ARSENAL#:  A Dehacked v3.0a patch for Doom][

  Changes to weapons


Fist:  You punch twice as fast.

Chainsaw:  This handy tool operates 50% faster than before.

Pistol:  Pistol fires bullets at two and a half times its old
          firing rate.  (Same as ROSSGUNS.)

Shotgun:  Shotgun operates at a little over twice the speed.
           (About the same as ROSSGUNS.)

Super Shotgun:  Fires four shells normally (similar to QUADGUN).
                 It will shoot two shells if you only have two or
                 three shells left.  Weapon speed is about twice
                 as before.  (Slightly slower than ROSSGUNS.)

Chaingun:  It shoots four times as fast.  (Same as ROSSGUNS.)

Rocket Launcher:  Rockets explosions produce blast damage three times.
                   The second blast effect occurs about a half a
                   second after the first, and the third about a
                   half sec. after the second.  This has three side
                   effects:

                  - Explosions last longer.
                  - Cyberdemon rockets can inflict FAR more damage,
                     but direct hits don't inflict more damage
                     than normal.
                  - It is easier to kill yourself with your own
                     rockets.

                  However, the benefits outweigh the costs.  You
                   can level other monsters more quickly with fewer
                   rockets (save the cyberdemon or spider boss, who
                   are immune to explosion damage) and you can
                   escape the secondary explosions easily.

                  In addition, rockets leave behind a trail of smoke.

Plasma Gun:  Weapon depends on which ARSENAL patch you use...

     ARSENAL1 = Super Plasma Gun
  It shoots more quickly and it has no reloading pause.  The plasma
  also flies a bit faster.

     ARSENAL2 = Flamethrower
  This weapon spews forth explosive flames at a very high rate of
  fire.  The flames "explode" once just before disappearing.  You
  have time to escape damage if you accidentally shoot the flamer too
  close to something.  This also means you must wait until the flames
  disappear before you move ahead.  A direct hit inflicts 5 - 40
  points of damage, but the explosion at the end inflicts up to 128
  points of damage.  Its effective range is a little over 1000 Doom
  units.  Maximum capacity (without backpack) is 120 shots, which is
  worth about 3.5 seconds of continuous fire.

     ARSENAL3 = Devastator (flaming cloud generator)
  Devastator is a very powerful but difficult and somewhat dangerous
  weapon to use.  It shoots fireballs that, after three seconds,
  blossom into explosive clouds that destroy (almost) anything in
  their path -- literally!  If it scores a direct hit (seldom happens
  once a cloud is formed), it inflicts 100 - 800 points of damage and
  explodes like a rocket for up to an additional 128 points of damage.
  The fireball/clouds advance slowly, and you only have 15 shots --
  use them wisely.

     ARSENAL4 = Firebomber
  This strange gun lobs blue plasma shots like the plasma gun, but
  this is where the similarity ends.  The plasma is affected by
  gravity.  Because of this, the shots travel very fast.  Accuracy
  is sacrified for speed.  Its effective range on level ground is
  little over 250 Doom units, but it can travel further under certain
  conditions.  A direct hit inflicts 8 - 64 points of damage.  After
  a plasma shot hits something, it cools into a small, bright yellow
  orb.  The orb erupts into flames about 2.25 seconds later.
  Anything (except the cyberdemon or spider boss) caught by the
  flames loses up to an additional 128 points of damage.  Initial
  maximum capacity is 150 shots.

BFG9000:  Coughs up shots three times as fast.  (Same as ROSSGUNS.)

Barrels:  Not exactly a weapon, but these explode one extra time.
