===========================
Classic CTF    Source Notes
Beta 0.99c - August 6, 2000
===========================
----------------
New Server Stuff
----------------
* Updated cvar: itemflags - disables certain items.
   1 - Disable Quad Damage
   2 - Disable Invisibility
   4 - Disable Flight
   8 - Disable Rebreather
  16 - Disable Personal Teleporter
  32 - Disable Medkit
  64 - Disable Powerscreen
 128 - Disable all Health
 256 - Disable all Armor
 512 - Disable Strength Rune
1024 - Disable Resistance Rune
2048 - Disable Regeneration Rune
4096 - Disable Haste Rune
* Updated cvar: dropflags - disables dropping of certain items.
   1 - Disable Flag dropping
   2 - Disable Weapon dropping
   4 - Disable Ammo dropping
   8 - Disable Armor dropping
  16 - Disable Rune dropping
  32 - Disable Holdable droppping
* Added new cvar: g_instakill (default 0) Set to 1 to enable instant death at
  the bottom of the pits on maps.
* Player spawning will now attempt to use a spawnpoint more then 512 units
  from where the player died at.
* Added new server info version_cctf for client version checking.
* Added per-level configuration abilities.  Create .cfg files called
  "cfg/default.cfg" and "cfg/MAPNANE.cfg" in the cctf dir.  If it exists,
  default.cfg will be executed, then if the MAPNAME.cfg exists for the
  current map, it will be executed after default.cfg.
* When a level ends, if there are no more admins on, the game will
  automatically exit matchmode and unlock teams and chat.
----------------
New Client Stuff
----------------
* Added new command: drop holdable - drops your current holdable item.
  (use to drop teleporter, medkit, or powerscreen)
* Added ability to bind a key to drop holdable from Setup/Controls/Drop 
* Updaded Admin menu to reflect changes to itemflags and dropflags.
* Flag status HUD now shows your own flag carrier's name as well.
* Added ability to change g_instakill from admin menu with a newly added
  admin command: setinstakill
* Fixed losing map rotation with admin command changemap.
* Clients will check their version_cctf against the server's, and get a
  warning message telling them or the server to upgrade if different.
* Changed scoreboard around so teams are side-by-side like Q2, making it
  easier see how many players are on which teams.
  Outline of scoreboard of winning team is drawn thicker.
* Added new sound effect for telefrag gibbing.
* Added sparkle trail behind flag carriers when moving.
* Fixed flag location drawing when player is ducked.
* Powerscreen will disable itself if you run out of cells while firing the
  plasmagun.
* Fixed crosshair quality with higher picmip settings.
* Added holdable items to team overlay display.
* New voteable command: map_rotation, restores map rotation in case it gets
  lost somehow.  Shows up on vote menu under "Change map: [Rotate]"
* Topten list redisplayed at end of map for 2 seconds if somebody new makes it
  on to the list.
* Ten second countdown displayed before timelimit hit like warmup.
* Added tab-auto-completion for many existing commands.
* weapnext and weapprev will now issue follownext and followprev commands
  if you are a spectator (thus allowing [ and ] keys to cycle thru players)
* Shrank HUD display by half.
* Shrank "following" player's name in spectator mode.
* Team overlay will now be shown correctly while following a player.
------------
Health/Armor
------------
* Megahealth respawns every 120 seconds instead of every 60.
* Megahealth will really only spawn ever 120 seconds.
  (fixed IDs bug where it spawns every 35 seconds like normal health)
------------
Weapons/Ammo
------------
* Doubled nailgun fire rate, and uses only 1 ammo again.
* Lightning Gun knockback now normal instead of tripple.
* Lowered Machinegun damage to 6 instead of 7.
* Lowered max ammo for Shells/Grenades/Rockets/Slugs/BFG to 50.
  Max ammo for Cells is 150.  Bullets/Lightning/Nails are still 200.
* Can no longer pick up weapons if you already have the weapon and full ammo.
* Gauntlet is back to the default of 50 damage.
* All weapon physics will remain the Quake3 default values.
* Most items such as weapons/ammo/powerups will keep the Quake3 default skins.
------------
Grapple Hook
------------
* Lowered grapple pull speed a tad.
* Fixed client side grapple rope trail graphics so it draws from the actual
  muzzle of the grapple gun.
