Ultimate Weapon Mod v1.2
by Andy Brennan (abrennan@indiana.edu)
http://php.indiana.edu/~abrennan/quake.html
Released 6/15/97

-= Overview =-

This patch is a combination of the very best Quake-C patches available.
It includes most of the best new weapons created, several new monsters, 
and a few more miscellaneous patches.  In addition, I've also added a 
player model with 19 of some of the best skins available.  I have also 
provided compatibility with Multiskin for those that don't want to use 
the skins I have selected.  

Most of the new weapons have new models and sounds.  All weapons have 
been given obituary strings to print when someone is killed by them in 
deathmatch.  All new weapons' current ammo box now reflects how many 
shots you have left with that weapon, not the amount of ammo left.  For 
example, if you are using guided missiles which require 5 rockets to 
shoot and you have 25 rockets, your current ammo will be 5, not 25.  I 
think this simplifies things a bit.  In this version I have given each new   
weapon its own impulse.  For example, if you want to use homing missiles, 
you can hit 7 three times, you can cycle through to them, or you can bind 
a key to impulse 53.  For a full listing of the impulses, look at the 
impulses.txt file.

Please read the "What's New" section for all of the changes made in this
version.

If anybody knows of Quake servers running this patch, please let me know 
about it.  Also if anybody would be willing to make maps that utilize some
of the new features of the patch, e-mail me.

-= Credits =-

I would like to thank everyone who created the original patches which 
this is based upon and everyone who created the models, skins, and maps 
I'm using.  They deserve most of the credit for this patch, because 
without their hard work, this wouldn't have been possible.  Also thanks to 
Brian Martin (brian@phyast.pitt.edu) for MedDLe which I used to extract 
and import skin textures into the player model.  And, of course, thanks to 
id Software for making the best games ever.  If I've forgotten anyone, I 
apologize.  Write me some e-mail and I'll take care of it.

Also, thanks to everyone who took the time to write me about this patch.  
The feedback has been great.

-= Weapons =-

1. Axe                  Just your normal axe...  Uses impulse 1.

2. Throwing Axe         (see throwaxe.txt)
				By Steve Bond (wedge@nuc.net)
				Model by John Guthrie (choryoth@nuc.net)
		
				Pretty self-explanatory.  You have an axe and you 
				can throw it.  'Nuff said.  You start out with 1
				throwing axe.  Uses impulse 1 or impulse 40.
						 
3. Morningstar/         (see grap109b.txt)
   Grappling Hook       By "Mike" (amichael@asu.alasu.edu)

				This patch gives you a morningstar/grappling hook
				that you can use to hook onto walls, ceilings,
				players, or monsters.  While attached to something 
				you can also switch weapons.  I added some code
				that limits you to 15 consecutive hits to prevent
				a "paralysis" effect while hooked.  Doesn't use any 
				ammo.  Uses impulse 1 or impulse 41.    

4. Shotgun              The original shotgun, but I included a new sound,  
				which I got from the Pulp Fiction wad for 
				Doom ][ by Keneda (hmhayes@students.wisc.edu).
				It sounds a lot cooler.  If you want the original 
				sound back, just delete guncock.wav from the 
				sound\weapons directory.  Uses impulse 2.

5. Crossbow             (see masters.txt)
				By Lando (lando@apollo.ruralnet.net.au)
				I didn't have the source code, so I wrote it 
				myself, but it's essentially the same thing,
				maybe a little more powerful.
			
				A cool crossbow weapon for Quake.  You have an
				unlimited supply of arrows.  Uses impulse 2 or 
				impulse 42.

6. AirFist              (see airfist.txt)
				By the Evolve Team (http://www.deltix.com/evolve/)
				Christopher Bolin, Stephen Karl, Shane Powell,
				Matt Houser, Mark Lewis

				A new defensive weapon which shoots a blast of 
				air.  This will send enemies flying.  It can even 
				be used to change the placement of items in a 
				deathmatch.  No ammo required.  Uses impulse 2 or
				impulse 43.
			  
7. Super Shotgun        Same weapon, but I gave it a new sound.  I 
				got this one from the Pulp Fiction wad for 
				Doom ][ by Keneda also.  If you don't want it, 
				delete shotgn2.wav from the sound\weapons 
				directory.  Uses impulse 3.

