group at least once
          to complete the sequence.

v1.2:  * Cleaned up some code.
       * Fixed semi-ghost bug when a dead monster gets crushed
          then respawns.

v1.1a: * Removed shotgun stuff (to cut down on file size).
       * Edited some text.

v1.1:  * Monsters respawn in teleport clouds instead of getting up.
       * Monsters respawn at their original locations if possible.
          (If not, they respawn where their bodies/heads lie.)
       * Severed heads can respawn.
       * Ammo gained from items is double the normal amount.
       * Enforcer bolts do not glow anymore.
       * It is possible to gib fish.

v1.0:  * First release.

======================================================================

Additional Credits to   : ID for creating Doom, Doom][, and Quake
                          Rob Albin for the QC106PAC.ZIP
                          Olivier Montanuy and Ferrara Francesco for
                            the QuakeC manual.
                          Rene Post for Qme.
                          Mom and Dad for plenty of good stuff.
                          and God!
=======================================================================

   Type of Mod
-----------------
Quake C  : yes
Sound    : no
MDL      : no

   Format of Quake C  
-----------------------
unified diff  : no
context diff  : no
.qc files     : yes
progs.dat     : no (you compile one yourself)

* Construction *

Base                    : New code added to some standard qc files.
Build Time              : Five LONG days + more long days.
Hardware used           : Pentium-100 with 16MB RAM and Quake v1.06.
Known Bugs              : None.

* Copyright / Permissions *

You MAY distribute this mod, provided you include this text
unaltered.  If you want to place this mod on any medium such
as (but NOT limited to) a disk or CD for commerical
distribution, please contact me first.

* Disclaimer *

The author of this mod is NOT responsible for any damage caused
by the use of this mod!  If your computer malfunctions, you are
on your own.  To put it another way, use this mod at your own risk.

* Where to get this WAD *

FTP sites:  ftp.cdrom.com

Other:  Contact me and I'll email it to you.

=======================================================================
Other (non-obsolete) QC files written by me:

BOXFIX   - fixes a bug with Quake's exploding boxes.
BREATH   - changes super shotgun into a poison gas thrower.
BUSTER   - multi-mode weapon that fires an invisible beam that causes
            opponents to explode; weapon can also self-destruct.
CHARGE   - player can buildup energy to fire charge missiles.
CHOKE    - player can drop bombs like in Heretic/Hexen.
CRANKED  - enhancements to various monsters.
DKNIGHT  - death knight uses frames unused in normal Quake.
GASBOMB  - grenade launcher/rocket launcher can shoot poison gas
            or mind-altering gas bombs.
LOB_AI   - source code example for grenade throwing monsters.
NAPALM   - supernailgun can shoot fire and rockets can scatter
            flaming shrapnel
PM_GUNS  - my weapons combo patch.  (It is getting old though.)
RESPAWN  - monsters respawn in Nightmare just like in Doom.
=======================================================================

(One final hint:  If you're stuck, CHEAT!!!!!)
