===========================================================================
		D  R  A  G  O  N  S      M  A  N  U  A  L
===========================================================================

	 1. Introduction
	 2. Installation
	 3. Contents
	 4. Instructions on Gameplay
	 5. About the Dragon Familiar
	 6. Dragon Familiar Commands
	 7. Information for "item_dragon"
	 8. General Dragon Information
	 9. Dragon Types
	10. Information for "monster_dragon"
	11. About Dragon Intelligence
	12. Miscellaneous Entities -- Dragon Corpses
	13. Miscellaneous Entities -- Noisy Ghost
	14. Miscellaneous Entities -- Spawnflag Change Triggers
	15. Miscellaneous Entities -- Supply Triggers
	16. Miscellaneous Entities -- Healall Trigger
	17. Quake C Source Files
	18. How to Compile Dragons
	19. Dragons History
	20. Credits

===========================================================================
	 1. Introduction
===========================================================================

   You are reading the manual to a dragon patch that is full
   of neat features such as multiple dragon types, dragons
   with different levels of AI, dragons that are dormant until
   disturbed, dragons that fight for the player, and more....
   Enjoy!

===========================================================================
	 2. Installation
===========================================================================

   Below is a step-by-step procedure on how to install
   the dragon patch.  This is simple really.

	* Create a subdirectory called RYU within the QUAKE
	  directory.

	* Place the dragons.zip archive in the RYU subdirectory.

	   QUAKE
	     |
	     +--- ID1
	     |
	     +--- RYU (place dragons.zip here)

	* If you use PKUNZIP, just unzip dragon.zip.  A
	  pak0.pak, progs.dat, and some other files will
	  be placed in the RYU subdirectory.  If you use
	  WinZip, just extract the pak0.pak and the progs.dat
	  into the RYU subdirectory.

	* Change to the QUAKE directory and type the following
	  (without the quotes) on the command line:

	    'Quake -game ryu +map ryu'.

   That is all there is to it!

===========================================================================
         3. Contents
===========================================================================

   You should see the following files after you unzip dragons.zip:

	* DRAGONS.TXT - That is the distribution .txt file for
	   the dragons patch.

	* MANUAL.TXT - This explains how to install the dragon
	   patch, how to control your dragon familiar, and how
           to use the dragons in the levels you create.  You
	   are reading it now.

	* PAK0.PAK - This file contains the dragon.bsp and all
	   the necessary dragon .mdls and .wavs.

	* PROGS.DAT - All the source is compiled and written
	   to this file.

	* RYU.TXT - .txt file for the demo map ryu.bsp.

	* RYUENTS.FGD - Dragon specs for Worldcraft users.

	* RYUENTS.QC - Dragon specs for BSP users.

	* SRC.ZIP - A zip file that contains the QuakeC
	   source for the dragons.

===========================================================================
	 4. Instructions on Gameplay
===========================================================================

   With the addition of the dragon familiar, more impulse commands
   have been added.  However, you can access most of the important
   commands via keys from 1 to 8.  Read the next two sections for more
   details.  Otherwise, instructions are the same as playing Quake.

===========================================================================
	 5. About the Dragon Familiar
===========================================================================

   Added to Quake is a new powerup item that looks like a small
   dragon.  Picking one up will create a small dragon that will
   fight for the player.  This dragon is completely loyal to you,
   and it will not attack you or your allies.  The dragon is
   intelligent; it communicates to its master via telepathy.
   It also strafes and dodges attacks.  It even avoids attacking
   its target if good guys are likely to get injured in the process.
   The dragon lasts until it is destroyed or until you return to
   the start map after you complete an episode.

   Your dragon starts at level 1.  Collecting another dragon will
   power up your dragon to level 2.  The dragon item will also heal
   the dragon back to full health and change the dragon's skin to
   match the skin on the item.

   Level 1 = Dragon has 200 health and regenerates 1 hp/sec.
   Level 2 = Dragon becomes 'cranked'.  It has increased
              firepower and melee attacks do more damage.
              Dragon also regenerates 2 hp/sec.

   If your dragon loses all its health, it is destroyed.
   The next dragon you pick up will be at level 1.

===========================================================================
	 6. Dragon Familiar Commands
===========================================================================

   When you gain a dragon familiar, weapon 1 toggles between the axe
   and the dragon familiar.  You can also access the dragon with the
   weapon cycle key.  Once your selected weapon is the dragon, you
   can command it by holding down the attack button then press a
   key from 1 to 8.

   1 - DRAGON STATUS
   This displays the dragon status at the top left corner of
   the screen.  You will see one or more pink arrowheads and
   a number next to them.  The arrowheads represents the
   dragon's power level and the number next to the arrowheads
   represents the dragon's current health.  If the dragon
   has any items, they are also displayed next to the health.
   The shield represents invulnerability, and the Q represents
   quad damage.

   2 - STOP/GO
   This tells your dragon either to stay put or to move to
   follow you or patrol.  The dragon will ignore this command
   if it is fighting.

   3 - FOLLOW/PATROL
   This tells your dragon to follow you or to fly slowly back
   and forth.  The command is ignored if the dragon is fighting.
   By default, the dragon follows you.