* Fixed bug where you would slide up steep hills when attached with the
  grapple hook pulled all the way in.
* Grapple breaks when you teleport now.
* Grapple will break if the grappler gets stuck and the person he grappled
  onto runs 128 units farther away.
* Grapple pull noise now emits from player instead of hook end.
--------------------
Runes/Techs/Powerups
--------------------
* Fixed bug where rune effects would carry over from a match warmup if
  team overlay was off.
* The global powerup respawn sound no longer plays for the rebreather.
* Powerups (rebreather, powerscreen, flight) now respawn every 60 seconds
  instead of every 120 seconds.
* Rebreather now plays underwater breathing noises and produces more 
  bubbles then regular underwater players.
* You will now lose invulnerability if you fire a weapon.
* Fixed drawing wrong color quad effects on players weapons bug.
* Invuln white shader now blinks on and off rapidly so you can see what team
  the newly spawned player is on.
* Haste now increases movement speed by 1.2x instead of 1.1x
* Haste now increases fire rate by 1.75x instead of 1.666x
-----------------
General Bug Fixes
-----------------
* Reorganized internal order of all items to clean things up a bit,
  this makes 0.99c very incompatible with 0.99b
* Fixed playersred/playersblue server info to reflect the position of
  the player in the statusResponse listing, instead of the client number.
* Fixed spectators getting 2 seconds of invulerability/forcing topten list.
* Added new item: Powerscreen: absorbs 33% damage from cells when activated,
  if damage is inflicted to the front of the player.  Both sides as well as
  the back of the player are still vulnerable.  The same 'use' button that
  activates the personal teleporter and medkit will turn on and off the
  powerscreen (bind x +button2)
* Added new key to func_plat's for mappers - wait (default 0) Default will act
  like normal Q3 style plats where they stay up as long as a player is on
  them.  Set wait higher then 0 and the plats will go down after that many
  seconds, even if a player is on them.
* Fixed trigger for plats so the edges will still trigger the plat to go up.
* Added new key to func_rotating's for mappers - count (default 0)
  When the func_rotating is triggered, it can turn off or go backwards:
  count=0: always on      count=2: forward/backwards
  count=1: on/off         count=3: forward/off/backwards/off
* Added support for Ladders! use shader parameter "surfaceparm ladder"
  Our scripts file will come with the texture "common/ladderclip" for use
  on ladder areas.  Also added horizontal ladder movement ability.
* Added monkeybar ability to ladders.
* Fixed player animation for ladders/monkeybars/flying.
* Fixed clinging to ladders and monkeybars when dead bug.
* Fixed underwater sounds playing while crouching under small passageways bug.
* You will get knocked off a ladder if you get shot now.



=========================
Classic CTF  Source Notes
Beta 0.99b - June 3, 2000
=========================
----------------
New Server Stuff
----------------
* Added ability to remove admins with: callvote unelect <player>
* Disabled awarding capture points during warmup (there already was no
  timelimit, and no frag points awarded either)
* During warmup while "Waiting for players" you get all weapons and
  infinite ammo for every one of them.
* New cvar: startflags - enables infinite ammo, instagib, and allows
  starting with any weapon:
     1 - enable infinite ammo
     2 - start with machinegun
     4 - start with shotgun
     8 - start with grenade launcher
    16 - start with rocket launcher
    32 - start with lightning gun
    64 - start with railgun
   128 - start with plasmagun
   256 - start with bfg
   512 - start with grapple
  1024 - start with nailgun
  2048 - enable instagib
* Added start options menu to Admin menu to change startflag options.
* Added new cvar: g_quadRespawn to set quad/invis respawn times.
  Invis always spawns 10% slower then quad.
* Added option to change quad respawn from admin menu via
  new setquadrespawn admin command.
* Can no longer change most admin commands during a match, only during
  regular play or in match setup will allow changes.
* Added open source radio code in, this adds the following commands:
  g_allowRadio (default 1) - set to 0 to disable all radio commands.
  g_radioFlood (default 1000) - miliseconds between radio commands.
  g_radioDead (default 1) - allow radio msgs when dead.
* Enabled g_weaponRespawn to effect team death match games.
* New cvar: g_spawnInvuln (default 1) enables 2 seconds of invulnerability
  with every spawn.