8. Flamethrower         (see flame.txt)
				By Steve Bond (wedge@nuc.net)
				Model by Iikka Keranen (ikeranen@raita.oulu.fi)

				This weapon will shoot out a cool flame (unless
				underwater, of course) and burn enemies.  If set
				on fire, you must get to some water fast.  I used
				the excellent model from Iikka Keranen's
				Anti-Shambler gun.  Uses impulse 3 or impulse 44.

9. Freezethrower        (see killer.txt)
				Uses code by Howard Roy (howard@mortimer.com)
				and Jamie Wood (ghoti@erols.com)

				This weapon shoots a beam of ice and has a %20 
				chance of freezing enemies and does damage if it 
				doesn't.  I modified this by eliminating the 
				charging time and radius damage, and by 
				changing the ammo required to be 5 shells.               
				Uses impulse 3 or impulse 45.

10. Nailgun             I changed the sound for the nailgun to something
				I found in the T2 wad for Doom ][ by Solomon 
				White (whitesol@math.enmu.edu).  If you don't 
				like it, delete rocket1i.wav in the sound\weapons
				directory.  Uses impulse 4.

11. Gatling Gun         (see gatling.txt)
				By James Lazarus (models),  
				Robert Miller (Quake-C), and 
				Christopher Bolin (skins)

				This rapid-firing gun is one of the coolest 
				weapons ever created.  I modified it to use 
				shells instead of nails.  It requires 2 shells
				per shot.  Uses impulse 4 or impulse 46.   

12. Pulse Rifle         (see painkeep.txt)
				By the Evolve Team (http://www.deltix.com/evolve/)
				Christopher Bolin, Stephen Karl, Shane Powell,
				Matt Houser, Mark Lewis
				
				This weapon fires high-velocity nails that 
				ricochet off of things.  I modified this gun
				to use 2 nails and lowered the damage a little.
				Uses impulse 4 or impulse 47.

13. Super Nailgun       No changes.  Uses impulse 5.

14. Plasma Gun          (see plasma10.txt)
				By Jonathan Wright (nelno@interpath.com)
				Model by John Guthrie (choryoth@nuc.net), skin 
				by Dan Bickell (danbickell@loop.com).  
			
				This gun is just like the plasma gun from Doom. 
				It has the same sprites and sounds.  The model 
				was released in the ClubShub patch which was
				pretty cool.  Heh.  Requires 3 nails to fire. 
				Uses impulse 4 or impulse 48.

15. Phase Cannon        (see cannon.txt)
				By Josh Robinson (jrobinson@feist.com)
				I didn't have the source code, so I wrote it 
				myself, but it's essentially the same thing,
				but it shoots faster and is less powerful.

				This weapon fires out "absolute zero ionized 
				plasma" which causes displacement when it hits
				something.  This weapon originally gibbed some 
				monsters with one hit, so I toned it down a bit.
				Takes 5 nails to fire.  Uses impulse 5 or 
				impulse 49.

16. Grenade Launcher    Just the normal grenade launcher.  Uses impulse 6.

17. Bouncers            (see xtrawp19.txt)
				By John Allensworth (tarquin@texas.net)

				After this grenade is shot, it explodes and sends
				shrapnel flying.  It takes 1 rocket and 20 nails 
				to use.  It has a yellow stripe to distinguish
				it from normal grenades.  Uses impulse 6 or 
				impulse 50.

18. Cluster Bombs       (see xtrawp19.txt)
				By John Allensworth (tarquin@texas.net)

				After this grenade is shot, it explodes and
				releases 6 more grenades.  This one uses
				the grenade with the yellow stripe also.  It 
				takes 7 rockets and uses impulse 6 or impulse 51.             

19. Rocket Launcher     I gave the rocket launcher a new sound.  I got it
				from a Doom wad (although I can't remember which
				one).  If you don't want it, delete sgun1.wav in
				sound\weapons.  Uses imulse 7.

20. Guided Missiles     (see guide101.txt)
				By Ken Alverson (KenA@TSO.Cin.IX.Net)
		
				This is a really cool mod that lets you steer
				your missiles and hunt down your enemies.  I
				made these take 5 rockets since it's a lot easier
				to hit your targets.  Uses impulse 7 or impulse 
				52.

