-= 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.  