* Added server infos: scorered, scoreblue, playersred, playersblue
  playersred/playersblue are a list of all client numbers on that
  team.  Mainly used to colorcode players on the web interface to
  the master server.
* If teams are locked, players now join to spectators.
----------------
New Client Stuff
----------------
* Added new elect / admin menu.
  Regular users will get a list of all connected players, a button to elect
  the selected player as an admin, and buttons to vote yes or no.
  Once elected admin, a player will get a large list of commands to help
  moderate the server: kick, force team, matchsetup, matchstart, matchend,
  changemap, setcaplimit, setfraglimit, settimelimit, setweaponrespawn,
  setwarmuptime, (un)lockteams, (un)lockchat, friendly fire, sudden death, 
  allowed spawn locations, and another submenu to disable any weapon, item, or
  the ability to drop things, as well as enable BFG lamer!
* Added messages for when weaponflags/itemflags/dropflags are changed to tell
  players what is disabled.
* Added ability to bind a key to show top ten list at Setup/Controls/Misc.
* Added ability to bind a key to last used weapon at Setup/Controls/Shoot.
* Added ability to toggle selecting empty weapons at Setup/Controls/Shoot.
* Changed ability to select wallmarks to "bullet quick / blood never fade",
  "bullet off / blood never fade", "all on (never fade)", "all off", or
  "all on (normal fade)" at Setup/Game Options.
* Added ability to select gibs from "off (just skulls, never sink)",
  "on (all gibs, never sink)", "off (just skulls)", or "on (all gibs)"
  at Setup/Game Options.
* Added ability to draw team health by crosshair at Setup/Game Options.
* Added ability to toggle drawing FPS at Setup/Game Options.
* Added ability to toggle drawing Timer at Setup/Game Options.
* Added ability to toggle drawing Ping at Setup/Game Options.
* Added entire submenu "Drop" to Setup/Controls.
  In the Drop menu, you can bind keys to drop flag, weapon, ammo,
  each specific ammo, armor, and rune.
* New admin command: setfriendlyfire
* Renamed admin commands: forceteam/kick to forcetoteam/kickplayer
  so they don't conflict with the built-in commands.
* Fixed arrow key order on start server menu.
* Fixed weaponstay weapon drop lag bug, you can now only drop weapons
  once every 10 seconds.
* Added nailgun and grapple hook to Setup/Controls/Shoot menu
* New cvar: cg_drawFriendTriangles: default 1, set to 0 to prevent triangle
  sprites from appearing over your teammates' heads.
* New cvar: cg_fraggedMsgSize: default 2, set to 0 to disable drawing
  the "You fragged xxx" message all together.
* Added ability to change cg_drawFriendTriangles and cg_fraggedMsgSize
  at Setup/Game Options.
* cg_drawTeamHealth now has cooler icons.
* Added open source radio code in, this adds the following commands:
  radio - send a radio message, like "radio damn"
  radio_team - send a radio message to your team.
  radio_tell - send a radio message to player under crosshair.
  radioMenu - use "radioMenu all", "radioMenu team", or "radioMenu tell"
              to bring up a menu list of radio commands.
  reloadRadioCfg - use to reload wavs after changing cg_radioCfg
  cg_radioCfg (default radio_male.cfg) - set to radio_female.cfg or
              radio_neutral.cfg to hear different radio sounds.
  cg_drawRadioHead (default 1) - set to 0 to disable drawing head in
                   upper right corner when people play radio sounds.
* Radio code also adds ability to bind keys to all 3 radioMenu's
  from Setup/Controls/Misc
* Fixed buffer overflow game-crashing bug in radio source.
* Fixed wavs not playing in radio source bug.
* Added new cvar: cg_muteRadio - set to 1 to disable radio wavs.
* Added menu option to change cg_drawRadioHead at Setup/Game Options
* Added menu option to change cg_muteRadio at Setup/Game Options
* Team overlay armor display now uses color of armor class player has.
* Changed amin menu map selection to be a list of all maps available on the
  server.  Not in any great order, but much nicer then guessing.
* Fixed flag carrier name on hud, always 100% accurate now.
* Fixed person spectator is following getting admin when spectator elected bug.
* Cleaned up rune info so its faster and more accurate.
* Added 5 different levels of hitdamage, so 5 different wavs will play
  depending on how much damage you do to the enemy:
  [1-9] [10-29] [30-49] [50-99] [100+]
* Added random player bubbles when swimming under water.