   4 - FIGHT/IGNORE
   With this command, the dragon will either attack enemies
   automatically or ignore their presence.  When in fight
   mode, any enemy that injures it or comes within 600 units
   will be attacked by the dragon.  When not in fight mode,
   the dragon will not attack anyone at all unless you command
   it otherwise.  By default, it will attack nearby enemies.

   5 - ATTACK CONTROL
   This toggles what the attack button does in dragon mode.
   The attack button will either tell the dragon to shoot
   or to attack a target.  By default, the attack button is
   in shoot mode.  This command toggles between the two modes.

   6 - WEAPON TOGGLE
   This toggles the breath weapon used by the dragon in a
   force attack.  This applies only to the gold dragon.

   7 - LIGHT TOGGLE
   This tells your dragon to glow or to stop as such.  This is
   useful in dark areas.  Your dragon does not glow by default.

   8 - TELEPORT
   This tries to teleport your dragon to you.  Successful
   teleportation costs the dragon 50 health.  If the dragon does
   not have more than 50 health, the dragon cannot teleport and
   it will tell you that fact.  If there is not enough room nearby
   the player, the teleport will fail.  Teleporting the dragon
   will also cause the dragon to forget its opponent.

   Attack button - SHOOT/ATTACK TARGET
   This tells your dragon to either shoot at the target you
   are aiming at or to attack it if the target is an enemy.
   If the dragon is fighting, this will always command the
   dragon to attack the target you are aiming at if any.


   The following impulses will command your dragon.

   IMPULSE 101 - Same as 1 above.
   IMPULSE 102 - Same as 2 above.
   IMPULSE 103 - Same as 3 above.
   IMPULSE 104 - Same as 4 above.
   IMPULSE 105 - Same as 5 above.
   IMPULSE 106 - Same as 6 above.
   IMPULSE 107 - Same as 7 above.
   IMPULSE 108 - Same as 8 above.
   IMPULSE 109 - If your primary dragon is dead, but you have
     an extra dragon, this will cause it to become your new
     primary dragon.  In coop, you can take one of another
     player's extra dragons as your own if you have no dragon
     and you are aiming at it.
   IMPULSE 110 - This tells you how many dragons you have.
   IMPULSE 111 - This teleports all of your dragons to you.
   IMPULSE 112 - This causes your dragon shoot or attack.
   IMPULSE 113 - (Cheat) This kills your primary dragon immediately.
   IMPULSE 114 - (Cheat) This kills all your other extra dragons.
   IMPULSE 115 - (Cheat) This sets your dragon on fire.
   IMPULSE 116 - (Cheat) This spawns a new dragon for you or
     powers up your existing dragon.
   IMPULSE 117 - (Cheat) This changes the skin of the dragon.
     The dragon is also healed back to full strength.
   IMPULSE 118 - (Cheat) Shiva!  This makes your dragon immortal
     and as powerful as a cranked large dragon.
   IMPULSE 119 - (Cheat) This spawns four dragons at once like
     the white dragon powerup.

   HELPFUL HINTS:
   * Be sure to read your dragon's messages to you when it
      decides to talk.  This usually happens after you give
      it a command.
   * Monsters are not alerted by the presence of a dragon.
      Use your dragon to patrol areas ahead and/or to
      attack targets.
   * Crosshairs are very useful for aiming at the dragon's
      target.
   * If your dragon is low on health, command it to stay
      in a safe spot.  The dragon will eventually regenerate
      back to full health.
   * If your dragon corners you and blocks your way, run into
      your dragon.  It will try to get out of the way but if
      it can't, the dragon will vanish soon to get out of your
      way and it will reappear a few seconds later.
   * Snipe at the dragon's target to wear it down quickly
      and to prolong the dragon's life.
   * Be careful if you stray too close to the dragon's target.
      Although the dragon does its best to avoid injuring you,
      accidents can happen occasionally...
   * Do NOT delay after using teleporters!  Dragons often follow
      you quickly through them, and delay can cause your dragon
      to get telefragged by you after you teleport.

===========================================================================
	 7. Information for "item_dragon"
===========================================================================

   This places the dragon powerup item in a map.  The size of item
   is from '-16 -16 -24' to '16 16 32', which is the same size as
   other powerups such as the quad, suit, etc.

---------- Edict fields used ----------
	SKIN
   To select the type of dragon, add a value for the 'skin' field.
   The black dragon will choose from one of the other dragon types
   randomly (except white) when it is picked up.  The white dragon
   will create one dragon of each type.  If you do not provide a
   value, it will default to zero, which is the red dragon.

	0 = Red dragon
	1 = Green dragon
	2 = Blue dragon
	3 = Gold dragon
	4 = Black dragon (random)
	5 = White dragon (multi-dragon powerup)

===========================================================================
	 8. General Dragon Information
===========================================================================

   From this point on, the following legend is used to describe
   enemy dragons of varying size and power:

	Level 1 = Normal small dragon.
	Level 2 = Cranked small dragon or normal large dragon.
	Level 3 = Cranked large dragon (or familiar with Shiva).

