QUAKE PATCH
-----------

This patch file contians Quake patch which is useful for deathmatch as
well as regular play.  I freely admit that I went over the top on the
tricks and traps, but this resulting patch is good for a quick laugh if
nothing else, not to mention plenty of frags.

To use this patch, you will want to verify that you have mapped the
following functions to your keyboard.  The actual weapon and trick
descriptions are listed at the end of this file.

   IMPULSE 9       - Selects Laser Rifle (uses cell ammo)
   IMPULSE 10      - Selects Twin Barrel Laser Rifle (uses cell ammo)
   IMPULSE 100     - New Super Cheat (Simimalar to the old one)
   IMPULSE 101     - 3 Second Light Grenade
   IMPULSE 102     - 6 Second Light Grenade
   IMPULSE 103     - Lay Mine
   IMPULSE 105     - Fire Guided Rocket
   IMPULSE 106     - Fire Mega Rocket
   IMPULSE 109     - Throw Trick Backpack
   IMPULSE 110     - Place Decoy
   IMPULSE 111     - Throw Leech Armor
   IMPULSE 112     - Launch Ghost

To use this Quake patch, create a subdirectory off the main Quake directory,
and copy the enclosed PROGS.DAT file to the new subdirectory.  Then, when
invoking Quake, use the "-game" option to specify the directory containing
the patch.  For example the command line:

  quake -game patch

will invoke Quake with the progs.dat file located in the subdirectory
"patch".

The PROGS.DAT file has been compiled from the Quake C version 1.01 source
code, and includes the following modifications:

General Modifications
---------------------

OGRE.QC
-------
   - Ogre modified to drop 5 rockets when killed

ENFORCER.QC
-----------
   - Enforcer modified to drop 10 cells when killed

ITEMS.QC
--------
   - No automatic weapon swapping on weapon or ammo collection
   - Invisibiliby lasts 45 sec instead of 30, and regenerates
     after 3 minutes instead of 5
   - Quad Damage lasts 45 seconds instead of 30

COMBAT.QC
---------
   - Quad Damage reduced to double damage


WEAPONS.QC
----------

 The following modifications mave been made to the default
 weapons in Quake:

 Shotgun         - 150% original power

 SuperShotgun    - 200% original power, but with larger scatter

 SuperNailgun    - Uses 1 nail round per shot instead of 2

 GrenadeLauncher - 25% increase in splatter damage

 RocketLauncher  - 25% decrease in splatter damage
                 - Direct hit damage unchanged
                 - 0.1 sec faster repeat

 The following commands select a new firing mode for the
 Shotgun and Super Shotgun:

 IMPULSE 9       - Selects Laser Rifle (uses cell ammo)
                 - Fires one laser bolt
                 - About same damage as 1 cell of lightning

 IMPULSE 10      - Selects Twin Barrel Laser Rifle (uses cell ammo)
                 - Must have super shotgun
                 - Fires twin laser bolts on a single cell
                 - About same damage as 2 cells of lightning

 The following modifications are new commands available by
 mapping the IMPULSE command directy to the key with which
 you wish to fire the weapon:

 IMPULSE 100     - New Super Cheat (Simimalar to the old one)
                 - (not available in deathmatch)


 LIGHT GRENADE
 -------------

 IMPULSE 101     - 3 Second Light Grenade
 IMPULSE 102     - 6 Second Light Grenade

    The Light Grenade is based on the Grenade Launcher, and
    has a similar lauch style.  The Light Grenade is heavier,
    so you won't be able to throw it as far.  Note that you do
    not need to have the Grenade Launcher selected to use this
    weapon. The Grenade will make a few clinking noises before
    exploding with a significant blast.  The Light Grenade's
    timer is selectable for 3 or 6 second delay.  Launching a
    Light Grenade will consume 5 rockets.

    Weapon Summary:
        - Comsumes 5 rockets
        - Large blast after 3 ot 6 seconds
        - Does not detonate on contact with foe
        - Can not be thrown as far as standard grenade
        - Does not require grenade launcher


 MINE
 ----

 IMPULSE 103     - Lay Mine

    The Mine is based on the Grenade Launcher, and has a similar
    lauch style.  The Mine is heavier, so you won't be able to
    throw it as far.  Note that you do not need to have the Grenade
    Launcher selected to use this weapon. The Mine is completely
    inert when fired, arming after a 3 second delay. Once armed, the
    Mine will explode when approached by anything that can be damaged.
    Laying a Mine consume 3 rockets. If the Mine is not detonated within
    2 minutes of arming, it is removed from the playfield.

