WHAT THIS IS:

Soon after quakec was released, I talked to a person on undernet #quakec
who was planning to release a flashlight patch.  He described the way in
which it would work.  I never saw the patch, so I did it myself.

Imagine this scene:  In E1M1, you see a nailgun inside a room.  You
carefully walk in and grab the weapon.  The lights instantly turn off!  You
flip the switch on your belt and the halogen-quartz lamp on your helmet
springs to life.   You whirl, and a grunt is caught in your light.
Rat-tat-tat and he crumples.  You whirl again and take care of the second
one behind the door that's just sliding open.  You'd have been firing
blindly in the dark if not for your flashlight.


HOW TO TRY THIS OUT:

Read howpatch.txt for details on how to use this patch file.

Bind a key to 'impulse 12' to turn your flashlight on or off.


KNOWN PROBLEMS:

I couldn't get the light to appear unless there was a model associated with
the light's entity.  So, yes, those are the 'invisibility' eyes there in
the flashlight light.

Maybe the flashlight should also light up the player, so he's easy to see
(he should be!) and so that near objects are always lit.

Weird effects on (for instance) e2m1 in the area with the cage.  Stand next
to it and twirl around.  When the light goes inside the cage, the area
outside is now dark again..  I think this would be helped if the player
were lit up too when the flashlight was on.

Monsters should see the flashlight's glow and get angry at the player
shining light in their eyes.  (Steal code from the rocket which mentions a
"fake player" that the monsters can see?)


THANKS TO:

id, for the game and all the openness about it.

My girlfriend, for patiently ignoring me when I try to explain how cool
Quake is.


GIVE ME FEEDBACK:

Please mail me with your thoughts about this quick quake hack. (try saying
that three times fast!)  It may not be as glamorous as level editing, but
I like it.

Jeff Epler
(jepler@inetnebr.com, Synger on IRC (linuxnet and undernet, primarily))
5 August 1996