   Although the various dragon types have many differences,
   they also share several things in common.

	* All dragons can fly.

	* All dragons come in one of two sizes:  large and small.
	  Each large dragon is 96 Quake units wide and long, and
	  64 Quake units tall.  Each small dragon is 32 Quake units
	  wide and long, and 48 Quake units tall.

	* All dragons have a powerful bite for close combat.
	  Damage varies depending on size and power, but all
	  have a 5% chance of scoring a critical hit which
          inflicts maximum damage.  Critical hits will destroy
          zombies outright regardless of damage.

	  Level 1 dragons can bite for 10-20 damage.
	  Level 2 dragons can bite for 15-45 damage.
	  Level 3 dragons can bite for 20-80 damage.

===========================================================================
	 9. Dragon Types
===========================================================================

   Below are the details that distinguish each dragon from the rest.

	RED DRAGON
   This is your classic fire-breathing red dragon.  His breath weapon
   is a spray of fireballs.  Each fireball inflicts 7-12 damage
   on a direct hit and the target has a 10% of catching on fire.
   Targets that are impervious to fire take only 6 damage per hit.
   Any entity that ignites suffers 6-15 damage per second until
   the fire is quenched.  Megahealth will quench the fire as will
   diving into deep water or slime.  If the fireball misses, it
   explodes and everyone vulnerable to fire who is within a small
   radius suffers 5-10 damage plus a 10% chance of igniting.  The
   fireball cannot penetrate liquids of any sort; it dissolves into
   steam on contact.  Because fire is ineffective underwater, the
   red dragon avoids water.  The red dragon itself is resistant to
   fire and it cannot burn.

   Level 1 dragons can shoot three slow fireballs.
   Level 2 dragons can shoot six fast fireballs.
   Level 3 dragons can shoot twelve fast to very fast fireballs.
     (The fastest fireballs do not ignite, only damage.)

	GREEN DRAGON
   The green dragon's breath attack is a burst of acidic
   green spit.  Each projectile can penetrate liquid without
   interference, and inflicts simple damage on contact.  The
   green dragon is not afraid of water and it will chase targets
   swimming in water.  The green dragon is vulnerable to fire.

   Level 1 dragons can shoot three slow shots that do 9 damage.
   Level 2 dragons can shoot six fast shots that do 9 damage.
   Level 3 dragons can shoot six very fast shots that do 18 damage.

	BLUE DRAGON
   This dragon's breath attack is a powerful bolt of lightning.
   The lightning bolt can penetrate and strike multiple targets.
   The bolt itself lasts about 2 or 4 frames and the damage
   taken is 5-10 points per frame.  If the lightning touches
   liquid, it becomes extremely powerful.  Any targets that are
   struck underwater not only suffer normal damage, but a wide
   radius effect worth up to 150 points of damage will erupt from
   whatever the lightning bolt touches, frying everyone within it.
   All damage is cumulative; a swimming target can lose hundreds
   of hit points from one lightning bolt!   If the blue dragon's
   intelligence is high enough, it will even shoot at the water
   to fry targets swimming in liquid.  Because lightning is
   deadly underwater, the blue dragon normally avoids water.
   However, if set on fire, it will dive into water to put out
   the fire if it is smart enough.

   Level 1 dragons can shoot a 0.2 sec bolt, reach is 600.
   Level 2 dragons can shoot a 0.4 sec bolt, reach is 1000.
   Level 3 dragons can shoot a 0.4 sec bolt, reach is 1000 and
     bolt does double damage.

	GOLD DRAGON
   This is perhaps the most dangerous dragon you will face.
   It can shoot small fireballs like the red dragon, or it can
   shoot larger fireballs.  These larger fireballs leave
   behind a deadly flame trail that will burn anyone that
   crosses it.  If the fireball impacts, it explodes with
   the force of a rocket, and creates a cloud of fire.
   In melee, the bite of the gold dragon will kill zombies
   outright, and may set other targets on fire.  Gold
   dragons are resistant to fire like red dragons.  The
   strength level of a gold dragon is about one level
   above a similar red dragon.

   Level 1 dragons can shoot one slow missile.  Damage is 80.
   Level 2 dragons can shoot one fast missile.  Damage is 120.
   Level 3 dragons can shoot two fast missiles.  Damage is 120 each.

	NIGHTSHADE
   This full-black, undead monster is unique.  It is non-solid,
   which means solid entities such as living creatures and
   projectiles pass through the nightshade without affecting
   it.  The nightshade is vulnerable only to radius effects
   such as rocket explosions, though it is immune to fire.
   The nightshade's breath attack is a fan-spray of bloody
   gibs that inflict 10 points of damage on contact.  If a
   gib misses, it can form into a zombie under the control
   of the nightshade.  Some very powerful nightshades have
   a special breath attack that spawns another nightshade.
   Such a newly spawned nightshade grows quickly.  If it
   touches something before it is fully grown, it explodes
   for 50 damage.  If it is allowed to grow fully, it gains
   unlife and it can shoot gibs to create zombies.  Each
   nightshade has a limit on the number of pawns it can
   create.  If the nightshade is "killed", it will implode
   then explode for severe damage.

