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		N  A  P  A  L  M
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	 1. Introduction
	 2. He's on Fire!
	 3. Weapons in Flame Mode
	 4. Server Information
	 5. Revision History

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	 1. Introduction
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Welcome to Napalm for Quake1.  Napalm is a mod in which
all the weapons have two modes of operation:  standard
mode and flame mode.  Each weapons' flame mode produces
a fire-based attack which can not only damage targets,
but also can ignite them.

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	 2. He's on Fire!
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If a player or monster catches on fire, the entity will
lose anywhere from six to fifteen health per second.
The fire will burn for twenty seconds in deathmatch,
thirty seconds otherwise.  If a fire "ignites" a target
already on fire, then the time before the fire burns
out is reset.  All frags (and anger) go to the entity
who ignited the target most recently.  Some monsters,
such as the shambler, cannot burn.

The following will extinguish the fire:
* The entity immerses in liquid at least waist deep.
* The player picks up megahealth, biosuit, or
   pentagram of protection.
* Health box has a percent chance equal to its power
   of extinguishing the fire.  If the fire is not
   extinguished, then it will speed up the time when
   the fire burns out by a number of seconds equal
   to the health box value.

NOTE:  The biosuit negates the chances of catching
on fire and offers partial immunity to indirect fire
damage (a.k.a. splash damage).

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	 3. Weapons in Flame Mode
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AXE -- Fire Axe
The axe can cast fire snakes.  The fire snake is a large
fireball that leaves behind a deadly trail of fire that
will burn anyone that strays too close to it.  When the
fireball explodes, fire will rain down at that spot for
about four seconds.  The fire axe uses its own ammo, and
the charge used determines the power of the fire snake.
At level one, the fire snake will explode once it
impacts.  At level two, the fire snake can rebound off
the walls and home in on enemies.  Once a target has
been found, the fire snake will home in on it and
attack it.  Once the target dies, the fireball explodes.
At level three, the fire snake acts the same as a level
two snake except that it does not explode after a target
dies.  In other words, it can attack target after
target.  All fire snakes will explode after twenty
seconds if it is not destroyed by then.

SHOTGUN -- Fire Blaster
This shoots a small fireball instead of buckshot.
The fireball dissolves into steam if it touches water.
Otherwise, it will create a small explosion when it
impacts.  The damage from the fireball is normally
minor, but those injured have a chance of igniting.
Also, another fireball can drop from the explosion.

SUPER SHOTGUN -- Heat Shotgun
This shoots six beams of explosive energy.  The beams
cannot harm targets in the water, and do the same damage
as a fireball.  The beams are in essence, instant-strike
fireballs.  The cumulative effect from multiple beams
is devastating.

NAILGUN -- Fire Hyperblaster
This shoots fireballs like the fire shotgun, except
the rate of fire is on par with the nailgun.

SUPER NAILGUN -- Flamethrower
This becomes a flamethrower.  A stream of fire bursts
forth to ignite targets.  It is very damaging but the
range is relatively short.  The flamethrower can shoot
continuously.

GRENADE/ROCKET LAUNCHER -- Napalm Bomb
When a rocket explodes, a cloud of fire will erupt
and drop some flames.  The cloud and flames are
damaging and can ignite, making these modified
rockets more powerful and dangerous to use than
normal rockets.

THUNDERBOLT -- Nuke
This becomes an antimatter gun.  This shoots an
invisible beam.  Impact is immediate and those
struck take severe damage.  In addition, a large
explosion erupts and can blind and burn targets.
Projectiles near the explosion are also vaporized.
The damage done depends on how long the weapon
was charged before it was fired.  At level one,
the beam does 100 damage and those within a
radius of 200 take up to 50 damage.  At level
two, the beam does 500 damage and those within
a radius of 500 take up to 200 damage.  In
addition, a cloud of fallout will appear and
burn targets at ground zero for even more damage.
At level three, the beam does 1000 damage and
those within a radius of 1000 take up to 500
damage.  Fallout will also appear.

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	 4. Server Information
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RESPAWN INVULNERABILITY
------------------------
Each time a player respawns in DM, the player is
protected by free invulnerability for about three
seconds.  This means attackers cannot camp near
spawn points and get easy frags.

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	 5. Revision History
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7/7/1999:
version 2.0 -- Major update!
* All weapons have a flame mode; new flame weapons have
   been added.
* Flamethrower has more range and is an area effect
   weapon now.
* Bio-suit will snuff flames and protect players from
   catching on fire.
* The shambler is fire-resistant.
* Added a progs.dat to archive.

11/29/1997:
version 1.4
* Fixed a bug which barrels did not burn.

10/1/1997:
version 1.3a
* Made slight tweak to fire.qc so that only living
   creatures burn.

9/25/1997:
version 1.3
* Removed world.qc.  Placed precache statement in
   weapons.qc.
* Flaming clouds rain up to eight flames instead of ten.
   This was done to prevent a "no free edicts" crash in
   edict heavy levels such as E4M7.
* Other little tweaks.

9/24/1997:
version 1.2
* Fixed a bug where solid brushes burn.  (Such an
   entity's .origin can be in mid-air like one of
   the buttons in E1M3.)
* Rockets form fiery clouds.
* Napalm rockets cost 1 rocket and 10 nails now.

9/14/1997:
version 1.1a
* Updated some .qc files (code maintainence).

8/22/1997:
version 1.1
* Fixed some bugs
* Added the flamethrower.
* Nailgun is the fire gun now.
* Bio-suit is fire-resistant.

7/27/1997:
version 1.0
* First public release.

beta 2
* Was not released.  Fixed some bugs.

beta 1
* First release.  Sent only to select people.

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		T  H  E      E  N  D
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