21. Homing Missiles     (see advwepv7.txt)
				By Lynx (briggsj@lurch.ball.com) and 
				Dumont (pjsmith@ix.netcom.com) who based their 
				work on a mod by Vhold (vhold@netwizards.net) 
			
				This mod creates missiles that will find an
				enemy in flight and hunt it down.  This is cool,
				but it makes it really easy to frag someone.  I
				upped the ammo requirements to 10 rockets and 
				fixed up the targeting messages.  I also made it
				not target certain doors and triggers.  Uses
				impulse 7 or impulse 53.

22. Thunderbolt         Same old lightning gun.  Uses impulse 8.

23. Laser               (see lasergn1.txt)
				By n-tropy (ntropy@voicenet.com)
				Model by Jamie Wood (ghoti@erols.com)

				I took most of the weapon code from n-tropy's 
				patch, and combined it with a really cool 
				weapon model.  It also uses cool blue laser
				blasts.  This weapon uses 3 cells and impulse 8
				or impulse 54.

24. BFG-9500            (see bfg11.txt)
				By Jonathan Wright (nelno@interpath.com)
				Model by Pavel Grodek from the project1 patch.

				Doom's deadliest weapon is back in Quake.  The
				weapon damage is calculated very well (just like
				in Doom), but in Quake it doesn't seem like it 
				does quite as much damage.  Maybe that's because
				there isn't as great a chance of being hit by the
				tracers.  I lowered the ammo requirements to 20 
				cells/shot and also fixed the frame functions so
				it doesn't wait for a button release to fire.
				Uses impulse 8 or impulse 55.

25. Demo Charges        (see demochrg.txt)
				By Steve Bond (wedge@nuc.net)
				Models by John Guthrie (choryoth@nuc.net)

				These are charges that you can plant and 
				detonate remotely.  I lowered the ammo
				requirements to 5 rockets.  Impulse 20 plants a
				charge and impulse 21 detonates all of your 
				charges within a certain radius. 

26. Stingers            (see stinger.txt)
				By Pangloss (weblook@mmv.se)
			
				This little grenade is used for throwing into
				some water and electrocuting everyone in it.  It 
				has a blue stripe to distinguish from other 
				grenades.  If it does't land in water, it does 
				nothing.  It takes 15 cells and uses impulse 22.

27. Flares              (see flares.txt)
				By Steve Bond (wedge@nuc.net)
			
				These flares shoot into walls, glow for a few 
				seconds, then shine brightly for 10 seconds,
				glow for a while more, then disappear.  I changed
				the model to the missile because it looks cooler.
				I also used basically the same code that he used 
				in Demo Charges to make the flares bounce off of
				doors and platforms, instead of just removing them
				(I'm not sure why he didn't do that).  Flares
				require no ammo.  Impulse 23 fires a flare. 

28. Motion Detectors    (see motion.txt)
				By KTGOW (ktgow@cory.eecs.berkeley.edu)
				Model by Jamie Wood (ghoti@erols.com)

				Motion detectors take 10 seconds to activate, 
				and then begin to shoot nails at anything that
				moves (including yourself) within a specified 
				range.  I modified these to take 5 rockets,
				50 nails, and 5 cells.  When they run out of
				ammo, I made them self-destruct instead of letting
				the player "reload" it.  That seemed sorta 
				unrealistic.  They will also self-destruct if
				someone touches them.  I changed the model to
				that of the spike trap from the Pain patch.  I 
				fixed up the tossing routine a bit so now the 
				detectors don't float a foot away from a wall.  
				They will now stick to walls.  Toss a motion 
				detector with impulse 24.

29. Gas Bombs           (see gasbomb.txt)
				By Patrick Martin (cmarti39@icon.net)

				This is a low-powered grenade which explodes
				into a poisonous cloud of gas.  The cloud lasts
				for 2.5 seconds.  A biosuit will completely protect
				a player from the poison.  I modified these to
				require 5 rockets.  Impulse 25 fires a gas bomb.

30. Lightning           (see arsenal.txt)
    Trip Wires		By Kevin Cheung (cheungi@mskcc.org)

				This weapon is used by first firing an origin 
				spike (impulse 26), then by firing a destination
				spike (impulse 27).  Then a bolt of lightning 
				will form between the two (unless it's blocked).
				I really fixed up the code for this.  The spikes
				are now shot and they will only stick to walls
				or floors, they won't hover.  Especially cool is
				when a spike is shot into a platform.  As the 
				platform moves, the bolt will follow it.  It
				takes 1 nail to fire the origin spike, and 1 nail
				and 25 cells to fire the destination spike.  Be
				careful to place them where the bolt won't be 
				blocked, the ammo is non-refundable.