   *Very* important note:  The nightshade cannot use teleporters!

   Level 1 nightshade can shoot three gibs.
   Level 2 nightshade can shoot six gibs.
   Level 3 nightshade can shoot six gibs or spawn more nightshades.

===========================================================================
	10. Information for "monster_dragon"
===========================================================================

   First of all, "monster_dragon" figures out what kind of dragon
   you want based on the skin value you give it then reassigns
   the classname to "monster_reddragon", "monster_bluedragon",
   etc. and finally calls the appropriate function to create
   the dragon.

   The size for each large dragon is from '-48 -48 -24' to '48 48 48'.
   The size for each small dragon is from '-16 -16 -24' to '16 16 24'.

   To implement many of the features the dragons have,  I
   used extra spawnflags and several edict fields defined
   in defs.qc.  Below are detailed descriptions of what
   spawnflags and edict fields are used and how they are used.

---------- Spawnflags used ----------
	AMBUSH - bit 1
   This is standard for most if not all monsters.  Monsters
   with the ambush flag wake up only when it actually sees a
   client (read player).

	PACIFIST - bit 2
   With this flag, a dragon will wake up only when it is
   injured or triggered by a client.  What this means it
   that even if the dragon sees you, that alone will not
   wake it up.  Because of this, pacifist will override
   the effects of the ambush flag.

   *Important note*:  Once a nightshade (and only a nightshade)
    wakes up, the pacifist flag is removed.  If the nightshade
    had the ambush flag as well, that flag remains untouched.

	DORMANT/STEALTH - bit 4
   For all dragons except the nightshade, the dormant spawnflag
   will cause the dragon to start the level asleep.  A sleeping
   dragon makes no noise whatsoever (because it is not flapping
   its wings).  A dragon that is sleeping cannot see clients.
   However, it can wake up by being alerted by other monsters,
   if you stray within melee range, or if it gets injured or
   triggered.

   You can combine the other spawnflags to produce deeper states
   of sleep.  A dragon with the spawnflags ambush and dormant
   will wake only if you stray too close, or it gets injured or
   triggered.  A dragon with pacifist and dormant will wake up
   only when injured or triggered.

   Once the dragon wakes up, the dormant flag is removed
   permanently.  It will never go back to sleep again.

   For the nightshade, dormant becomes stealth and it works
   differently.  With stealth, the nightshade is invisible
   and invulnerable while it is inactive.  However, it can
   hover still or move around, and it can see clients as well
   and wake up (unless pacifist is set).  If the nightshade
   is stationary, it is completely silent.  If it is moving
   while in stealth mode, you may hear eerie noises if you
   listen carefully.  Once the nightshade wakes up, it will
   materialize to attack.  Unlike other dragons, the dormant/
   stealth flag is not removed.  If the target is killed, the
   nightshade will phase out into thin air and remain cloaked
   until it finds another target.

   NOTE:  If you create a nightshade with both spawnflags
   'pacifist' and 'dormant' and it does not have a targetname,
   the nightshade is automatically converted into a 'misc_ghost'.

	NOPAIN - bit 8
   With this flag, the dragon can die only if it suffers
   damage greater than or equal to its health in a single
   frame.  Anything less is ignored.

	CRANKED - bit 16
   A dragon with this flag has greater attacking power than
   a similar dragon without it.  Small dragons become as
   powerful as large dragons.  Cranked large dragons have
   awesome firepower and strength.

	DISARMED - bit 32
   This flag disables a dragon's missile breath, leaving
   the dragon with only a melee attack to injure you with.

	HIDDEN - bit 64
   This applies only if the dragon has a targetname and if it
   is not a nightshade.  A dragon with this flag starts the
   level invisible, insubstantial, invulnerable, and in stasis.
   The dragon will remain dormant until it is triggered.  Once
   activated, it will appear with the teleport effects.  In
   effect, this gives the illusion of a dragon that does not
   exist on the level at the start, then "teleports" into the
   level when triggered.

---------- Edict fields used ----------
	DELAY
   This specifies in seconds the amount of time after death
   a slain dragon will respawn.  For example, a value of 300
   means that a dragon will respawn five minutes after it is
   killed.  The minimum delay possible is five seconds.
   Any value greater than zero and less than five is treated
   as five.  Anything less than zero will tell Quake to
   randomly pick a value between 10 and 90 each time the
   dragon dies.  A value of zero disables respawning.
   The default is zero, which disables respawning.

	HEALTH
   This sets the amount of the health the dragon has at the
   start of the level.  Minimum health allowed is 1 and maximum
   health allowed is 40000.  Default health for each dragon is
   shown below.

       Type      | Small | Large
   --------------+-------+-------
    Nightshade   |   50  |  250
    Gold dragon  |  200  | 1000
    Other dragon |  100  |  500

	HEIGHT
   This specifies the size of the dragon.  Sizes available to
   choose from are large and small.  Default size is large.
   Below are the values that determine size.

