Bug fixes and mod additions:

Fixed bug in detonation of pipe bombs and termination of hologram upon player death.

Added bug fixes for thrown axes as found in the latest version of that mod.
Added grapple hook.  Damn this thing is way too cool.
Added proximity mines.  I just liked the idea.  These auto-detonate upon death as well.

Added new models and sounds and added one new texture to the player.mdl.

I set it right now so that proximity mines cost 2 rockets and Pipe Bombs cost 4.  Since I haven't had
a chance to play this in a real deathmatch environment I don't know how well
these costs work out.


below is a list of the added and changed files and a very brief
indication of what each does.
the archive contains the source, necessary models/sounds and the progs.dat
file

I really really want to make each of my mods choosable via console, anybody with
a good idea on how to do this, please email me.

Note:  most of these mods were written by others and incorporated
into one dat file by me with some minor changes to many of the
mods.  Thanks to all that have contributed (willingly or not) to this
compilation.

To use:
  create a subdirectory in your quake directory
  unzip the zip file in that directory and make sure to create
     subdirectories (for the progs and sounds directories)

     in dos this would mean (please forgive me if this is obvious)
     cd \quake (or whatever your quake directory is)
     mkdir sg
     (place zip file in sg)
     pkunzip -d sg

        now run quake with the -game sg parameter and you are ready to go
        look through the weapons.qc for binding needs to use most of this
        stuff (I tried to stick with what was given me, so it should be
        pretty standard)


impulse 150            Feign Death
impulse 20             Throw Backpack
impulse 21	       Drop Proximity Bomb
impulse 30             Fire Flare
impulse 31             Activate/Deactivate hologram
impulse 33             Use for right turning of hologram
impulse 34             Use for left turning of hologram
impulse 36             Activate/Deactivate camera
impulse 61             Fire Pipe Bomb
impulse 62             Detonate Pipe Bombs
impulse 200            Cycle Forward Through Skins
impulse 201            Cycle Backward Through Skins

H_PLAYER MDL
PLAYER   MDL
head model and player model for skins
I have reduced the number of skins to 18 so that the game would load/play
 faster and because some of them weren't terribly good looking (though I
 couldn't have done better)
 These are:
	Quake 
	Bio Suit
	Duke Nuke'm
	NYPD
	Rage Against the Machine
	Moleman
	Evil Eye
	Ninja
	Dark Toad
	Predator
	Judge Dredd
	Terminator
	C3PO
	Stormtrooper
	Boba Fett
	Bossk
	Han Solo
	Crusader
This is the sequence that they occur in

SHELCASE MDL
shell casings for eject mod

THROWAXE MDL
thrown axe model for, well thrown axes

CHAIN	 QC
grapple hook qc file

CAMERA   QC
camera addon for hologram function

CLIENT   QC
many changes here
        skin accomodation
                parm for transfer of skin between levels
                accomodation for transfer of skin when respawning
        teamplayer rules mods
                kill a teammate, be killed (teamplay 3/4)
                support for skins (teamplay 2/4)
                change teams after firing a shot, be killed (teamplay 3/4)
        parm for thrown axes
	bprint changes for new weapons in ClientObituary()
        no armor save for drowning damage
        no armor degredation for drowning damage
                (note, this doesn't apply to lava/slime)


COMBAT   QC
no armor save for drowning
no armor degredation for drowning damage

DEFS     QC
new variables to support new functions

EJECT    QC
add on for shells ejecting from shotguns

FEIGN    QC
took feign death code out of player for modularity
 allows you to fake dying, small bug is that you are
 difficult to hit when feigning death though you will
 still take damage.

HEAD     QC
solid gibbable heads (single player only, bodies got annoying)

HOLOGRAM QC
hologram code for producing a double of yourself.  Also uses the Camera code
 added spawn fog when Activating/Deactivating your Hologram
 uses teleport sound when Activating/Deactivating hologram
 is a SOLID_TRIGGER so that touching a hologram produces sound/fog

ITEMS    QC
random item respawn in deathmatch (I left the original code commented out for
 easy replacement, thinking about making it deathmatch 3 or something)
exploding backpacks when they have rockets

MISC     QC
backpack_explode code

OGRE     QC
got rid of sparks in explosions

PLAYER   QC
make solid gibbable heads
allows for feigning death
accomodates frames for thrown axes
detonates pipe bombs upon death
deactivates hologram upon death

THROWAXE QC
thrown axe code

TRIGGERS QC
teleporting of any (most) solid object 
 note:  some things are hard to get to go through the teleporters
  perhaps due to think times?

WEAPONS  QC
laser gun replacement for shotgun
skins impulses
hologram
camera
thrown axes ... modified so that they didn't bounce so far after hitting
        someone (left the bounce off of walls alone)
weapon recoil
replaced explosion(sparks) with blood/gibblet (can lead to packet overflow
        if there are too many going on at once
flares
pipe bombs
won't switch to lightning gun underwater when you run out of ammo in
        another weapon
throwable backpacks (that can be blown up if you had rockets in it)
proximity mines (these can be shot to detonate.  They have a delay between
 recognition of a target and actual detonation that emits a sound)

WORLD    QC
added some precaching
had modified bodyque for solid bodies in deathmatch, caused intermittent
 crashes so I had to comment out (left in for development)
 if anybody has any suggestions, please let me know.  I want to play soccer
 with my enemies' heads.

ZOMBIE   QC
made wall zombies gibbable

PROGS    SRC
inclusion of eject.qc, camera.qc, head.qc, hologram.qc, feign.qc



Shannon Greene
blckbrt@wavenet.com
sgreene@brooktree.com
http://www.wavenet.com/~blckbrt
