
Infamy
This is a global value which is affected by the player's actions. It starts at 0 in each level, and the lower it is the better - various elements of play giving the player small benefits. When it starts to rise, these benefits quickly dry up. When high (>7) the benefits are reversed - more traps are sprung, all medkits are rotten, NPCs will attack on sight etc. Additionally, the end of each level features a holy area which contains multiple bonuses (health, weapons, ammo, armour etc) - if the player is at 0 Infamy then these areas can be entered (they count as a secret). Otherwise the area is either locked, inert or replaced by a high tier monster encounter.
Infamy cannot be lowered.
Triggers
is_waiting
melee specific monsterjump
trigger_telefrag (unused)
General
Blood types
func_togglewall (for rifting)
Events
Lightning bolts
earthquakes
thunder + lightning flashes
precipitation - rain, snow, leaves
dimensional rifts - combination of togglewall with alpha'd teleport tex effects.