-= Other Features =-

-Added the chase cam mod by Rob Albin (see chasecam.txt).  Impulse 30
 now turns on the chase cam.  This cool patch adds a new twist to the game
 by adding a totally new 3rd person perspective.  Since there isn't a real
 good way to aim in chase mode, impulse 31 adds a laser targeter (which can
 be used independently of the chase cam).

-Added Kasuha's DeathMatch Camera (see kascam17.txt) by Karel Suhajda 
 (suhajda@serverpha.czcom.cz).  This camera has seven different modes of 
 operation and can be activated with impulse 150.  I changed a bunch of 
 the impulses, so refer to impulses.txt for their new values.
   
-Super Shotgun now ejects shells after firing.  I used the shell ejection
 routine and the shell model from the gatling gun (see gatling.txt).
 
-Added a new pain sound from Pulp Fiction, which I got in the Pulp Fiction
 wad for Doom ][.  If you want the original sound back, delete pain4.wav 
 in the sound\players directory.

-Made a discharge of lightning in water only affect those players that 
 are actually in the water.  It just seemed dumb to have someone standing 
 on land get gibbed when this happens.

-Included the extra ogre frames id left out.  (See ogresaw.txt)  That 
 patch was made by Dave Weiden (Weiden@Trenton.EDU)

-Included the extra soldier frames that id left out.  (See grntrld.txt)
 That patch was made by Matt Barnett (mbarnett@dial.pipex.com)

-Changed the way some of the obituaries were handled to make them more
 accurate.  For example, if you shoot a homing missile, then switch to 
 another weapon and the missile then destroys its target, the obituary 
 will correctly identify what killed the player.

-Added support for a new Spider monster (see spider21.txt) by Ken Turner
 (kturner@mail.dialnet.net) and Stan C. (76710.460@compuserve.com).  This 
 is a very well done, professional-looking model.  A spider can be added 
 to a level by placing a "monster_spider".  A sample level by Brian Danford
 (danford@gte.net) featuring the spider and rain is included with the 
 patch, and can be played by typing "map spider" at the console.

-Added support for the Raptor (see raptor.txt) by Astro
 (andrew@networx.net.au) and Gopal Nener.  This is a great looking monster
 which will be in the upcoming Jurassic Park Quake TC.  A Raptor can be
 added to any map by adding a "monster_raptor1" to it.  A sample level
 by Gopal Nener featuring the Raptor is included and can be played by
 typing "map raptor" at the console.

-Added support for the Dragon (see dragon.txt) by Vengence and Jaymz of The
 Lone Gunmen (http:/www2.eis.net.au/~lcullen/tlg/).  A dragon can be added
 to any map by placing a "monster_dragon" in it.  Two sample levels are 
 included.  Type "map dragon" or "map dragon1" at the console to play them.

-Added support for the CyberDemon (see cyber.txt) by Marc Fontaine
 (lion@wg.saar.de).  Doom's most formidable monster can now be added to any
 Quake map by adding a "monster_cyberdemon" to it.  The sample level by
 Marc Fontaine which features the CyberDemon can be played by typing 
 "map babel" at the console.

-Added support for the Snakeman (see snakeman.txt) by Bubbah 
 (yue@worldaccess.nl) with a cool skin by Christopher Bolin 
 (cbolin@teleport.com).  You can add one of these creatures to a map by
 adding a "monster_snakeman" to it.  Bubbah's sample level featuring the 
 Snakeman can be played by typing "map snaker" at the console.

-Added support for the Blarg (see blarg.txt) by Bubbah
 (yue@worldaccess.nl).  Add a Blarg to a level by placing a 
 "monster_blarg" in it.  A sample level by Ed Cope (scope@execpc.com) is 
 included.  Play it by typing "map blarg" at the console.

-Added support for the Drone (see drone.txt) by Jacob Fenwick
 (dor12@cocentric.net), Robin Ball (ballra@falmouth.ac.uk), and Jim
 Dodge (jdodge@net-link.net).  Add Drones to any level by placing a
 "monster_drone" in it.  The sample level can be played by typing
 "map drone" at the console.

-Added support for deathmatch 4 (see monstdm.txt).  This allows you to play
 a deathmatch with the monsters.  Just type deathmatch 4 in the console to 
 use it.

-Added support for maps utilizing the rain patch (see rain.txt) by 
the now defunct QuakeX.  The sample level with rain from the
patch is included and can be played by typing "map raintest" at the 
console.

