Reckless Endangerment Mod
+++++++++++++++++++++++++
It's not fair it's reckless!

Version 2.9
===========
1) Read Version 2.8
2) Changes from 2.8:
	Bullet Selection: (changed)
		Tungsten Arrows:			ONLY crossbow.  Fixed the ricochet effect, it works well, now.

Version 2.8
===========
1) Read Version 2.7
2) Changes from 2.7:
	Bullet Selection: (changed)
		Claymore:				ONLY tripmine.  Will fire a contact grenade, not shotgun shell.
		Nuke:					Bug fixed.  Attacker will now get the frag for the kill.  Plus all 								nuke display shockwave effect.
	Reckless Endangerment: (changed) (20 sec)
		Zero:					Added some friction (50%) and player will be pushed (x,y) if standing 							still.

Version 2.7
===========
1) Read Version 2.6
2) Changes from 2.6:
	Bullet Selection: (changed)
		Hornets Shells:				ONLY Shotgun and RPG.  Shotgun will fire 9 hornet per shell, RPG will 							fire hornets while rocket is in flight.

Version 2.6
===========
1) Read Version 2.5
2) Changes from 2.5:
	Bullet Selection: (changed)
		Hornets Shells:				ONLY Shotgun.  Will fire 9 hornet per shell.
3) Bugs.  Looks like the hook was the problem, removed the hook.

Version 2.5
===========
1) Read Version 2.4
2) Changes from 2.4:
	Bullet Selection: (added)
		Hornets Shells:				ONLY Shotgun.  Will fire 1 hornet per shell.
		Tungsten Arrows:			ONLY Crossbow.  These will richocet off walls.  (Not working that 								well).
3) Bugs (Found in 2.4 and might be in 2.5):  HL server crash for some unknown reason.  It seems that the hook crash the game.

Version 2.4
===========
1) Read Version 2.3
2) Changes from 2.3:
	Added a Reckless overdrive event.  Once per game a siren will go off and one of two overdirves will kick in for a 		maximum of 10 seconds:
				Overdrive:	Some weapons have overdrives attached, just fire and see what happens
				Zero:		Zero gravity and friction.  Good Luck.
	A siren will sound again when overdrive is done.

Version 2.3 
===========
1) Read Version 2.2
2) Changes from 2.2:
	Fixed: 	Crash after killing a player or self.
	Bullet Selection: (Same as 2.2, just added)
		Freeze Grenade:				ONLY Handgrenade.
		Booby Trap:				ONLY Satchel.  The Satchel looks like a Weapon box.  Tip: Place 								near dead player. Nasty!
	Other:
		Hornet Gun:				Change second fire to shoot toads.
		Animations:				Added animations for some of the bullet types (burn, freeze, poison 								etc).  Hope this works and don't crash the game.
		Smoke Trail:				Just for fun.  It seems that your HEV Suit overheats and gives off a 								smoke trail :-)
3) You need to bind a new key for the Grappling Hook.  It is not weapon specific.

Version 2.2 
===========
1) Read Version 2.1
2) Changes from 2.1:
	Fire Selection: 
		Silenced: 		Removed, Glock always fire silenced.
		Homing:			Rpg fire mode.  Lock on target by aiming at target (other player).  Lock will last 						for 5 seconds after "losing" aim.  Blip sound will sound when locked on target.  						Other type of blip when losing lock.  Missile will hunt target.
		Fire and Forget:	Rpg fire mode.  Fired rocket will try to find it's own target.  Targets include 						tripmines.
	Bullet Selection:
		Neurotoxin Filled Ammunition:  		ONLY Glock.
		Napalm Filled Ammunition:  		ONLY Glock.
		Liquid Nitrogen Filled Ammunition:	ONLY Glock.
		10K Volts Charged Ammunition:  		ONLY Python.
		High Velocity Ammunition:  		ONLY Python.
		Venom Filled Ammunition:  		ONLY Python.
		VX Filled Ammunition:   		ONLY MP5.
		Poison Filled Ammunition:  		ONLY MP5.
		Not So Depleted Uranium Ammunition: 	ONLY MP5.
		Acid Filled Ammunition:   		ONLY Glock, Python and MP5.
		Nuke:					Now available for RPG and Snarks (bean fed).  Satchel uses only 1 not 							3.
		
	Other:
 		Auto Health:	Removed.
 		Health:		Will spawn with 100 health = max health (Normal Half-Life).
 		Armor:		Will spawn with 0 charge (Normal Half-Life).
		Aim:  		Will NOT show target name.