	0 = Large ('-48 -48 -24', '48 48 48')
	1 = Small ('-16 -16 -24', '16 16 24')

	LIP (applies only to the nightshade)
   This is the limit of the number of pawns a nightshade can
   create and have active at one time.  For example, a lip
   of 5 means that once it creates and owns five monsters, the
   nightshade cannot create anymore monsters until some of the
   monsters are destroyed.  If you do not provide a value, or
   the value is zero, the default value is set.  If you do
   not want the nightshade to create any monsters, give it a
   negative lip such as -1.

	Level 1 default is three zombies.  Maximum limit is six.
	Level 2 default is six zombies.  Maximum limit is twelve.
	Level 3 default is three nightshades.  Maximum limit is six.
         Nightshades that are spawned by another can create up
         to three zombies each.

	POS1
   This tells the dragon where it can find water.  If the point
   given is not in water, it defaults to the origin (no memory).

	SKIN
   This selects the skin (appearance) and type of the dragon.
   There are six skins available, and the values range from
   zero to five.  If you do not provide a value or you provide
   an invalid value (fractions are dropped BTW), the value will
   default to zero, which gives you the red dragon.

	0 = Red dragon
	1 = Green dragon
	2 = Blue dragon
	3 = Gold dragon
	4 = Nightshade

	SPEED
   This sets the dragon's normal flying (running) speed.
   The higher the value, the faster it can go.  A speed
   of 32 is about as fast as a running player.  Minimum
   speed allowed is 8 and maximum speed allowed is 48.
   Default speed is 32.

	STATE
   This defines the dragon's intelligence level.  Smart dragons do
   things like dodge projectiles or look for water while on fire.
   Five levels are available.  If you do not provide a proper value,
   it will default to genius intelligence for gold dragons or to
   high intelligence for all other dragons.

	1 = Low
	2 = Normal
	3 = High
	4 = Genius
	5 = Ultimate

	WAIT
   This is the dragon's rate of regeneration.  This tells
   how much time in seconds the dragon must wait between
   each moment of regeneration before regaining one health
   point.  The fastest rate allowed is 0.1 seconds, which
   would be ten health points per second.  If no value is
   given, it defaults to 0.  A value of 0 means the dragon
   cannot regenerate.  On Nightmare skill, all enemy dragons
   regenerate at least two health points per second.

	YAW_SPEED
   This sets the dragon's turning speed.  Default is 20
   degrees per frame.

===========================================================================
	11. About Dragon Intelligence
===========================================================================

   All dragons can have any level of intelligence.  As you might
   expect, stupid dragons do stupid things and are easier to
   defeat than smart dragons, who fight intelligently.  Below
   are descriptions of each intelligence level.

	1 = LOW.
   A dragon with this intelligence level is very stupid.  It will
   attack its target without checking if other monsters are in the
   way (like in Doom).  It will attack even other dragons of the
   same type if it is accidentally injured by one.  In addition,
   the dragon is incapable of dodging techniques of any kind.
   Stupid red and blue dragons will even dive into water and
   (try to) use breath attacks.

	2 = NORMAL
   This is normal Quake monster intelligence.  The dragon is
   fairly dumb, but it is not too stupid.  The dragon attacks
   the target only if it has a clear shot.  If the dragon does
   not have a clear shot, it can strafe vertically (usually
   upward) to get a clear shot.  The dragon can employ other
   simple strafing techniques, but it cannot actively dodge
   rockets and the like.  Red and blue dragons will stay
   away from water; if they find themselves in water somehow,
   they will refrain from using breath attacks (for obvious
   reasons) and escape from the pool whenever possible.

	3 = HIGH
   This is where dragons start to become formidable.
   Dragons will try to dodge projectiles launched by other
   entities.  While it is on the move, the evasion is quick.
   If the dragon is attacking, the evasion is very slow.
   If the dragon takes a big enough pounding such that it
   goes into pain, it will circle-strafe immediately after
   recovery, making it harder to hit the dragon consistently.
   A dragon will bite targets it cannot see if the target is
   close enough.  The dragon will also take advantage of the
   special properties of its breath attacks.  Blue dragons will
   shoot lightning at the water to fry swimming targets.  Gold
   dragons will shoot large fireballs from a distance to explode
   zombies.  Also, if the dragon catches on fire, it will look for
   water and fly to it to put out the fire.  Dragons will also stay
   away from burning creatures and 1)let the fire burn the entity
   and 2)so the dragon will not get burned, if it is vulnerable to
   fire.  Finally, the dragon does not get confused when attacked
   by multiple opponents at once; it will pick one target and stick
   with it until it dies or stops attacking.  This is the default
   intelligence level for most dragons.

	4 = GENIUS
   A dragon with genius intelligence is very dangerous indeed.
   Like dragons with high intelligence, it can dodge projectiles.
   However, it always dodges quickly even while attacking.  It
   will also avoid certain entities that are very dangerous up
   close.  It will avoid fiends, spawn, enemy players currently
   armed with a grenade/rocket launcher, or anyone who holds a
   quad damage or pentagram.  If injured by friendly fire, a
   genius dragon will not turn and attack the offending creature
   (but it will turn and fight if the attack was deliberate).
   Lastly, genius dragons are not fooled by the ring of shadows;
   they will spot the eyes.  This is the default intelligence level
   for gold dragons.

