

************************************
        poq_modern [v0.5]
         ---------------
List of fixes, changes and additions
************************************

Updates written by: IEEE, Bam



Fixes:
------

- During intermission finale, new players connecting weren't supported
  causing the intermission finale to exit. fixed
- ClientKill () didn't work like a real death. fixed
- When a player respawned after being killed by an axe,
  his first pain sound was an axe hit. fixed
- When a player shot, all impulses were blocked which prevented him from
  changing weapons until it was time to fire again. fixed
- Sometimes original spawnpoints get stuck. fixed
- When teamplay was enabled, self damage was being ignored. fixed
- The cycle weapon functions caused crashes on very rare occasions. fixed
- Players were being discharged by players even though they were not
  in the water. fixed (Fix by Maddes/Kryten)
- Allowing angles for trigger_teleport (). fixed (Fix by Maddes)
- Incorrect setting of nextthink for spike shooters. fixed (Fix by Maddes/Smagol)
- Negative damage occuring in T_Damage () caused healing. fixed (Fix by Maddes)
- Players that died with powerups continued glowing. fixed
- DeathBubbles () returned but didn't remove its entity when the wrong
  conditions were met, eventually filling up all edict slots. fixed

Additions:
----------
- Added func.qc for function prototypes to clean up other .qc files.
- Added 6 more functions in defs.qc for centerprint to support up to
  7 string parameters, highly useful in today's mods.
- Added voting system. This system takes advantage of the double impulse hack
  enabling a coder to add almost an unlimited amount of votable commands.
  (This could also be used for non-voting applications)
- Added bindings (alias) support to replace using impulses.


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Utilizing the binding and voting system:
----------------------------------------

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To add bindings to your mod:
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1) First, go to send_commands_now () in bindings.qc to add additional aliased
   impulses using alias_make (). This creates an alias for the impulse you specify,
   but at this point the impulse will execute nothing.

2) Second, go to ImpulseCommands () in weapons.qc and add: a condition checking
   for the impulse you specified and code to then be executed.


***********************************************
To add vote-able bindings/commands to your mod:
***********************************************

1) First, go to vote_aliases () in vote.qc to add additional aliased impulses
   using alias_make_secondary (). This creates an alias for the impulse
   you specify, but at this point the impulse will execute nothing.

2) Second, go to ImpulseCommands_Secondary () in weapons.qc and add: a condition
   checking for the impulse you specified, condition(s) checking whether or not
   the vote should be cast, and vote_init () to initiate the vote.

3) Third, find vote_exec_map_change () in vote.qc and under it create a new
   function that will be called when the vote passes. (The end result of the vote)

4) Fourth, go to vote_print () in vote.qc and add: a condition checking for
   the type of vote and creating a description of the vote.


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NOTE:
*********
To help understand what to do to add additional vote-ables, I
have commented out example code for adding a practice mode vote-able.

*********
NOTE:
*********
Impulses do not conflict between alias_make () and alias_make_secondary ().
If you create an alias using alias_make () the impulse will be checked by
ImpulseCommands (), but if you create an alias using alias_make_secondary ()
the impulse will be checked by ImpulseCommands_Secondary ().







