Quake 2 HoloGram
============================================================================
Title                   : HoloGram v 1.4
Author                  : Khelan
Email Address           : jmueller@systema.westark.edu (please report bugs)
Description             : A HoloGram for Quake2
Additional Credits to   : id software for making such a great game and for
                          letting us modify the gameplay.
============================================================================

* Play Information *

Single Player           : Yes (I guess, Why?)
Deathmatch              : Yes, Definately
New Sounds              : No
New Graphics            : No
New Music               : No

* Construction *

Base			: Quake2 DLL Source
Compiler(s) Used        : LCCPUB
Known Bugs              : Holo can't move into or in water.
Build Time              : *shrug*

* Install Instructions *
1-      Create a directory under your Quake2 home directory, name it something
        like "Holo" (will end up like \quake2\holo).
2-      Unzip this archive into the new directory.
3-      Run Quake2 with the command line "quake2 +set game holo" (or whatever
        you named the directory).  (The config file holomove.cfg should
        automatically execute.)
4-      Have Fun!

* Other Info *
I designed the HoloGram so that it does two main functions:
1)      Creates a diversion for enemies in the game (so they go after it).
2)      Allow you to use the HoloGram as a method of locating enemies.

When activated, the HoloGram will start in the exact spot you are in.  It
will face the way you are facing, and have the same skin and model you have.
One thing that is different from the HoloGram and the player is that the
HoloGram is NOT solid, you can walk through it, shoot through it, etc.
It will NOT active rockets, grenades, etc. (if they hit it, they go right
through).  During the player's think function, a function is called that
will update the HoloGram with certain information, like modelindex and
skinnum.  In laymans terms, if you jump it jumps, if you crouch it crouches,
if you flip someone off it flips someone off as well.  One important thing
to remember is that wherever you spawned it at, it will ALWAYS stay at that
origin when in mimicking mode (looks like it is running in place if you are
moving).  The command 'cmd holomimic' (bound to 'y') will make it stop
mimicking your movements.  When it is not mimicking your movements, you can
move it.  Using the bindings for HoloGram movement, you can make it move into
different locations.  There are only a couple restrictions, the first is that
it can't move into or in water.  The second main restriction is that it can't
drop off of ledges.  In non mimicking mode, if another player (not yourself)
comes near it and is visible, it will face that player and give you a message
that someone is near it.  It will also tell you when that player leaves its
sight.  It will only face one player at a time, also you can only have one
HoloGram at a time.  The HoloGram (by default) costs 5 cells to use.  The
server admins can change this using the "holocost" variable.  A scanner is
also ready to by used.  The scanner will search the immediate area, and
destroy any HoloGrams that the person can see.  The scanner costs 2 cells by
default, but server admins can change this amount with the "scancost"
variable.

The original keys (should be in the config.cfg):
        D = Create the HoloGram (cmd holocreate)
        Y = Toggle HoloGram mimicking (cmd holomimic)
        F = Destroy HoloGram (cmd holoblow)
New bindings that players need to map themselves (these only work in non
                mimicking mode):
        +hgf = HoloGram moves forward.
        +hgb = HoloGram moves backward.
        +hgr = HoloGram moves right.
        +hgl = HoloGram moves left.
        +hgc = HoloGram crouches.
        hgj  = HoloGram jumps.

* Files in Archive *
gamex86.dll             the game file
config.cfg              config
hologramv14.txt         this file
holomove.cfg            aliases for moving the hologram
autoexec.cfg            the file that executes holomove.cfg

* Future Plans *
Clean code, improve.  Fix it not being able to move into and in water.  Allow
it to drop off of ledges, etc.

* Availability *

ftp://ftp.cdrom.com/pub/quake2/dlls/misc/hologramv14.zip

My HomePage at:
http://www.geocities.com/TimesSquare/Battlefield/8299/


* Legal Stuff *

Read id's legal statement about dll mods.