	5 = ULTIMATE
   A dragon with ultimate intelligence is almost too powerful.
   It has all the benefits of genius intelligence.  The dragon will
   attack more frequently (especially from greater ranges) and it
   can see you even through water.  In addition; red, green, and
   gold dragons can lead shots to the target.  This makes dodging
   the dragon's attacks *very* difficult.

	SPECIAL CASE:  The Nightshade
   Because of its special properties, nightshade intelligence is
   somewhat different.  It never turns to attack other creatures
   (and other creatures do not try to attack the nightshade either).
   It is never fooled by the ring of shadows.  It never strafes
   to the side, but it can strafe vertically like other dragons
   to get a clear shot.  It does not avoid attacks like other
   dragons (because most attacks cannot touch the nightshade).
   It *will* avoid other nightshades if intelligent enough
   (high or greater).  In addition, a nightshade with low
   intelligence cannot create pawns, regardless of pawn
   limit.  Otherwise, all other aspects of intelligence
   apply to nightshades.

===========================================================================
	12. Miscellaneous Entities -- Dragon Corpses
===========================================================================

	"corpse_largedragon" and "corpse_smalldragon"
   These two entities are mere scenery.  Both are non-solid like
   killed dragons.  Both are the same size as their living counterparts.

---------- Spawnflags used ----------
	BELLY_UP - bit 1
   This causes the dragon to lie with its belly facing up
   instead of facing down.

---------- Edict fields used ----------
	SKIN
   This selects the color of the dead dragon.  Default is red.

	0 = Red dragon
	1 = Green dragon
	2 = Blue dragon
	3 = Gold dragon

===========================================================================
	13. Miscellaneous Entities -- Noisy Ghost
===========================================================================

	"misc_ghost"
   This is an invisible, non-solid entity that makes noise like
   the nightshade.  The entity can be stationary or it can follow
   a path set by path_corners.  The ghost is completely harmless
   and it does NOT count as a monster for the purpose of kills.
   The ghost's size is from '-16 -16 -24' to '16 16 32'.

   A pacifist, dormant nightshade without a targetname is
   automatically converted into a ghost.

===========================================================================
	14. Miscellaneous Entities -- Spawnflag Change Triggers
===========================================================================

	"trigger_addflag" and "trigger_removeflag"
   These two trigger entities change the spawnflags value of
   another entity by adding or removing spawnflags respectively.
   The triggers cannot be activated by touch, only by an event.
   The triggers are once-only; once used, the trigger is removed.
   Each of these triggers have a size from '-8 -8 -8' to '8 8 8'.
   The spawnflags that are added or removed from the target is
   determined by the spawnflags the trigger has.  The trigger
   *must* have at least one spawnflag set.

   For the dragons, you can add/remove the following spawnflags
   to change a dragon's abilities:  AMBUSH, PACIFIST, NOPAIN,
   and/or CRANKED.  Adding or removing DORMANT, DISARMED, or
   HIDDEN has no effect.

===========================================================================
	15. Miscellaneous Entities -- Supply Triggers
===========================================================================

	"trigger_supply" and "trigger_changesupply"
   The supply trigger can give health, weapons, and/or items to
   to players.  It is touch-only and its size is variable.
   Changesupply is use-only and its size is fixed from '-8 -8 -8'
   to '8 8 8'.  It can alter the supplies given by a supply trigger.

---------- Edict fields used ----------
	SOUNDS
   This selects the sound played when the trigger is activated.

	1 = secret
	2 = beep beep
	3 = large switch
	4 = pentagram fade
	5 = pentagram protect
	6 = thunderbolt attack
	7 = silence

	MESSAGE
   This prints a message at the middle of the screen when the
   trigger is activated.

	DELAY
   This is the delay in time after the activation of the trigger
   before the effects take place.

	WAIT
   This is the delay in time before the trigger can be reactivated.
   If the value is negative, the trigger is once-only, and it will
   be removed after it is triggered.

	COUNT
   This is the time a player must wait before allowed another
   recharge from any resupply trigger.  If value is negative,
   the player cannot use anymore supply triggers until the
   player is killed then respawns, enters a new level, or
   a changesupply trigger is activated.

	AMMO_SHELLS
   This adds shells to the player's inventory.

	AMMO_NAILS
   This adds mails to the player's inventory.

	AMMO_ROCKETS
   This adds rockets to the player's inventory.

	AMMO_CELLS
   This adds cells to the player's inventory.

	ITEMS
   This gives items to the player.  Multiple items can be given.
   Just add values for multiple items

	      1 = Shotgun
	      2 = Super Shotgun
	      4 = Nailgun
	      8 = Super Nailgun
	     16 = Grenade Launcher
	     32 = Rocket Launcher
	     64 = Thunderbolt
	    ...
	   4096 = Axe
	   8192 = Green Armor
	  16384 = Yellow Armor
	  32768 = Red Armor
	  65536 = Megahealth
	 131072 = Silver Key
	 262144 = Gold Key
	 524288 = Ring of Shadows
	1048576 = Pentagram of Protection
	2097152 = Biosuit
	4194304 = Quad Damage

	WEAPON
   If set, this changes the player's current weapon to the
   set weapon.  See above in "items" for the values of each
   weapon.

