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* TeamFortress v1.0											   *
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Introduction
------------

TeamFortress is a new QuakeC patch which radically changes
team games. It provides far more incentive for teams to 
actually work as a team. Each member of the team has unique
weapons, items, and abilities.

It is most fun to play on a map with two, or more, clearly defined
team fortresses, or bases. We're a little limited until we 
write a good map for it, but until then, try some of quake's
levels. Define the team areas, and a goal or two. 
For example, we sometimes play on e1m1. Its not a big map, so 
we play with two teams of 4. One team's base is the room containing
the end of level slipgate. The other team starts at the bridge
outside, and has to finish the level. The first team has to
prevent the other team from finishing the level.

Once you have some clear goals like this, and start using the 
individual class's abilities to complement each other, it's a hell
of a lot of fun! :)

Oh, and one more thing, I know there are some things in this
patch, such as pipe-bombs, that are in other patches, but they're 
here because they're good to have. I'd far rather people complain 
about our lack of originality than say "Why the hell didn't they 
put in pipebombs?" :)

Oh yeah, don't bother running.

Player Classes
--------------

TeamFortress uses multiple player classes. Whenever a new map is loaded,
all players start as an Undefined class. This class has 1 health, an axe,
and cannot pick up anything. Once a player class is chosen, you cannot
change class for the rest of that level. To choose a class, just use the
appropriate impulse. (See Impulse Summary)
The classes implemented so far are as follows:
	SCOUT:		Fastest moving class. Can only wear a small amount of the 
				lowest absorption armor. Limited to the 2 Shotguns and Nailgun.
				Low ammo levels.
				Carries a Motion Detector, 2 grenades, 3 concussion grenades.

	SNIPER:		Medium speed. Wears only small amount of armor, upto medium
				absorption level. Limited to Nailgun and Sniper's rifle. Medium
				ammo levels.
				Carries 2 grenades.

	SOLDIER:	Slowest moving class. Wears large amount of armor, at all 
				absorption levels. All normal weapons except Grenade Launcher.
				High ammo levels.
				Carries 4 grenades, 4 nail grenades.

	DEMOLITION MAN: Medium speed. Wears medium amount of armor, upto medium
				absorption level. Uses the ShotGun and Grenade/Pipebomb Launcher
				Carries 1 DetPack, 6 grenades, 4 Mirv Grenades.

	COMBAT MEDIC: Medium speed. Wears medium amount of armor, upto medium
				absorption level. Uses both Shotguns and the Super Nailgun.
				Carries Medikit, 3 grenades, 2 concussion grenades.
				Regenerates slowly.

New Weapons
-----------
Sniper Rifle:
	This weapon is used instead of the shotgun by the SNIPER playerclass. It
	uses shotgun shells for ammo, and operates in two modes:
		- Single Shot. With a reload time of 3 seconds, this mode is what
		  sniping is all about. One shot from this will kill most players
		  except for a heavily armored SOLDIER or DEMOLITION MAN.
		- Auto Shot. Although this fire mode does a lot less damage than
		  single shot and uses a lot of ammo, its great for picking off
		  a wounded target, or a fast moving SCOUT.
	The other tricky bit about the sniper rifle is that it is a rifle. You
	can't just snap shot from the hip with it. If you're moving too fast,
	the rifle simply won't fire. Besides, you're a sniper, you're not
	supposed to be strafe-fighting with soldiers! :)

Grenades
--------
Several new types of grenades now exist, and all classes have access to at
least one of them. They are not to be confused with the grenades used by
the grenade launcher.
Use of these grenades is exactly as one would expect. Pull the pin, throw
it, and wait. After 3 seconds it goes off. Just make sure you throw it
_before_ the 3 seconds are up :)
The grenade types are as follows:
	Normal		:	Normal grenades simply explode. They are twice as powerful
					as those shot from the grenade launcher.

	Concussion	:	Concussion grenades don't actually hurt anyone, they just
					blow everyone away from the grenade explosion at a high
					speed, and then make them woozy. They're the SCOUT's best 
					way of escaping from a roomful of enemies. The ensuing confusion 
					usually gives him enough time to run.

