Smart Weapon Patch v1.00 by SoniC
---------------------------------

Title    : Smart Weapon Patch
Filename : S_Weapon.zip
Version  : 1.00
Date     : 96/09/01
Author   : SoniC
Email    : sonic.rz@fh-augsburg.de
Credits  : id Software for the game; the Authors of the patches I used (see
           flares.txt, lasergn1.txt and sniper.txt for more details)


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

Source Included :  yes


Description of the Modification
-------------------------------


- Smart Weapon Cycle [IMPULSE 15]:
  -------------------
  This one will give you always the most powerful version of the weapons
  you  have.
  So if you have both, the Super Shotgun and the normal Shotgun [Nailgun]
  you will only have the Super Shotgun [Nailgun] in the cycle sequence
  unless your ammo drops below 10 Shells [60 Nails]. If this happens you
  can only select the normal Shotgun [Nailgun]. Further more you wont be
  bothered from the Axe if you cycle through your weapons as long as you
  have a weapon with ammo besides the Rocket or Grenade Launcher.


- Laser gun [IMPULSE 9]:
  ---------
  Based on: lasergn1.zip  by n-tropy
  
  This patch add a Laser gun to your weapons instead of replaceing an
  existing. You now can get this weapon by cheating (the CHEAT is now
  IMPULSE 17) or by killing an Enforcer! Furthermore the shiny metal of
  the (Hell) Knights will reflect the Laser Beam so that the Knights are
  nearly invulnerable against this weapon.
  Like in the original version you can add laser guns to your level with 
  classname "weapon_laser".

  Changes:
  - Ammo Bug fixed
  - Fire frequency changed (it's a little bit more 'realistic' now)
  - Enforcer will now lose his Laser gun if he dies

  Known Bugs:
  - sometimes the reflected beam will look a little bit strange 


- Sniper Rifle [IMPULSE 10]:
  -------------

  Based on: The Sniper Rifle v1.0 by Stalin (Red Army TM) - Larboy Helped Too... :]	#

  You will have now from the beginning a Sniper Rifle with Silencer and 1 Shot
  (= 10 Nails). Because of the Silencer you wont awake any monster if you shot
  the weapon. Of course the moster will awake if they see you or hit them. I
  suggest to bind this weapon with your personal sniper.rc code because the
  rifle won't be selectable through any weapon cycle command nor will it be
  choosed if you run out of ammo.
  If IMPULSE 10 is triggered a second time you will change back to your
  previous weapon.

  Changes:
  - Ammo Bug fixed
  - Silencer added
  - Weapon available from the beginning of the game	



- Flares [IMPULSE 16]:
  --------------------
 
  Based on:	Quake Flares (7/31/96) by Steve Bond (wedge@nuc.net)

  This one gives you flares similar to the flares in Descent. These are 
  spike-shaped flares that you shoot into a wall/floor/ceiling to light up
  dark areas (excellent for marking a teams' position/path in COOP games,
  too). The flares give off a dim light when you fire them, and shortly
  after they stick in the wall they will sizzle and spark to life, brightly
  illuminating the area around it. After 7 or so seconds at full burn the
  flare will dim again, and 15 seconds later it will burn out.

  Changes:
  - a Flare requires now one cell, but you will have 10 cells from the
    begining of a new game


- Quick Rocket Launcher [IMPULSE 13]:
  -----------------------------------

  Like in the various .rc script's this will fire one Rocket. But in
  difference to the .rc versions this one will change back to your
  previous weapon.


How to Install the Modification
-------------------------------

Very simple:

1. Create a directory named S_weapon under your QUAKE directory by typing:

   MD S_Weapon

   when in your QUAKE directory.

2. Unzip the files in the archive into that directory with your favorite
   unzipping software. Make sure you unzip with subdirectories. If you use 
   PKUNZIP just type:

   PKUNZIP S_Weapon.ZIP S_Weapon -d

   again, in your QUAKE directory.

3. Copy the *.CFG from your ID1 directory into the S_Weapon directory and
   add the following lines:
   
   bind ?               "IMPULSE 9"             //Laser gun
   bind ? 		"IMPULSE 10"		//Sniper Rifle (toggle button)

   bind ? 		"IMPULSE 13"		//Quick Rocket Launcher
   bind ? 		"IMPULSE 14"		//Normal Weapon Cycle
   bind ? 		"IMPULSE 15"		//Smart Weapon Cycle
   bind ? 		"IMPULSE 16"		//Fire Flares

   (where ? is the key you want to use for specific impulse command)

4. Run Quake like this:

   QUAKE.EXE -game S_Weapon




Please email me if you have any suggestions, comments or Bug Reports, but it
may take up to an week before you get an answer from me. This is not my fault.
It's an result of the holiday season, in which the doors of my school are
closed the most time so that I can't use the computer equipment and my
internet account.


Comeing soon:
-------------

- two new .MDL's for the Laser gun
- the weapon from the movie "Eraser"! (If somebody knows the 'official'
  name of the weapon please email me!)
  [It look's really cool if the Grunt's are thrown through half room when
  they are hit!]
  (the only thing's I haven't finished so far are the new .MDL's and the
  smoke cloud following the projectile)

H E L P :
---------
- how can I change the smoke effects of a weapon without changing the .MDL? 
- is it possible to toggle the crosshair or change the zoom with Quake C?
  
If somebody know's an answer for my questions please share you knowledge with
me!