===========================================================================
	16. Miscellaneous Entities -- Healall Trigger
===========================================================================

	"trigger_healall"
   This trigger entity heals all players on the level back to
   full health.  The trigger cannot be activated by touch, only
   by an event.  The trigger's size is fixed from '-8 -8 -8' to
   '8 8 8'.

===========================================================================
	17. Quake C Source Files
===========================================================================

   I know that after you play this patch, you would like to have
   the source code for whatever reasons you may have.  Maybe you
   like to combine it with other monsters such as Bubbah's excellent
   snakeman.  Have no fear, all the source files have been included
   in one big fat zip file called SRC.  No need to decompile the
   progs.dat into one big mess.

===========================================================================
	18. How to Compile Dragons
===========================================================================

   If you know how to compile QuakeC patches, you can probably
   skip this section.  However, I have been emailed in the past
   about how to compile QuakeC patches.  Below is a step-by-step
   procedure on how to recreate the dragon patch.  Read on.

	* You will need a QuakeC compiler.  If you do not have
	  one, I suggest you look for QC106PAC.ZIP, which contains
	  all the files you need.  The zip may be found at
	  ftp.cdrom.com.

	* Create a subdirectory called MYMOD within the QUAKE
	  directory.

	   QUAKE
	     |
	     +--- ID1
	     |
	     +--- MYMOD

	* Create a subdirectory called PROGS within the MYMOD
	  directory.

	   QUAKE
	     |
	     +--- ID1
	     |
	     +--- MYMOD (progs.dat is written here)
	            |
	            +--- PROGS (.qc files and the compiler go here)

	* Place all the source files from .......
	  and the QuakeC compiler within the PROGS directory.

	* Run your QuakeC compiler.  If all goes well, no errors
	  in other words, a new progs.dat is generated in the
	  MYMOD directory.

	* Before you can run Quake with your new progs.dat, you
	  will need the dragon .mdl and .wav files.  To get them
	  you will need a utility program to extract all files
	  from the pak0.pak included in this patch.

	* Once you got the .mdls and .wavs, place all the .mdl
	  files in the PROGS directory.

	   QUAKE
	     |
	     +--- ID1
	     |
	     +--- MYMOD
	            |
	            +--- PROGS (.mdl files go here too)

	* Create a subdirectory called SOUND within the MYMOD
	  directory.  Then create a subdirectory called DRAGON
	  within the SOUND directory.

	* Place all the .wav files in the DRAGON directory.

	   QUAKE
	     |
	     +--- ID1
	     |
	     +--- MYMOD
	            |
	            +--- PROGS
	            |
	            +--- SOUND
	                   |
	                   +--- DRAGON (.wav files go here)

   Everything should be ready now.  Change to the Quake directory
   and type on the command line:

	quake -game mymod

   to play your modified Quake.

===========================================================================
	19. Dragons History
===========================================================================

	7/7/1999:
	version 3.0 -- Another major update!
   * Dragons (mostly familiar items) have been inserted into
      most Quake levels.  The red dragon is a boss in E3M6.
   * Changed the final intermission.
   * Updated fire code base.
   * Added Napalm support.
   * Added new sounds.
   * Added supply and healall triggers.
   * Added spawnflag HIDDEN.
   * Removed amethyst dragon.  (It was lame IMO.)
   * Streamlined familiar control.
   * Player can own multiple dragon familiars at once.
   * Familiars have two power levels.
   * Invulnerability or quad damage gained by a player is
      extended to the first dragon familiar.  (e.g., if player
      touches a quad, both the player and dragon get quad damage.)
   * Familiars no longer explode when killed.  Now they simply
      fall apart as gibs.
   * Changed skin values for all the dragons except for red.
      Values for blue and green dragons were swapped.
   * Fixed bug where familiars attacked friendly players or
      their familiars.
   * Monsters no longer shoot at the world origin when
      familiars or created zombies are destroyed.
   * Changed dragon attacks:
     - Red dragon:
       + Fireballs are slower and do less damage, but have
          increased splash radius.
       + Extremely fast fireballs cannot ignite; only damage.
     - Blue dragon:
       + Attacks more frequently than before (but still not
          as often as the other dragons).
       + Smaller dragons' lightning lasts 2 frames.
       + Modified underwater lightning discharge damage.
          The deeper in water the target is, the more damage
          it takes.
     - Green dragon:
       + Attacks more frequently from long range.
     - Gold dragon:
       + Shoots only fire.  Has two different missile attacks.
       + Can set the enemy on fire after a successful melee attack.
       + Now stronger than other dragons.
     - Nightshade:
       + Nightshade shoots all the gibs at once.
       + Small nightshade projectiles fly slower.
   * Improved dragon AI
     - Multiple attackers cannot confuse intelligent dragons
        easily anymore.
     - Dragon will go after other targets if it cannot find
        its current enemy after a while.
     - Intelligent dragons will stop attacking its enemy
        if the enemy stops attacking.
     - Intelligent dragons will back off from melee if the
        target is burning and the dragon is not immune to
        fire, or the target is a spawn (a.k.a. tarbaby).
     - Familiars do a better job of following its master.
        They can also use teleporters reliably.
     - Familiars will dodge attacks while in follow mode.
     - Familiars will try to get out of the way if you run into them.
     - Familiars can ignore some targets in favor of others.
     - Familiars will return to their master if an enemy stays
        out of sight for too long.