* Added 3d rune model to hud when using cg_draw3dIcons.
* Added ability to unelect admins from vote menu.
* Added ability to vote to change map from vote menu.
------------
Weapons/Ammo
------------
* Disabled low ammo warnings and sounds for any weapon with infinite ammo.
* Nailgun and nail ammo both give you 50 ammo now.
* Lightning ammo now gives 50.
* Upped nailgun speed a little (now at 2400). This makes it faster then
  the plasmagun or bfg.
* Decreased damage plasmagun does from 24 to 16.
* Lightning gun can hurt people in water when fired from land, had 200
  radius and takes 1-2 health away per hit.
* Added in some new death messages.
* Lightninggun now plays quad/rune sounds once per second instead of just once.
* Located source of missing Nailgun flash.
* Plasmagun damage back to default of 20.
* Lowered Railgun damage down to 105.
* Nailgun now has a bigger radius so nails impact a little easier.
--------------------
Runes/Techs/Powerups
--------------------
* Quad respawn now 120 seconds again, Invisibility is 130.
* Cleaned up already-have tech msg.
* Fixed rune effects after respawn if no teamoverlay bug.
* Changed Autodoc to work like q2: will give 10 health if armor is
  full, 10 armor if health is full.
* Renamed runes to Q1 names.
* Fixed crash when no spawnpoints for runes.
* Disabled dropping invuln on suicide.
-----------------
General Bug Fixes
-----------------
* Updated source to v1.17
* Fixed up matchmode commands.
* Removed double countdown for matchmode.
* Changed made the top ten message to red so it doesnt look like chat text.
* Admin privs kept properly now, got rid of holding admin from local game.
* Got rid of extra sudden death messages while waiting for players.
* Fixed Matchmode conflicts with g_dowarmup
* Going into match setup mode during a pregame countdown no longer
  bumps you back to the game once the countdown silently finishes,
  however you will still here the "fight!" wav.
* Fixed scoreboard showing connecting people with a handicap of 0.
* Multiplayer menu no longer forces server type to ClassicCTF.
* Capped triggerhurts damage, no more instakills at the bottom of pits,
  you will have about half a second to get out tho!
* Spectators can no longer drop items, this prevents infinite ammo 
  dropping and duplication of runes.
* Added underwater sound effect.
* Added in support for target_lasers
  mappers: use the 'count' key for color (0-8) (default 0)
  (0:red 1:red 2:green 3:yellow 4:blue 5:magenta 6:cyan 7:white 8:invisible)
  also: 'dmg' amount of damage per frame (default 1)
* Added new powerup item_invuln if mappers really want to use it, but
  its really just for the 2 second spawn thing.
* Fixed bug where admin commands forcetoteam and kickplayer
  wouldn't effect players with spaces in their names.



========================
Classic CTF Source Notes
Beta 0.99a - May 7, 2000
========================
----------------
New Server Stuff
----------------
* New cvar: weaponflags - enables bfg lamer switch and disables any weapon.
  Add any of the following values together:
     1 - enable bfg lamer switch
     2 - disable machinegun
     4 - disable shotgun
     8 - disable grenade launcher
    16 - disable rocket launcher
    32 - disable lightning gun
    64 - disable railgun
   128 - disable plasmagun
   256 - disable bfg
   512 - disable grapple
  1024 - disable nailgun
* New cvar: itemflags - disables certain items.
   1 - Disable Quad Damage
   2 - Disable Invisibility
   4 - Disable all Health
   8 - Disable all Armor
  16 - Disable all Runes
* New cvar: dropflags - disables dropping of certain items.
   1 - Disable Flag dropping
   2 - Disable Weapon dropping
   4 - Disable Ammo dropping
   8 - Disable Armor dropping
  16 - Disable Rune dropping
* Added fraglimit, weaponrespawn, suddendeath, and spawnignoreteam options to
  the start server UI menu.
----------------
New Client Stuff
----------------
* Two more chat variables:
  $s - color of people on the Same team as you
  $q - color of other team
* Topten list works during warmup, and regular scoreboard can override topten.
* New command: callvote elect <player> - elects server admin.
* Must have at least 3 players connect in order to call votes.
