* quad damage "crash" fixed by removing attacker's powerups on explosion
+ more sound effect entries in code... anyone have countdown sounds? (10,5,3,2,1)
+ bit better documentation...
? more reliably working a-bomb but still not 100% ... only way I managed to make it "fail" was using it at _beginning_ of E1M1 (skill 3, before waking up the enemies) ... killed only one enemy for some weird reason...
+ some sort of random 5% chances of survival... maybe with poison or something?
- tell clients (players) about new impulse(s)?
- put them back in one file after regaining the trust to qcc? ;)
- maybe recode _everything_ and see if the bug(s) disappear(s)?