Quake C powerpack

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The Quake C powerpack is a modification for Quake made by Pangloss. This modification is primarily a compilation of other modifications. It was not tested, nor did it have much documentation in what it included; no credits were included.

Monster patrols are broken with this modification. Secrets display an error, stating it is trying to sprint to a non-client. Note also that the Pentagram of Protection is entirely broken; it has the text saying it is the Fiend's Pentagram, but does absolutely nothing without cheating. Similarly the Quad Damage is broken. The Powerups appear to have had an enable/disable system similar to Quake plus, though the impulses (33-36) do not behave as described in the PROGS.DAT.

Impulse 25 was supposed to drop mines, but does nothing. Impulse 31 was supposed to involve a Jetpack, but does nothing.

Impulses

 * Impulse 9 - List of impulses to select custom Weapons. Only impulses 21 and 22 are mentioned.
 * Impulse 21 - Fires a Stinger bomb, which behaves much like the 1.0 release, except that it can explode like a normal Grenade Launcher projectile if not in Water.
 * Impulse 22 - Fires Pipebombs, which behave similar to a Grenade Launcher except it waits for player input before exploding. If it hits an opponent, it will tag them.
 * Impulse 23 - Detonates Pipebombs.
 * Impulse 24 - Disarms Pipebombs, sparing the life of whatever was tagged. Will display a message saying entity was spared.
 * Impulse 26 - Fire themselves in a manner similar to Launcher, except that Splash Damage is included.
 * Impulse 27 - Feign Death.
 * Impulse 29 - Fires a TeleBomb much like in TELE. Costs 1 Rocket. Using it again will teleport the player for the cost of 15 Cells.
 * Impulse 30 - Heavily unstable and causes the server to crash. Will teleport the player if a TeleBomb was used, but causes conflicts with impulse 29.
 * Impulse 32 - Summons a FRIEND. Note that Fiends or Shamblers will commonly spawn, while Grunts rarely will appear. Costs 1 Rocket and 150 Cells, but can be done at any time, even without Ammo.
 * Impulse 34 - Atom Bomb. Ending message is ""Player" sends everyone on a vacation to nuclear heaven...". Entirely harmless when it explodes.
 * Impulse 35 - RacNab.
 * Impulse 38 - Fires RacNab.
 * Impulse 39 - Detonates RacNab.
 * Impulse 41 - Summons TM Bot.
 * Impulse 42 - Manual/Automatic control for TM Bot.
 * Impulse 43 - TM Bot impulse 102.
 * Impulse 44 - TM Bot impulse 103.
 * Impulse 45 - TM Bot impulse 104.
 * Impulse 200 - Next skin in MultiSkin.
 * Impulse 201 - Previous skin in MultiSkin.
 * Impulse 254 - New all Weapons cheat. Also gives the player Fiend mode like the Fiend's Pentagram; note that this was supposed to be impulse 253 (which does nothing).

Alternate Weapon Modes

 * Shotgun - Lazzzzzer gun, uses 1 Cell per shot.
 * Grenade Launcher - RacNab. Is fired/detonated by using the attack button. Has an alternate Proximity Mine mode identical to BOMBS.
 * Rocket Launcher - Worminator Missile mode. Is identical to the Gibgun of BOMBS.
 * Thunderbolt - Electro Magnetic Pulse Weapon. Causes 200 damage per shot. Fires projectiles similar to a Scrag. Costs 20 Cells per shot.

Gameplay Changes

 * The Shell eject mechanics of Bort's QuakeC Mod are included.
 * Homing Missiles.
 * GIBBIN3.
 * Eat Gibs.