* Admin privs kept between maps
* More admin commands: setweaponflags, setitemflags, setdropflags,
  setwarmuptime, setsuddendeath, setweaponrespawn, setspawnignoreteam
  Existing admin commands were: changemap, forceteam, kick, lockchat,
    lockteams, matchsetup, matchstart, matchend, setcaplimit, setfraglimit
    setmaxclients, settimelimit, unlockchat, unlockteams
* Added Admin menu where players can elect and vote for admins, and and admins
  can access special functions like team or chat locking.
  Access the admin menu from the ingame menu by pressing escape.
------------
Weapons/Ammo
------------
* Nails are now 50% faster.
* Plasma gun/ammo pickup now predicted correctly.
* Bullet ammo boxes are now preloaded so you can see them if you drop them
  on maps that dont have any bullet boxes on them.
--------------------
Runes/Techs/Powerups
--------------------
* Runes will now respawn if a door eats them.
* Personal teleporter will now use team spawnspots instead of only deathmatch.
* Invisibility spawns slower then quad so they dont respawn together always.
* Added rune effects to your own gun display.
* Fixed bug where rune effects wouldnt show on players.
* Fixed bug where rune effects would show on all corpses of a player.
-----------------
General Bug Fixes
-----------------
* Renamed g_matchmode so setting it to 1 wont cause un-endable levels.
* Added workaround for ID's teleport-with-flag super 100x teleport bug 
  so that servers dont crash with "G_Spawn: no free entities".
* Fixed fatal error "Couldn't find item for weapon 0" when using $w/$m chat 
  variables while you are dead.
* Fixed spectator alignment on scoreboard.
* Angled flag on players backs.



==========================
Classic CTF   Source Notes
Beta 0.99 - April 29, 2000
In the hands of Ark now...
==========================
----------------
New Server Stuff
----------------
* Added new cvar: g_timecaps (default 0) Set to 1 and a message will appear to
  all players stating the minutes:seconds from the flag stolen to flag capture
* Added new cvar: g_suddendeath to enable sudden death overtime in the event
  of a tie.  When off, the team with the most total frags will win a tie.
* Added new cvar: g_topten (default 0) This will make the server keep track of
  the players with the all-time highest score for each map.  Scores are saved
  in the cctf/topten directory, which will be created if needed.
* New cvar: g_spawnIgnoreTeam (default 1)  Allows players to spawn in
  either team's base, instead of just their own.
* g_weaponrespawn now controls respawn times and weaponstay
  Set it to 0 for weaponstay rules. (default 20)
* Enabled fraglimit winning for ctf.
----------------
New Client Stuff
----------------
* New commands: drop bullets / shells / grenades / rockets / lightning
                     slugs / cells / bfgammo / nails
* New command: drop armor - you must have at least the amount of armor that
  you get for picking it up, all armor is removed when you drop it, but
  the armor on the ground will be only worth the normal pickup value.
  This is the only way to prevent an Autodoc armor generator.
* Added new console command: weaplast - switches to last used weapon
* Added new command: +topten - bind a key to it to show the top ten list.
* New customizable +/- commands: bind any key to +pm0 thru +pm9
  Set the down/up action strings in pm0d / pm0u thru pm9d / pm9u
  Example: '/set pm4d "weapon 10;wait;wait;+attack"'
           '/set pm4u "-attack;wait;weaplast"
           '/bind g +pm4'
  This will make it so when you press 'G', you switch to the grapple and fire.
  When you let go of 'G', you will disconnect the grapple and automatically
  switch back to the last weapon you were using.
* Added new cvar: cg_selectEmpty (default 1) Works in Q2 fashion: set it to 0
  and you can bind best-weapon selection buttons.
* Added new cvar: cg_weaplast to set the weapon weaplast will switch to.
* Added new cvar: cg_drawTopTen (default 1) If a player sets this to 0, then
  the top ten list wont be automatically shown at the start of each level.
* New cvar: disc - sets rail disc color just like color sets the rail core
  color. Set to 0 and it will always match the rail core.
* New cvar: cg_drawPing (default 0) set to 1 to show your current ping in
  the upper right corner.
* New cvar: cg_drawTeamHealth (default 0) set to 1, and also turn on team
  overlay and teammates health will be displayed between your crosshair
  and their name when you are looking at them.
* cg_gibs now controls how many seconds gibs last on the ground.
  If you want gibs to never go away, set it to -1.
