                TERRORIST WEAPONS
             by Ted_Koppel and swelsh
Files:  weapons.qc
        terorist.txt

I assume you know what to do with this. 

This QC patch uses AsmodeusB's pipebombs combined with
foobar's attach grenades to produce Tag-pipebombs. 
Basically, you thow one or more of these devices at your 
enemy in an attempt to hit. If you hit you get a notification
that you have "tagged" your victim. The victim also gets 
notification. After he has been tagged, he is all yours.
You may gib him whenever you wish. He can run all around
the level, take transporters, swim, even frag you! He is
_still_ tagged. Hit the detonate switch and he gibs. Nasty.

I have also provided a disarm switch to spare your worthless victim.
This provides the ability to undo friendly-fire-tags in teamplay.
This also provides a chance to coerce your tagged opponent into 
giving up his weapons. This is done using VHold's BackpackThrow.
I have coded a similar Backpackthrow that puts ALL your ammo
and weapons into the backpack. So you can throw a Partial pack
or a Full pack. The idea here is that the tagger might spare the
life of the taggee who pitches all his stuff.  You can tell if
the taggee really threw a full backpack because the full type
glows. 

As a final enhancement, I added the VAMPIRIC THUNDERBOLT.
Yes, gentlemen, this toy is almost too powerful. Train it on 
some poor sucker and watch your health go up proportionally
to the amount of damage you do! But be careful - exceed 250
health and you overload. Your health instantly goes to 25 and
all your cells lose charge. Poor greedy bastard.

So, if you get tagged and some power hungry terrorist is demanding
all your weapons and ammo in exchange for your life, just remember
that you might be able to drain off enough of his health to
offset the explosion when he detonates your uncooperative ass.

So... in a nutshell:

Throw pipebomb                  = impulse 61
Detonate pipebomb               = impulse 62
Disarm pipebomb                 = impulse 63

Throw partially filled Backpack = impulse 20
Throw full Backpack             = impulse 21

Vampiric thunderbolt gives life equal to damage you do.
Vampiric thunderbolt overloads if your health goes over 250.


Bugs:
*  Pipebomb throws are not timed. You can throw them too quickly.
*  After you throw a full backpack, notice you still have weapons.

Don't be surprised if:
*  A tag-grenade falls off its target. There is a small chance the thing
   will just fall off.
*  You see the pipebomb floating around inside a tagged player/monster.
   Don't panic - this is perfectly natural.
*  Tagged players/monsters flicker with unnatural light. See above.
*  Backpacks glow. It's a full one! Go git it!
*  Backpacks glow. Caution here - some bloke has probably mined the
   hell out of the area. Stay away from the backpack!

Special thanks to contributors(in no special order):

id: Pay them or suck!
Vhold: Born to code... 
AsmodeusB: Code to live...
foobar: Code like the wind...

I am Ted_Koppel. Mail me at sjones@teclink.net





