Challenge ProMode Arena for Quake3
==================================
Date:    10 Apr 02
Site:    http://www.ProMode.org
Contact: arQon@ProMode.org, Rhea@OrangeSmoothie.org
Version: 0.99w2

This readme explains some of the clientside support for CPMA. 
It will never be as current as the changelog, so you should always
check that with each new release.


Objective
=========
- Facilitate admin intervention during matches.
- Provide authentication using the server side CPMA mod, to ensure that
  nobody is using some hacked client version like aimbots or other
  weird stuff.
- Fix id's bugs :)

ID fixes
========
- Too many to list
  Some notables: dropped sounds; loads of pmove bugs; vote exploits


Functionality specifically for use with a CPMA server
=====================================================
- Added bunch of commands to be recognized by tab-completion
- Added some authentication


chat tokens
-----------

#A - Armor

#C - Corpse
The location where you last died
/say_team "Overrun at #C"

#D - Damaged by
The last player to score a hit on you
/say_team "#D is here and he's heavily armed!"

#F - nearest Friendly player, i.e. teammate

#H - Health
/say_team "Hurting bad - #H/#A"

#I - nearest Item
Shows the nearest "significant" (weapon, armor, powerup, or MH)
available item, and that includes dropped items  :)
so if you kill an enemy you can just
/say_team "backpack with #I available"

#L - Location
Many maps have terrible target_location entities
e.g. PG on PRO-DM6 shows as YA
"(pF.arQon) (YA): Weapon available" is a bit crap, neh?
This shows the nearest "significant" item spawn
(weapon, armor, powerup, or MH), whether the item is there or not

#M - aMMo wanted
Lists all types of ammo for weapons you have that are empty or nearly so
/say_team "Need #M"

#P - last Pickup

#T - Target
The last player you hit
/say_team "#T is weak - finish him!"

#U - powerUps

#W - Weapons
Lists all the weapons you have that are loaded


cvars
-----

ch_TeamBackground <0|1> (default = 0)
    Disables teambackground color in statusbar, teamchat.

ch_drawPickup <0|1> (default = 1)
    if enabled it draws the icon and string of the item you just picked up

ch_crosshairColor <color> (0 - 9, a-x, default = 7 (White))
    Important note: cg_crosshairHealth overrides this function,
    turn it off to use colored crosshairs.

cg_teamChatsOnly <0|1> (default = 0)
    if enabled, only draws teamchat on the bottom side of the HUD instead of
        also on top.
        
cg_truelightning <0.0 to 1.0> (default = 0)
    0 - Default shaft feedback as seen in baseq3.
    1 - Pure client side rendering of shaft graphic.
    fractional values - Mix between server and client rendering of shaft

cg_enemyModel <modelname> (default = "" - disabled)
    Setting this will force all players on the enemy team to
    appear to have this model.  Your teammates will retain their
    models unless you specify g_forcemodel 1, which will force
    all of your teammates to your current model.

cg_nochatbeep <0|1> (default = 0 - normal chat beeps enabled)
    Allows client to supress "beeps" heard during normal chat
    messages.  Especially convenient when connected to spam-riddled
    QTV servers.

cg_swapSkins <0|1> (default = 0 - normal team colors)
    Allows you to reverse skin colors as displayed on-screen.
    Note: announcements, overlays, and the scoreboard will still
    maintain your "real" server-controlled team color.

cg_showPlayerLean <0|1> (default = 1 - Show model leaning)
    Allows the disabling of viewed model leaning that was introduced
    in the 1.27x patches.

cg_pmove_fixed <0|1> (default = 1 - enabled)
    Use enhanced client sampling, if the server allows it

cg_statscrolltime <value> (default = 0.15)
    Sets, in seconds, the time it takes for the stats window
    to scroll out and scroll back in.  Setting to 0 disables
    the window.

cg_oversampleMouse <0|1> (default = 0)
    An alternative approach to smoothing the mouse

color <string> (default = 0000 (White))
    First # is your rail color.
    Second # is your Helmet/Visor color.
    Third # is your Shirt Color.
    Fourth # is your Legs Color.

cg_enemyColors <string> (default = "" (No forced enemy colors))
    formatted as RHBL, same as \color

ch_drawWarmup <0|1> (default = 1 - enabled)
    Control display of arena settings before a game starts.


cg_damageDraw <0|1> (default = 1 - enabled)
    Obscure player's vision with blood effect when they are hit

cg_lightningImpact <0|1> (default = 1)
    Draw the "glowing ball" at the end of the shaft

cg_noAmmoChange <0|1> (default = 1 - enabled)
    Disables the ability to switch to a weapon that doesn't
    have any ammo.  Useful for multiple-weapon binds.

cg_nomip <bitmask> (default = 0 - all gfx follow r_picmip)
    Allows changing graphics to picmip 0 setting, regardless of
    current r_picmip setting.  The parameter for this setting
    is a bitmask:
          4 - Bullets
          8 - Shot
         16 - Grenades (and their explosions)
         32 - Rockets (and their explosions)
         64 - LightningGun shaft
        128 - Rail trail and impact
        256 - PlasmaGun bolt and impact
        512 - BFG bolt and impact


HUDs
----

CPMA adds 7 new "stock" HUDs: use "\hudnext" to cycle through them.
In addition, the ch_* cvars allow for extensive customisation of most
HUD options. Experimentation is the best way to understand how the
combinations interact.


Feedback
========
For comments, suggestions, feature requests, bug reports:
   rhea@OrangeSmoothie.org
   arQon@ProMode.org