  If you want just skulls/brains to last forever, set it to -2
  Gibs will start disappearing after the 512 max limit is reached.
* cg_marks now controls how many seconds wallmarks/blood last.
  If you want marks and blood to never go away, set it to -1.
  If you want no marks but just blood to never go away, use -2.
  If you want quick fading marks with blood never going away, use -3.
  The quake engine will limit the total number of marks to about
  256, so marks may start disappearing once you reach that limit.
* Enabled weapon toggling ('/weapon X' wont reselect a the weapon you are using)
* UI now uses CCTF's own custom master server list.
* New Bot filter (only works for CCTF master server)
* Fixed team overlay location when at bottom.
* Fixed width of team overlay with powerups and/or runes.
* Added name of enemy flag carrier above flag status hud.
* New escape code for player names: ^_ - Changes to extended font set.
  ^/ - Changes back to normal font set.  Both also reset the color to white.
* New chat parsing variables: (like %variables from Q2)
  Use in binds like '/bind x say_team Spotted $e near $o'
  $h - current Health
  $a - current Armor and armor class
  $w - current Weapon
  $n - list of all weapoNs you have
  $m - ammount of aMmo for current weapon
  $u - list of amoUnts of all ammo you have
  $t - current Tech (same as rune)
  $r - current Rune (same as tech)
  $l - current Location as per q3's target_location used on the team overlay
  $o - current lOcation as figured the Old way from q2 (nearest weapon/powerup)
  $e - closest tEch/runE on the ground that you can see
  $p - closest Player you can see
  $f - closest Friendly teammate you can see
  $y - closest enemY you can see
  $c - last player to attaCk you
  $k - last player to Kill you
  $d - last location you Died at
  $i - last location you dIed at figured the old q2 way
  $$ - print a single $ sign
------------
Health/Armor
------------
* Healths are still 5, 25, and 50.
* Megahealths allow up to 250 (if you get 2 of them or have autodoc)
* Only megahealths will make health count down and autodoc will stop this.
* Start with only 100 health
* Health Shards (+2) will allow above max without ticking back down to 100.
* Armor shards are now 2 instead of 5, but will allow above max.
* Armor classes like Q2: Green=30% protection, 50 max
                         Yellow=60% protection, 100 max
                         Red=80% protection, 200 max
* Getting armor from other classes gives you the ratio of their protection
  values like Q2 (If you have 100red and get 50yellow, you will have 137red)
------------
Weapons/Ammo
------------
* Nail Gun damage is still 18, but armor will effect the damage now.
* Slowed the nails down by half so you can actually see them.
* Firing nail gun uses 2 nails.
* Only get 30 nails from nailgun, 20 from boxes.
* Lightning discharge always gibs yourself, and will have a real radius
  with damage and size dependant on the amount of ammo you have.
* Added gauntlet to weapon cycling
* Removed low ammo warnings for gauntlet
* Lowered powerup respawn to 60 seconds, and ammo to 30 seconds.
* Always get full amount of ammo from weapons.
* Nailgun now uses different models in world and when you are holding it
  (This is for proper barrel spinning)
* Lightning gun knockback 3x what it was before.
* Lightning gun only has 50 ammo instead of 100, ammo gives 60 instead of 30.
------------
Grapple Hook
------------
* Grapple impact damage now 10 instead of 50.
* Grapple no longer repeats quad/amp/haste sounds.
* Grapple no longer emits light.
* Fixed Grapple-fly bug
* Grapple frees itself if it hits sky.
* If you grapple the person grappling onto you, both grapples disconnect.
* Grapple hook now uses rope model instead of 2D lightning-like sprites.
* Grapple hook's end hook model stays on the walls when it attaches.
* Grapple hook no longer makes wallmarks.
* Grapple plays all its pulling/hanging/fire/reset/hit sounds
--------------------
Runes/Techs/Powerups
--------------------
* Fixed Haste Rune - dont run -as- fast
  Also fires 5/3 normal rate like Q2 instead of only 3/2.
* Fixed haste rune dust trail - other clients can see it now.
* Autodoc now plays its sound and flashes synchronously.
* Moved rune display from scoreboard to team overlay.
* When you pick up a rune, only players in the vicinity hear the pickup sound.
* Fixed distruptor shield so that you can rocket jump still.
* Added message for when you try to pick up a rune and you already have one.
