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HHweapons package: 10 all new Unreal weapons designed for great Single Player action
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For legal terms read Vigil99.txt


Description for Players:


2: Mag (MaxAmmo: 400, PickupAmmo: 20)
	(summon HHweapons.Mag / HHweapons.bullets)
  your default weapon, capable of decapitation

3: Shotgun (MaxAmmo: 100, PickupAmmo: 20, able to decapitate)
	(summon HHweapons.HHshotgun / HHweapons.ShotgunShells)
  Fire:
    uses 1 shotgun shell, medium accuracy, quick reload
  AltFire:
    uses 4 shotgun shells, very bad accuracy, very slow reload

4: Chaingun (MaxAmmo: 400, PickAmmo: 100)
	(summon HHweapons.Chaingun / HHweapons.bullets)
  Fire:
    standard frequency, but now able to decapitate with deadly accuracy
  AltFire:
    doubled MiniGun-alt-frequency results in severe loss of accuracy

5: True Eightball Gun (MaxAmmo:64, PickAmmo: 16)
	(summon HHweapons.TrueEightball / HHweapons.TrueRocketCan)
  The improved version puts you in full control!
  The following changes have been made:
    - maximum loadcount is 8
    - the rockets don't disperse in that ugly arc, but are released
       and stay in a smooth circle
    - clicking the OTHER(altfire/fire) fire button while holding down the
       fire/altfire button stops the loading sequence of rockets/grenades.
       This makes sense, because:
    - perhaps most important, the rockets/grenades are NEVER launched
       before the fire/altfire button is released

6: Flak Launcher (MaxAmmo:50, PickupAmmo: 20)
	(summon HHweapons.FlakLauncher / HHweapons.FlakShellAmmo)
  Fire:
    standard FlakCannon fire
  AltFire:
    Launches Flak-Shell proximity mines, which cling to walls and can alternativly
    be forced to detonate by clicking the fire button while holding down AltFire.
    This makes sense, because a mine is launched when releasing AltFire, while
    holding down AltFire charges the mine's acceleration device, using up your
    EnergyCells. So a short charge time lets you drop the mine right in front
    of your feet, while maximum charge propels the mine up to rocket-like physics.
    For security reasons, they are activated only after 2 seconds after hitting a surface,
    and are destroyed without effect when touched in the inactive state.

7: Razor Launcher (MaxAmmo:100, PickupAmmo: 25)
	(summon HHweapons.RazorLauncher / HHweapons.RazorLAmmo)
  Fire:
    launches Razor Blades with increased frequency (able to decapitate)
  AltFire:
    provides a standard SkaarjTrooper shield, which depletes your EnergyCells at a rate
    of 3 per second

8: (first I wanted to include crescent's incredible DSPAC, but it is definitely FAR too
      powerful, complicated and unbalanced for 'real gameplay')
   I'm currently working on a shrinker (altfire 'ballooner'), but for now you may make some 
   barbecue with Windex's & Max.Smoke's great

  Flamethrower (MaxAmmo:75, PickupAmmo:20)
	(summon HHDexFT.HHFlameThrower / HHDexFT.HHFlameAmmo)
    for documentation and legal stuff read 'DexFT v2.5.txt'

9: Sniper Rifle (MaxAmmo:50, PickupAmmo:16)
	(summon HHweapons.SniperRifle / RifleAmmo)
  Fire:
    standard Rifle fire
  AltFire:
    The improved version instantly goes to maximum zoom and provides a nice
    scanning device

10: Freezer (MaxAmmo:100, PickAmmo: 20, AmmoMesh: ASMDAmmo mesh)
	(summon HHweapons.Freezer / HHweapons.FreezerAmmo)
  Fire:
    emits high-frequency ice crystals which are able to deepfreeze every organic
    material and can be reflected by surfaces three times
  AltFire:
    emits a surface-clinging cryogenic blob which sucks the thermic energy out of anything
    touching it. Charge depends on the time you hold down the AltFire button.
    Be careful not to run into one of those refrigerators!

1: BFG 20000 (MaxAmmo: 250, PickupAmmo: 100, AmmoMesh: DispersionPowerUp mesh)
	(summon HHweapons.BFG20k / HHweapons.EnergyCells)
  Fire:
    Perhaps the best choice for Skaarj hunters, this baby fires high-frequency, 
    heat-seeking, blazing balls of energy, which hunt down their once picked 
    enemy till the end, unless something comes in their path of destruction.
    When they fly into a stable orbit around their enemy, their speed decreases
    until impact. Although they have a very small explosion radius, close combat
    is not recommended.
  AltFire:
    You know it.
    You love it.
    You will need it.
