
Program: MedArmory-PRO
Version: 1.06
Author: James Couzens (prodigy@redphive.org)
Info: A MetaMod plugin for Natural Selection
Date: September 6, 2003

MM Vars: 

medarmory_dishout 4 
 : How much health to give out each tick
 : KEEP THIS NUMBER SMALL!  What if your troll of a commander
 : builds a wall of these?!  It could happen!

medarmory_range 200
 : The range a player must be in to receive health

medarmory_advonly 0
 : If enabled (1) only Advanced Armory will give out
 : health.  Non upgraded armories give out half of
 : the 'medarmory_dishout' value, so make sure your
 : dishout value is an EVEN number.

medarmory_elec_armory 0
 : If enabled (1) Armory will auto electrify upon
 : build completion.

medarmory_elec_tf 1
 : If enabled (1) TF (Turret Factory) will auto
 : electrify upon build completion.

medarmory_elec_turret 0
 : If enabled (1) turrets will auto electrify upon
 : build completion

medarmory_elec_rt 1
 : If enabled (1) RT (Resource Tower) will auto
 : electrify upon build completion.

medarmory_glow 1
 : If enabled (1) marine weapons will glow.  Each weapon
 : will glow differently.  In addition a bright white
 : dynamic lighting effect will shine down upon it 
 : illuminating its location making it easier for marines
 : to locate and retrieve lost weapons.

medarmory_mines 1
 : If enabled (1) mines when planted will become nearly 
 : invisible.  Gorges can hear a noise when in range of a
 : planted mine to prevent abuse by marines.

--- CHANGE LOG
1.06 - Gorge MineSweeper noises fixed (now only heard when within
       proper range).  All electricity, glowing and mines are now
       all controlled from CVARs.  Re-added Turret and Armory
       electrocution via CVAR.

1.05 - Added Gorge MineSweeper.  Gorges can hear a mine noise when
       a mine is within range.

1.04 - Removed Turret and Armory electricity.

1.03 - Auto electrocuting Turrets (upon build completion).

1.02 - Auto electrocuting Armory, RT's and TF's (upon build
       completion)

1.01 - Fixed a bug, or rather, added functionality.  As soon as
       an armory was dropped it, it would heal, regardless if it
       was constructed or not.  With this version, armories must
       be fully constructed before they will commence healing.
     - Changed - Armories will only glow when you are within,
       or some user is in healing range.

1.00 - Initial Release

Thanks: [WHO]Them, #nsserver, modNS.org

This plugin is based on original works by [WHO]Them.  Thanks for
helping to keep source open Them.