Mod:		St. Vitus Virus
Directory:	stvitus
Version:	0.4
Website:	http://www.brimstone.com/quake2/local/mods/
Date:		Apr 12, 1999
Author:		Jason "Woebane" Abbott (jasona@brimstone.com)
Windows Port:	CheezHankrn-RHi (cheezhankrn@geocities.com)

Notes:

	This is a completely server side mod. There is nothing to be downloaded
	for the clients. The clients should be fine if they are running version
	3.19 or 3.20.

	This mod will work on any standard Q2 map; but it works far more
        effectively on medium sized deathmatch maps. Maps that have no health
	on them will have no Health Depots generated on them. This will make
	for a different sort of game, but are still playable.

Changes from standard Quake2:

    Health Depots:
	All health in the game has been removed. The farthest two spots that
	health would have appeared on any map have been replaced with glowing
	permanent rotating Health Depots. If anyone touches a Health Depot they
	will be completely healed up, and they will be infected with the St.
	Vitus Virus. No one has to use a Health Depot, it's there as an option.
	Note, on some maps one or both of the Health Depots could end up in a
        challenging position, but I haven't seen any like that yet (and if
        there is a map out there, that's what the Nitro's for).

    St. Vitus Virus:
	As soon as a player touches a Health Depot they are infected with the
	St. Vitus Virus. This virus will start to rend the player asunder
	within 90 seconds (in fact a little count-down timer will appear in the
	upper right hand side of the players screen). The only way to live
 	longer than the alloted 90 seconds it to find the other Health Depot
	and touch it. That will just prolong the players life for 90 more
	seconds. Basicly, if you get the virus, you're hooked on using the
	Health Depots until you die. When the player's running low on time,
	their screen will begin to flash yellow.

    The Irradiator:
	The BFG has been completely replaced in the St. Vitus Virus mod. In
	it's place is the faster firing, less ammo using, Irradiator. This
	projects a green beam much like the standard Rail Gun does, only it
	does far less damage than the Rail Gun. Instead, it irradiates the
	target. If the target is a player, they will continue to lose health
	slowly until death, or until they reach a Health Depot. The Health
	Depot will cure them completely of the radiation, but it will leave
	them addicted to the Health Depot until death. If the Irradiator misses
	a player and strikes a surface, that surface will flash and arc for
	a while as the radiation spends itself.

    The Rail Gun:
	This Rail Gun is more powerful than your standard rail gun. It will
	actually penetrate several feet of solid rock before spending it's
	energy. This means that when an opponent dodges back behind a wall,
	a clever Rail Gun operator can still shoot them with a slightly less
	powerful shell.

    The Mirving Rocket Launcher:
	This Rocket Launcher will always try to fire at least three rockets at
	the same time. These rockets aren't as powerful as your standard Quake2
	rockets, and they are far less accurate. They also launch at a much
	slower speed than Quake2 rockets, but they accelerate in flight to
	a good clip. The Mirving Rocket Launcher is just a touch slower than
	the standard Quake2 Rocket Launcher.

    The Blaster:
	If the player currently has Power Cells then the blaster will use those
	to increase it's damage slightly.

    Nitro Depots
	On some levels there will be one Nitro Depot (it currently looks like
	an ordinary adrenaline pickup). Once you've touched it you can use the
	"cmd nitro" command to run faster and even fly short distances.
	This will probably be toned down in later versions, as it's a little
	silly right now. It only lasts 10 seconds, but you can toggle it on
	and off to conserve your usage of it.

Running a server:

	This should run just like most ordinary mods. I use the following
	arguments on the command line: "quake2 +set dedicated 1 +set
        deathmatch 1 +set game stvitus +set port 27910 +exec inetserver.cfg"

	The server will log the winner of any map that ended by fraglimit or
	timelimit into the stvitus/winlog file. I usually run this mod with a
        timelimit and fraglimit of 20.

	I've added a couple extra commands that you might want to take
	advantage of:

	sv_maplist_large -
	    In addition to the standard map rotation server variable sv_maplist,
	    I've also added sv_maplist_large. If this variable is present and
	    contains a list of maps, then these maps will be worked into the
	    map rotation whenever there are more than 5 players on the server.
	    This way you can keep small maps in the sv_maplist and large maps
	    when company drops by unexpectedly.

	sv zombie -
	    Old code that I need to yank out of this mod at some time. If you
	    type "sv zombie" at the console, a poor insane marine will be
	    generated on one of the deathmatch spawn points.

To-do List:

Bug Reports and Feature Requests:

	If you have bug-reports or feature-requests, please mail them to
	jasona@brimstone.com.

Why:

	This mod was originally just me poking around the Quake2 code, trying
	a tutorial here and a tweak there, and then implementing the St. Vitus
	Curse because I was going to plug that code into a Holywars server
	(Holywars is a great mod, you should definitely check it out if you
	haven't already) to replace it's Heretic code. When I was done I had
	a faint idea of a mod so I glued all this together just to see how
	tough writing a mod is. It isn't. Try it. It's fun.

Contributers & Thanks:

	Play-testers: Karl "Sun Ra" Bilawski, John "Tig" Marco,
		      Neal "Zond" Kaplan, Geoff "Lictor" Webb,
	Id-Software for Quake2 and doing the whole DLL thing.
	Windows Porter: CheezHankrn-RHi (cheezhankrn@geocities.com)
	Quake DLL Pages: Quake DeveLS (www.planetquake.com/qdevels/)
			 Quake Style (www.telerama.com/~tadao/tutorial.html)

Specific Tutorials I'd like to thank (I might not have used all or part of
    these, but they did inspire and or teach me more than others while
    working on this mod):

	Major Bitch's _Anti-Crash Functions_, _Exploding Body Parts_, _The
		Neck Stretcher_, _Ratapult_
	SumFuka's _Faster Blaster_
	Decker's _Statusbar_