	Nail		:	Nail grenades are good in large rooms. Instead of detonating,
					they raise up into the air and hover. They then begin to 
					rotate while firing nails. After doing this for a few seconds
					they explode like a normal grenade.

	Mirv		:	Mirv grenades are room-clearers. When one explodes,
					it divides into approximately 15 individual grenades which
					then explode.

New Items
---------
Motion Detector:
	This item is the SCOUT's best friend. The SCOUT can specify an amount of
	cells spent on a scan. The detector displays a list of all enemies/friends
	within a distance around the SCOUT. The more energy spent, the larger
	the detection distance.
	Bear in mind though that the motion detector only detects motion (natch! :)
	So it won't pick up stationary or very slow moving players.
	You can toggle detection of friends and enemies using impulse 1 and 2 after
	the Pre-Impulse. For more information on Pre-Impulses, see the Impulse Summary.

Medikit:
	The COMBAT MEDIC has a medikit which allows him to heal any other member
	of his/her team by hitting them with his axe. Each hit will heal them
	10 points and reduce the 'ammo' for the medikit by 10. You can see how
	much 'ammo' for the medikit you have by looking at your inventory. If
	the COMBAT MEDIC walks over a health box while at maximum health, the 
	health box will be used to replenish the medikit 'ammo'.

Detpack:
	The DEMOLITION MAN has a Detpack. This is a large-scale explosive device.
	When the DEMOLITION MAN places it he is unable to move for 4 seconds
	while he primes it.
	The timer on the Detpack is set by the DEMOLITION MAN. e.g. After the 
	Pre-Impulse, an Impulse of 10 sets the timer for 10 seconds. For more 
	information on Pre-Impulses, see the Impulse Summary.

New Rules
---------
Reloading:
	All weapons except the Nailgun and Super Nailgun have clips. When all
	the ammo in a clip is spent, the weapon is reloaded. This can take anywhere
	from 1 second for the Shotgun to 5 seconds for the Rocket Launcher. Ammo
	amounts in the clips varies between weapons.
	While reloading, you cannot change weapons.

Impulse Summary
---------------
The most important impulse number is 254. This impulse gives you a list
of all the impulses in the game. Simply read it. 
The only other thing to mention is Pre-Impulses. A Pre-Impulse is an impulse
which must be used before another impulse. For example:
	The SCOUT's Motion Detector has a Pre-Impulse of 249. You specify the 
	amount of energy you want to spend on the scan with an impulse after it.
	So if you wanted to use 50 energy to scan, you would do Impulse 249
	followed by Impulse 50. The recommended way to do this is to bind
	a key to an alias. In the console, you could do this:
		alias scan_50 "impulse 249; wait; impulse 50"
		bind S scan_50
	This would make 'S' do a scan using 50 energy.

Other Stuff
-----------
TeamFortress was written by Robin Walker and John Cook. Various other people
contributed ideas to it. I can't hope to list them all, but here's some of them:
	Ian Caughley, Peter Wilson, Jason Grant.

Of course, some of out ideas grew out of random musings by other people 
on the net. 
Finally, some of the code for TeamFortress was influenced by other people's.
They are as follows:
	Mirv Grenade code was influenced by Firewall code from Steve Bond (wedge@nuc.net)
	Pipebomb code was influenced by code from AsmodeusB (tazq@sos.on.ca)

What are we working on now?
More classes :) Technician, Observer/Referee, 
More items - Personal Teleporter devices, Deployable autocannons(like Aliens :)
		   - JumpJets, Personal Shields Generators, Rebounding Shield
		   - Armor protecting against specific weapons
More weapons - BioDiseases,
More grenades - Shock gren.(get out of the water!), Teleport Grenades
Skins for each class
Mdls for all weapons and grenades
And some maps built specifically for this code.

If you're interested in using some/all of this code for a server, 
then all I ask is one thing: Mail me (address below) and tell me. 
I'd like to know if anyone uses it as a server, simply because I'd like 
to play a server on the net using this code. 
Since I don't have a server...;)

I'm happy to help with any questions about the source you have.
One thing that we took pains to do was to make almost _everything_ #defined. 
You can 'tweak' 90% the game details just by editing the defs.qc

Robin. (Bro in Quake)
walker@netspace.net.au