-Increased maximum ammo limits on shells and cells to 200.

-Walls no longer bleed (most of the time, anyway).

-Made separate cheat commands for weapons and ammo, keys, and health.
See impulses.txt for more information.  Impulse 9 is unchanged.

-Added commands to restore the last weapon selected, the last weapon
fired, or a specified weapon.  See impulses.txt.

-Made a custom player.mdl with some cool skins.  It includes:

1. Original Quake Player by id Software, of course
2. Red Devil by Mike Hammel (plague@texas.net)
3. Crusader by Christopher Bolin (cbolin@teleport.com)
4. White Knight by ?
5. Toxic Armor by Christopher Bolin (cbolin@teleport.com)
6. Ninja by ?
7. Dark Toad by David Silverman (DrkToad@aol.com)
8. Bug by Christopher Bolin (cbolin@teleport.com)
9. Rip by Christopher Bolin (cbolin@teleport.com)
10. Wolf by Christopher Bolin (cbolin@teleport.com)
11. Cowboy by Lucas Pope (lupope@vt.edu)
12. Skeleton by Helge and Lars Timenes (helge.timenes@ban.aid.no)
13. Jason by Paul J. Paella (paco@buffnet.net)
14. Han Solo by Dan Bickell (danbickell@loop.com)
15. 4-LOM by Dan Bickell (danbickell@loop.com)
16. Bossk by Les Helper (Helper@citynet.net)
17. Boba Fett by Dan Bickell (danbickell@loop.com)
18. Stormtrooper by Les Helper (Helper@citynet.net)
19. The Terminator by Dan Bickell (danbickell@loop.com)

To change skins, use impulse 200 and impulse 201.  You will retain your
current skin when respawning in deathmatch play, and when you go to a new
level in single player mode.  If you die in single player mode, you will
respawn with the skin you had when you originally began the level.  If 
anyone knows a way to change this, let me know.

For Multiskin compatibility, use the Multiskin player model and use
impulse 202 to switch to Multiskin mode.  (I assume that if you want
to use Multiskin that you already have the correct player model, so I
didn't include it.)  The original Multiskin code was written by Dennis
Noordsij (lnoordsi@inter.NL.net).  Updated by David Wiedenmann
(dwied@cats.ucsc.edu) so the corpses would keep the skin the player
was using at the time.

-= Installation =-

1. Download the .zip and place in a quake\ultimate directory
2. Unzip it with the -d option to maintain the directory structure (don't 
   forget this, or it'll be a mess)
3. Go to the Quake directory and type:

quake -game ultimate

You may want to reassign some keys in the ultimate.cfg also.  The default
keys are as follows:

	[    - throw a demo charge
	]    - detonate demo charges
	s    - throw a stinger
	f    - launch a flare
	m    - toss a motion detector
	b    - toss a gas bomb
	z    - launch the origin spike for the tripwire
	x    - launch the destination spike for the tripwire
	a    - display remaining ammo for non-selectable weapons
	Ins  - chase cam toggle
	Home - laser targeter toggle
	<    - change to next skin
	>    - change to previous skin
	PgUp - switch to Multiskin mode

If you want to recompile the code, obtain the original Quake 1.06 progs
and a Quake C compiler (I recommend FastQCC by Jonathan Roy) from any
Quake FTP site (I also have them on my web page).  Copy the compiler into 
the ultimate\src directory and run it to recompile.  When you run the 
compiler, you will overwrite the progs.dat file in the ultimate directory, 
so you may want to back it up first.

-= Known Bugs =-

I haven't been able to test this version as much as I'd like, especially
in deathmatch games, but I think I have fixed all the bugs in previous 
versions.  The only problems that I am aware of are:

-There are some incompatibilities with GLQuake.  For some reason, the
plasma gun's sprite was causing a texture mismatch error, and would 
crash the game.  To play this patch with GLQuake, you will need to 
also download an updated progs.dat file.  All it does is remove the 
plasma sprite and replace it with the BFG sprite.  I do not have 
GLQuake and have not tested this at all, so please e-mail me if there
are any problems.  Unfortunately, the skins still do not seem to work
right.  If anybody has any information regarding GLQuake and how I can
fix these errors, please let me know.  

-Frequently in the start level, you'll spawn at a weird angle.  Odd.

If you have any suggestions or fixes, e-mail me (abrennan@indiana.edu).