Version 2.1  
===========
Ok, You have to bind two new keys before starting the game.  These are Fire Selection and Zoom Selection (Defaults Mouse button 3 and Keypad +)
Changes:
--------
Fire Selection:
 Single:  	Single shot / normal HL firing.
 Rapid:  	2x faster than Single.  Implemented for Glock, Python, MP5, Shotgun and Cross Bow.
 Auto:  	4X faster than Single.  Implemented for Glock, Python, MP5, Shotgun and Cross Bow.
 Silenced: 	Silencer mode.  Implemented for Glock, Python and MP5. (Not working)
 Vampire:	Attacker gains health or armor according to the damage inflicted.  Implemented for Egon.
 
Zoom Selection:
 Normal:	Normal zoom.
 1x:  		Zoom in. Implemented for Python, MP5 and Cross Bow.
 2x:  		Zoom in (again). Implemented for Python, MP5 and Cross Bow.
 (Note:   when RPG is in use this will toggle the lazar dot.)
 (Note:   when Satchel is in use this will throw a Satchel (old secondary fire).)
 
Bullet Selection: (Secondary fire - Mouse 2)
 Normal:     				Normal bullet / ammo / other types. ALL 
 Neurotoxin Filled Ammunition:  	Target drops all weapons. ONLY Glock, Python, MP5 and Crossbow
 Napalm Filled Ammunition:  		Burn damage to target.  ONLY Glock, Python, MP5 and Crossbow
 Liquid Nitrogen Filled Ammunition:	Freeze damage to target.  ONLY Glock, Python, MP5 and Crossbow
 10K Volts Charged Ammunition:  	Shock damage to target.  ONLY Glock, Python, MP5 and Crossbow
 High Velocity Ammunition:  		Sonic damage to target.  ONLY Glock, Python, MP5 and Crossbow
 Venom Filled Ammunition:  		Slows target down.  ONLY Glock, Python, MP5 and Crossbow
 VX Filled Ammunition:   		Nerve gas.  ONLY Glock, Python, MP5 and Crossbow
 Poison Filled Ammunition:  		Poison.  ONLY Glock, Python, MP5 and Crossbow
 Not So Depleted Uranium Ammunition: 	Radiation damage to target.  ONLY Glock, Python, MP5 and Crossbow
 Acid Filled Ammunition:   		Acid.  ONLY Glock, Python, MP5 and Crossbow
 Contact Grenade Ammunition:  		Old MP5 secondary fire.  ONLY MP5
 Snark Drop Ammunition:   		Drop Snarks (Gogas) as projectile travels.  ONLY Cross bow and RPG.
 Homing Missile:    			Will hunt the target. ONLY RPG.
 Cluster Ammunition:   			Explosion will throw 5 contact grenades in random directions.  ONLY RPG and        						Hand grenade.
 Sunburst Ammunition:   		Target will be blinded for 5 seconds.  ONLY Gauss.
 Bouncing Betty:    			Satchel will bounce up and explode (Proximity area = large).  ONLY Satchel.
 Landmine:    				Satchel will explode (Proximity area = small).  ONLY Satchel.
 Flying Snarks:    			Snarks (Gogas) will fly rather than crawl.  ONLY Snark.
 Refried Bean Fed Snarks:  		RUN! These Snarks were placed on a refried bean diet, explode on impact.
 Viper Snarks:    			Poison Snarks.
 Narrow Beam:				Tripmine set to narrow beam.
 Claymore:				Tripmine fires buckshot when exploding.
 Nuke:					Need 3 Satchels to throw nuke, BE WARNED! These are equipped with proximity fuses.. 

Other:
 Auto Health:	Suite will use battery power to restore health.
 Health:	Will spawn with 200 health = max health.
 Armor:		Will spawn with 100 charge = max charge.
 Crowbar: 	A blow will cause the target to get velocity in the direction of the blow.
 Egon:  	Secondary attack will turn player invisible.  This uses 10 gauss clips / rounds to activate.  One 				armour / battery charge per second is used when activated.  When activated, player will become more 				visible depending on movement speed, thus stand still = invisible, run = ghost image. Will deactivate 				when player press second fire again or armour / battery charge depleted.  When armour / battery 				charge depleted it actually used 2 charges more (thus -2 not zero which is displayed).  Happy 					sniping! 
 Aim:  		Will show name of player you are aiming at.

Weapons Default Settings:
 Glock:		Auto Fire 	| Normal Bullets.
 Crossbow:	Single Fire 	| Snark Drop Bolts.
 MP5:		Auto Fire 	| Normal Bullets.


Enjoy
ScoBra7
scobra@ananzi.co.za


* Got it from Wavelenghts (http://www.thewavelength.net/oldsite/coding/) coding tutorials.  
** Got it from PlanetHalfLife (http://www.planethalflife.com/hlprogramming/tutorials.asp) coding tutorials.  
*** Thanx Newbie (mwcjanssen@tebenet.nl)
**** Thanx killa_kid (apeman91@rogers.com) for update to Newbie's mod.
