*** KeyMix 1.2 ***

This patch is mainly meant to add some variety to deathmatch, but is cool
to play in the regular game. I decided to combine my favorite patches, and
this is the result.  Most of the credit goes to the original authors, and
all the docs for those patches are included in the /docs directory.

Go ahead and unzip this directly in your quake directory, using the -d
option.  (If you didn't you now know what the problem is)  Then just
run keymix.bat, and have fun...

This is a combination of code from Jfiend, Multiskins, and gibbin3,
with a little changing of the impulses from me.  You can set impulse
200-218 in your autoexec.cfg to start as that skin, but for some reason
if you go to a new level, you have to re-do it.  I recommend binding a
key to that impulse.  Also, I recommend binding the [ and ] keys to
impulses 198 and 199 respectively.  These allow you to change skins at
will.  I will be adding various things to these as more new things come
out, and I actually develop some of my own stuff...  :)

In addition I marked some lines of code (starting at line 1213 in 
weapons.qc) that if you rem them out will enable the impulse 9 cheat in
deathmatch.  However, since the server controls it, that means that
EVERYONE can use the cheat. It's really kinda pointless, as that takes
all the fun out of the game, but it's nice to know.

I added the fairly simple "exfish" code.  If you don't like firing fish,
I marked the code where you can change it back.  :)

****************
Changes for v1.1
****************

- After getting my ass kicked a couple times as the demon (25 to -2, by
my roommate, Kalima) I decided the demon needed to be just a WEE BIT
tougher.  Basically all I can say now is you'd better kill it before it
gets anywhere near you.  And I changed the Pentagram so that it also acts
like a megahealth box.  The main problem with the demon is that it doesn't
have a long-range weapon, so against 3 guys with rockets, well, it needed
to be tougher.  An interesting side note is that if the level ends with
someone as the demon, everyone who's not a demon will see his arms and legs
sticking out from that vantage camera angle.  Kinda funky.

For some reason, the text that goes with MultiSkin is cycling over and over
and not leaving the screen.  That gets really annoying, so I disabled it.
Have to figure out what the prob. is and fix it for v1.2.

I would like to add various weapons from the morewpns.zip and drunkm3.zip
files, but the source code isn't in those.  I hope to contact the authors
and beg it from them...  :)

****************
Changes for v1.2
****************

A whole bunch more new skins.  Pretty cool, especially Kramer.  Kinda funny
seeing a Quake dude in a suit.  Fixed the wierd text errors I was getting.
Funny how much you can fix if you change a || to a &&.

Umm... I noticed that you can now gib the zombies that are hanging on the
wall.  I'm not sure how that happened, but it's pretty cool...  :)

Added some new weapons and a toggle.  Hook a key up to impulse 63.  When you
switch to the grenade launcher or the rocket launcher, hit impulse 63 to
toggle between the different available weapons.

You have regular grenades or pipe bombs that you can set off whenever you
want (impulse 62).  Changed it so that they all go off if you die, suicide,
or disconnect.  Proximity mine grenades are enabled, but aren't too hard to
disable if you think they're too much for deathmatch.  Remember you can kill
yourself with them just as easily...

You have your choice of either the regular rocket launcher (fish!) or drunk
missiles. (ROTT!) There's code in there for them to be homing missiles, but
it didn't work very well, and sucked for deathmatch anyway, so I made it
go away.

You have either the regular supernailgun, or the superlasergun (something I
actually wrote myself) which does a bit more damage, but takes 3 cells per
shot.  I couldn't get rid of the nail "tink" sound, so when a laser hits you
or a wall, so you'll hear both sounds.  Kind of odd....
Made it so you can select the super nailgun even if you don't have any nails,
but you have cells.  It gives you a message if you switch to the lasergun but
don't have any cells.

Grrrr... I had a patch put in that let you fire through transporters, but
it was buggy, and would crash quake if you started level e2m1.  (seekprox.zip,
it does it with the original patch, so it's not my error).  Have to find
a new one... this won't be finished without it. 

There's code in there for the kicking patch, but it doesn't work at all.
Oh well.  Something else to fix.

Fixed a bug that you could fire more shells than you had, and sometimes you
would get below zero ammo and it will wrap around to 255 or 254.  You didn't
actually get that ammo.  The bug was actually in the original game code for
the super shotgun.

I hope to add more weapons as I find good ones. I want to get a hold of the
"grappling hook" source code.

****************

The whole point of this is to make cooler deathmatch games.  If you have cool
patches you'd like to add or cool ideas, feel free to send me mail.

Have Fun, but remember to look up from the monitor every couple of hours.
Play Quake too much and you'll go blind.  :)

-KeyTrap
(If you have any cool source code (like working code for the teleporters!),
or any bugs you care to report, send them to me at gaunt@cdsnet.net).