    Weapon Summary:
        - Comsumes 3 rockets
        - Arms after 3 seconds
        - Detonates on proximity basis
        - Removed after 2 minutes
        - Does not require grenade launcher


 GUIDED ROCKET
 -------------

 IMPULSE 105     - Fire Guided Rocket

    The Guided Rocket is a super powerful version of the standard
    rocket. Becuase of its weight, the Guided Rocket moves slowly
    (300), and can be outrun by players playing on a server where
    sv_maxspeed is set to something reasonable (I like using 450).
    When you fire the Guided Rocket, your eyes will travel with the
    rocket, and you will be able to guide the rocket's direction
    real-time as it flies. It is recommended that you set the
    mouselook option on (+mlook) in order to more easily guide the
    rocket.  While your eyes are guiding the rocket, your body is
    completely vulnerable to attack. In fact, just about anything
    can kill your body while your eyes are away.  Your eyes will
    return to your body when the rocket detonates, or if your
    body is killed. You do not need the rocket launcher to fire
    a guided rocket, but it requires 15 rockets.

    Weapon Summary:
        - Comsumes 15 rockets
        - Faster than Mega rocket, but also less powerful
        - Guided real-time as your eyes travel with the rocket.
        - Your eyes can not be damaged while guiding the rocket*
        - Your body is completely vulnerable while your eyes
          are guding the rocket.  The slighest touch will kill you.
        - Does not require rocket launcher

    *For some quirky reason, not only will the rocket will not
     detonate on a Shambler, but you will actually take damage by
     flying it through him.  Who knows why?


 MEGA ROCKET
 -----------

 IMPULSE 106     - Fire Mega Rocket

    The Guided Rocket is a mega powerful version of the standard
    rocket. Becuase of its weight, the Guided Rocket moves very
    very slowly (100), and can be easily outrun, which you will
    want to do since the explosion is massive. You do not need the
    rocket launcher to fire a guided rocket, but it requires
    15 rockets.

    Weapon Summary:
        - Comsumes 15 rockets
        - Very slow, but also very very deadly
        - Does not require rocket launcher


 TRICK BACKPACK
 --------------

 IMPULSE 109     - Throw Trick Backpack

    The trick backpack is one of several new toys.  It looks just
    like a regular backpack, except that it glows.  After the
    backpack arms, anyone who picks it up will lose everything they
    carry.  Also, a message is posted to all players that it was
    picked up, so everyone can have a chuckle the the unfortunate
    someone's expense.  It will require 25 shotgun shells, and
    25 nailgun rounds to throw a trick backpack.  If no one picks
    up the pack within 2 minutes of it arming, it is removed from
    the playfield.

    Trick Summary:
        - Comsumes 25 shells and 25 nails
        - Trick Backpack glows.
        - Trick Backpack will "arm" after 5 seconds, after which
          time, anyone who touches the backpack will lose everything
          they carry.
        - Backpack is removed when touched, or after 120 seconds


 DECOY
 -----

 IMPULSE 110     - Place Decoy

    The Decoy looks just like you, and can be placed anywhere it
    will cause a distraction. It is useful for getting other
    players to look the wrong way.  The Decoy has a short grace
    period when it is first placed, after which just about anything
    will kill it.  While the Decoy lives, it will drain 2 units of
    your health every 3 seconds to maintain your image. No player
    scores are affected when the decoy dies.

    Trick Summary:
        - Looks like a statue of you
        - Just about anything kills it
        - Drains 2 units of your health every 3 seconds


 LEECH ARMOR
 -----------

 IMPULSE 111     - Throw Leech Armor

    The trick is similar to the trick backpack except that it
    looks just like a glowing red armor. After it arms, anyone who
    picks it up will have their health leeched away at an alarming
    rate.  The leeching will continue until the player gets rid of
    the armor.  In addition, the armor offers little protection
    from enemy fire.  You rid yourself of the armor if:

       (a) You pick up any other armor
       (b) You pick up a trick backpack (which steals armor)
       (c) Someone else picks up the same Leech Armor

    The Leech Armor will remain on the playfield for 2 minutes, if
    it is never touched.  Otherwise, it will remain until a player
    has been Leeched down to under 5 health, or until a player rids
    themselves of it via (a) or (b) above. It will require a full
    strength red armor or yellow armor to throw down a Leech Armor.

    Trick Summary:
        - Consumes a full red or full yellow armor
        - Look like red armor, but leeches the health of anyone
          who picks it up.
        - Leechig continues until player is under 5 health, or
          until player picks up any other armor.
        - Armor is removed when a player completely leeched, or
          after 2 minutes have elapsed.


 GHOST
 -----

 IMPULSE 112     - Launch Ghost

    The Ghost is a very annoying trick to play on a foe. You must
    be aimed dead-on the player you wish to "haunt" before launching
    a Ghost. Once launched, the Ghost will annoyingly haunt its victim
    for about 1.5 minutes, making alot of noise, and generally
    getting in the way. True to its form, the Ghost is completely
    harmless, and does not actually block players or bullets.

    Trick Summary:
        - Consumes 50 health
        - Launches a very annoying ghost, which haunts opponent
        - You must be looking right at the player to haunt

