MORNING STAR v1.05

Hi!

Instructions:

        1.  Store the progs.dat file in any subdirectoy of your Quake
            program directory EXCEPT the \id1 subdirectory.  (Storing this
            program in the \id1 subdirectory will result in it getting
            pre-empted by the progs.dat file in the Quake .PAK file.)

        2.  Start up Quake using the -game parameter to indicate which
            subdirectory the progs.dat file is stored under.  For example,
            if Quake is in C:\QUAKE and the new progs.dat file is in
            C:\QUAKE\GRAPPLE, you would use the following command line for
            Quake:

            QUAKE -game GRAPPLE

        3.  The Morning Star STILL looks like an axe (would somebody PLEASE
            develop a decent MDL editor?!?), but is held a little
            differently.  Press the attack button to fire the Morning Star.
            (You can only have one star in the air at a time, and you can't
            change weapons until you release it.)  If the star makes contact,
            and you are still holding the attack button, you will be pulled up
            to it and held there until you release the star (by
            releasing the attack button).

            Try firing the star into an enemy and see what happens!

NOTE:  I have NOT tested this weapon in Deathmatch/Co-op mode.  Firing the
        hook into another player seems to have the same effect as firing it
        into a monster, but until more extensive testing is done, anything
        could happens (and probably will).


Fixes since 1.00:

	- No longer causes crash when attached to a shootable trigger
          or evil altar
        - much cooler sights & sounds when attached to enemy
        - improved view model (it still looks like an axe, but it goes
          through a full swing now)

Fixes since 1.01:

        - No more diagnostic data (how embarrasing!)

Fixes since 1.02:

        - Morning star now trails a chain behind it, so players in Deathmatch
          no longer have to search for the telltale spiked ball to see where
          you're going (and how long it'll take you to get there).
        - Fixed a potential bug in Deathmatch, which could cause players to
          be permenantly paralyzed if hit with more than one grapple.
        - Changed damage process.  Now damage done by an attached grapple is
          no longer dependent on the frame rate (unless your frame rate drops
          below 10 fps).
        - Fixed "jitters" caused by hanging from attached grapple.  Actually
          they're still there, but are a lot less obvious.
        - Allowed limited "swinging" from attached grapple.  Try moving back
          and forth while attached.
        - Made the axe a seperate weapon.  You can access it either by
          using IMPULSE 21 or using IMPULSE 1 to toggle between the axe and
          the grapple.  (You can tell the difference by the fact that when
          the grapple is active, the shotgun is lit, even though an axe is
          seen.)
        - Getting teleported now causes the grapple to automatically release.

Fixes since 1.03:

        - Getting killed now causes the grapple to automatically release.
          (If I had a server, I would have found this one so damn fast...
          <sigh>)
        - Fixed the Obits.  Now it knows the diff between an axe and a 
          morning star.

Fixes since 1.04:

        - Fixed the intermittent player paralysis bug.  A ridiculously
          stupid mistake; the only reason I didn't fix it before was because
          it seemed to work.


Gee, now it's starting to look like something I can be proud of!  <grin>
The only other mod planned is the new models, and I can't really do that
until someone comes out with a model editor.  As a result, I am releasing the
QuakeC code with this program, so all you programmers out there can add it to
your burgeoning repitoire.

Even though you can now fix any bugs yourselves, I would still really
appreciate it if you would E-Mail any comments, suggestions, or bug reports
to:

        "Mike" <amichael@asu.alasu.edu>

After all, if nobody reports my mistakes, how am I supposed to avoid making
more mistakes in the future?


Special thanks to Hmmmm (who assisted me in my struggle against id's shipping
schedule, and who set up a 28.8k server to give me the chance to play with my
little hook in Deathmatch.  I really didn't notice the lag, since I can only
connect at 14.4k anyhow.  <grin>)