-= Stuff I hope to add in a future release =-

-A bot for deathmatch
-Support for any cool new weapons or monsters
-What would you like me to add?  E-mail me any suggestions.

-= New in this version =-

-Added the Gatling gun (finally!)
-Added the Pulse Rifle.
-Added lightning tripwires.
-Added support for the Dragon.
-Added support for the Blarg.
-Added support for the Drone.
-Added Kasuha's DeathMatch Camera.
-Updated the Chase Cam patch to Chase Cam II version 1.01.
-Changed the model for the motion detectors.
-Yet another improved Boba Fett skin by Dan Bickell.
-I went through and modified a lot of the code for the weapons.  I fixed 
 a lot of the little bugs I've noticed, cleaned up the code a little, and
 made things a little more efficient.  I also changed the damage that
 several of the weapons did and I changed the ammo requirements so they 
 are less dependent on cells.  I changed the order of some of the weapons 
 too.  I increased the maximum amount of shells and cells that a player
 can carry to 200.  Let me know if you like the changes or not.
-Using some of the code from the freeze ray in Pain, I modified the
 freezethrower.  It now has a 20% chance of freezing its victim and does
 damage if it doesn't.  It no longer does any radius damage.  All of the
 bugs (monsters remaining frozen after dying, players able to jump when
 frozen) have been removed.
-Modified the bouncer so it is now more than just another grenade.  I
 increased the amount of shrapnel when it explodes and found a bug that
 was preventing the player who threw it from taking shrapnel damage.  I
 think the changes make this a useful weapon now.
-I added better proximity code to the motion detectors because they
 weren't detonating like I wanted them to whenever an enemy got close to
 them.  They have a short range, but it definitely works a lot better now.
-I totally modified the spider poison code because it wasn't doing
 anything.  Now it will gradually do damage to the player until he picks
 up a health box, as intended.
-Fixed the bug where a player hooked to the ceiling with the morningstar
 who fired a guided missile would drop to the floor and then be pulled 
 back up.
-I modified the code so secret walls don't bleed when you shoot them.  
 Walls don't really bleed.  This may still occur if some monsters shoot 
 them.  I didn't feel like changing that, because it's not likely to be
 noticed.
-By request, I added a command (impulse 32) that will display how many 
 demo charges, stingers, motion detectors, trip wires, and gas bombs you 
 have ammo for.  I'm glad this was suggested.  It's really convenient.
-I added individual impulses to all the new weapons because I got a lot of
 requests for it.  Now you can quickly switch to any weapon by binding a
 key to it.
-Also by request, I added commands for switching to the last weapon used, 
 the last weapon fired, or a weapon that you decide to save.  Impulse 33
 will store the current weapon.  Impulse 34 will restore the weapon you
 saved.  Impulse 35 will restore the last weapon selected, and impulse
 36 will restore the last weapon fired.  Unfortunately, these are reset
 every time you change levels or die.  

-= Changes in version 1.1 =-

-Added the AirFist.
-Added gas bombs.
-Added the chase cam.
-Added deathmatch with monsters.
-Added the extra soldier frames.
-Added support for the Raptor.
-Added support for the CyberDemon.
-Added support for the Snakeman.
-Added support for rain in levels.
-Added a new model for the flamethrower.
-Added a new model for the BFG.
-Replaced the tiger skin with a wolf skin.
-Added a cleaner version of the Boba Fett skin which fixed the axe.
-Fixed a bug where a player was killed by his own homing missile and 
 earning a frag.

-= Tech Notes =-

I tried to mark sections of code where I made important changes, but I
won't make any guarantees.  I made all new weapons their own .qc file
to keep things fairly organized.  It's assumed that I made major changes
in the weapons.qc file, so it is scarcely commented (sorry).

I added an entity field .weapons which holds the bit flags for all the
weapons instead of .items.  The original weapons must keep their original
values, and they must be maintained in the .items field as well so the
status bar will be displayed correctly.

-= Legal Stuff =-

Authors MAY use these modifications as a basis for other publicly
available work.  After all, customization is what makes this game so 
great.  Send me some e-mail if you decide to make a patch based on this
one.  And please give credit where credit is due.  Before you make any 
modifications, please read the original text files and, if necessary, 
get the original author's permission to use any code or models.

You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.  If you
intend to make money off of this (by including it on a CD-ROM or
any other means), you must get my permission first.