* At the start of each level, 2 runes will spawn in each base, in any
  combination other then poweramp+autodoc in one and shield+haste in the
  other. After that, runes can respawn anyplace they want to.
* Drop tech works the same as drop rune.
-----------------
General Bug Fixes
-----------------
* Removed bobbing from weapons/ammo/health/armour
* Fixed several compile warnings / potential 'fatal exception' causers
* Grey almost fixed the weapon drop and ammo drop bugs, but you could
  still flood a room with empty ammo boxes and if you picked up a weapon
  or ammo box with 0 ammo, it would give you the default amount, so I just
  removed the ability to drop things with no ammo in them.
* Rune spawn safer, plus at a random angle, but always the same distance
* Fixed endless level bug when only one player.
* Scoreboard now plays win.wav/loss.wav during intermission.
* Set +10 team bonus for flag capture
* Corpses last longer on the ground and sink slower
* Scoreboard now shows score and kills.  Kills is total frags without bonus
  points, suicides, or any other way of scoring points.
* New loading screen fits all player/item icons.
* Lava now drains health quicker by smaller increments and explodes corpses.
* Flags on ground / in hands produce flag flapping noises now.
* Invisible players now have a quiet ambient noise.
* Arena files for maps now require game type of "cctf"
* Fixed up red player quad damge: Better shaders, red quad shows on your
  weapon, and you give off a red glow.
* Team chat messages now only use the left half of the screen so they don't
  get in the way of the team overlay.
* Upped max crosshairs to 26.



=============================
Classic CTF      Source Notes
Beta 0.93 - February 26, 2000
=============================

Well, here it is, the source code to CCTF... It's not the best piece of
work I've ever done, but it works :) For the most part at least... Anyhow,
some of the methods are a bit awkward (mainly from the fact that I was
learning Q3 source architecture THROUGH coding this, which is an insane
method but given the planned timespan it was about all I could do), but
I've tried to comment stuff enough for it to make sense, so hopefully you
won't get too lost... Everything I've added (unless I overlooked something,
and I tried not to) is mentioned in a //CCTF: comment... All the
//CCTF: blahblah stuff is mine, all the //CCTF: mo: blahblah stuff is
care of morph... I'd appreciate it if anything added was commented in
keeping with that format (ie "CCTF: whoever wrote the code: blahblah"),
just to keep a bit of sense and organization to it... I would have
commented as "CCTF: greymach:" from the start had I realized the code would
fall into more than a few hands...

Anyway, good luck with this, I hope you can make sense of it, 'cause as
things are I'm not too sure that I'll be around much to explain it :) At
least not for a while...

Some suggestions:
- You can currently drop stuff like mad, which is fine for ammo and such but
if you're standing on top of a weapon it makes trouble... Somebody might
want to add a drop delay or something to fix that...
- There are still dirty tricks you can do to get ammo... Namely emptying
your weapon, then dropping it and picking up (subverting weaponstay)... To
get around that, you might want to either soften weaponstay (so that you can
pick up a weapon beneath a certain point, so dropping and getting would be
normal behavior) or do something tricky with the ammo... I was thinking
spawning a player with default amounts of all ammo, but without the weapons
to use it... So picking up a weapon ONLY enables the weapon, it would never
give ammo... Just use your discretion, whatever works works.
- There's a tricky thing with the grappling hook going on causing two
players to levitate if they're both grappled onto each other... The quickest
dirtiest fix would be to simply detach a hook if its owner is being hooked
onto by its enemy.

Some warnings:
- The cgame vars don't really have a clear picture of what rune a specific
player has (I deal with it differently than in qagame)... This is just
shoddy coding on my part, because at the time I worked it in I didn't have
too clear a picture of how cgame and qagame communicated... As a result,
rune info isn't always where you expect it to be. Best advice I can give is
look closely at where the runes work correctly and use those areas as a
basis for new stuff...
- Actually, I can't think of any more warnings, but "a warning" just sounded
overly severe, because it's not really that troublesome of an issue...
Still, I couldn't really neglect to mention it entirely.

That's about all I can think of off the top of my head... Good luck with
this, feel free to mangle it as madly as you need to if it gets it working
:) I really don't mind at all...

- Grey Machine Model R
  skywise@swoo.net
  March 9, 2000
  
