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                             Monster Deathmatch
                                Quake-C File
                                Version 2.00
                            By: Andrew Stefanski
                           stefansk@evansville.edu

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        While deathmatching in Quake is tons of fun, sometimes I really
missed having the monsters running around harassing the players.  While you
could play coop in Quake, it didn't work like the deathmatch.  The weapons
weren't as available, and you didn't get the frag board.  To take care of
that, I did some playing around in Quake C.

        Now you can play deathmatch by the quake rules, and have monsters
in the middle of the action!!

        To install: copy the .qc files into a subdirectory, such as
        \quake\monstdm\progs

        Add in the rest of the .qc files from the quakec package, and run
        QCCDOS.EXE.

        To start quake, use
        quake -game <directory name>
        for example,
        quake -game monstdm

        To use monster deathmatch during play, go to the console and set
deathmatch to one of the following:

deathmatch 4 - The easiest of the bunch.  All the monsters are in their
               starting places, ready to take people out.  Once dead,
               however, they stay nice and dead.  Getting killed by a
               monster will cause a player to lose a frag.

deathmatch 5 - A bit more of a challenge, probably best for slightly busier
               games.  Killing a monster isn't permanent - they will respawn
               in 30 seconds.  However, gibbing a monster into nice chunks
               of flesh is a permanent death.  It's still kind of hard to
               gib that damn shambler.  Monsters will telefrag each other,
               but die nicely if you're standing there.  Getting killed by
               a monster will not cost that player a frag.

deathmatch 6 - Deathmatch in hell.  Probably not very enjoyable, but included
               for completeness.  Monsters respawn.  Always.  Even after
               being blown into tasty hamburger.  This mode on nightmare
               will probably work well if you want to drive your players
               away from the server.  Respawning monsters will still die
               if you're standing in their spot.  And you won't lose a frag
               if you're killed by a monster.  

        For an even more monster filled experience, play on nightmare mode,
by typing at the console "skill 4".

        If you have any comments, suggestions, or find something I missed,
please e-mail me!  And if you want to use this as a basis for an even more
complicated update, please let me know, and at least include my name in
the package somewhere.

        If you're adept at quakec, try combining this with the solid
monsters patch, so you can kill the dead ones!  Some commenting has been
done with the code, but not all of it.  The demon.qc file has the changes
commented, and they should be the same for all of the monster files.
Client.qc is also commented, but I don't think I got items.qc yet.

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Update Listing:

2.00 : Nice, large change.  I fixed the dumb logic error which prevented
       monsters from showing up in single player games when the patch was
       used.  Added respawning monsters for tons of fun, for modes 5 and 6.
       In modes 5 and 6, you don't lose frags for being killed by a monster.

1.01 : Fixed the grunts.  They weren't showing up in deathmatch.

1.00 : First release!  Tons of fun!

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Future Tasks:

-- Respawning monsters don't seem to notice players anymore, until they're
   shot at.  Need to correct this.

-- Because every time you kill a monster, the killed count goes up, the
   number in the status bar is now meaningless.  I'd like to make it so
   that it shows the number of monsters CURRENTLY dead - when one respawns,
   it should remove one from the count.  It's not as easy as it sounds, I
   tried doing it already, and it wasn't working.