	12/28/1997:
	version 2.2
   * Fixed bug which can crash the server if a player
      collects a dragon, then tries to kill it before
      it appears.
   * Dragon familiars can be powered-up (temporarily)
      to level 4.  Level 4 dragons gain quad damage.
   * Corrected a few typos.
   * Added a few more messages.
   * Added dragon skin change cheat.

	12/1/1997:
	version 2.1
   * Dragon text is now white.  This allows long messages
      to be displayed without a break in the middle of a word.

	11/28/1997:
	version 2.0 -- MAJOR UPDATE!
   * Dragon models are less deformed.
   * Added dragon item/familiar.
   * Added a sixth dragon type -- the amethyst dragon.
   * Added dragon corpses.
   * Added spawnflags CRANKED, DISARMED, and NOPAIN.
   * Removed spawnflag RESPAWN; .delay of 0 disables respawning.
   * Dragon speed can be set (in map editor).
   * Underwater lightning discharge radius is greater.
   * Two dragon sizes are available -- large and small.
   * Large dragons' .maxs_z is raised to 48.
   * Regeneration is simplified; .count is no longer used.
   * .height is used to determine dragon size.
   * .lip is used to determine pawn limit for nightshades.
   * Dragons rotate about twice as fast as before.
   * Rotation speed can be set.
   * Any dragon can have any intelligence level.
   * Nightshade uses skin 5.  Amethyst dragon uses skin 3.
   * Default red dragon health and intelligence is toned down.
   * Gold dragon missiles are slightly less damaging.
   * Fixed other minor bugs.
   * Tweaked dragon AI
     - dragons sometimes use missile attacks in melee.
     - dragons strafe more -- horizontally AND vertically.
     - nightshades tend to stay away from each other.

	10/2/1997:
	version 1.0b
   * Corrected a few typos.

	10/1/1997:
	version 1.0a
   * Separated progs.dat from pak0.pak.

	version 1.0
   * First release.

===========================================================================
	20. Credits
===========================================================================

	Thanks go to the following, who helped make this
        dragons patch possible:

   Id for creating excellent games such as Doom and Quake, and
   for creating one excellent looking dragon.  Too bad the dragon
   never made it into the final version of Quake, but then I would
   not have spent months on this patch ;)

   Raven for creating excellent games based off the Doom engine
   (i.e., Heretic and Hexen).

   Midway for Mortal Kombat (killer sounds).

   Patrick Martin (myself) for spending over nine months adding
   frames and skins for the dragon model, writing nearly all the
   QuakeC code, building the demo level, and writing this manual.

   Eric vonRothkirch for making a few new sounds for the 3.0 update.

   Murderous for providing me a cool red sky texture for the map
   and a .fgd file for the dragons.  He also beta-tested this
   patch as well as offered some ideas and constructive criticism.

   John Diamond for telling me how to fix a bug I had adding
   new monsters.  Hint:  Don't add classnames with more than
   one underscore.

   Vengeance and The Lone Gunmen for the original dragon patch.

   Dylan Brooks (a.k.a. Draco) for letting me borrow some of
   the sounds from his chromatic dragons patch.

   Marc Fontaine for the cyberdemon patch.  Mr. C. gives these
   dragons a real workout.

   Bubbah for the snakeman patch.  Weak and stupid dragons drop
   like flies when snakeman gets close and pumps them full of lead.

   Olivier Montanuy and Ferrara Francesco for the QuakeC manual.

   Ratman for (the long gone) Rat's MK Information Center.

   The following people for the various Quake-related utilites I used.
   ----- MAP EDITING -----
   * Yahn Bernier for an excellent map editor known as BSP.
   * Rodney M. Burns (a.k.a. DeadMeat) for the BSP tutorial.
   * Ken Alverson for the WQBSP v1.65.
   * Tim Wright for ArghLite v1.0.
   * Antony Suter for RVIS.
   ----- TEXTURES -----
   * Robert Miller for QUAKEWAD.
   * Geoff Phillips for BSP2WAD and MERGEWAD.
   ----- MODEL EDITING -----
   * Rene Post for Qme Lite.
   * Brian Martin for Meddle 1.7.
   ----- QUAKE C -----
   * Rob Albin for the Complete Quake-C v1.06 package.
   * Lee Smith for ProQCC v1.60.
   ----- PAK UTILS -----
   * Tom Wheeley for XPak v0.41.
   * Antony Barratt for WinPak v1.3.

   And finally...
   Mom and Dad for plenty of good stuff.

   God, the Almighty!

===========================================================================
			T  H  E      E  N  D
===========================================================================
