Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 19 Patch format = 6 Thing 2 (Trooper) Alert sound = 0 Exploding frame = 0 Action sound = 0 Thing 3 (Sargeant) Alert sound = 0 Death frame = 189 Exploding frame = 0 Action sound = 0 Thing 12 (Imp) Death sound = 60 Thing 34 (Rocket (in air)) Death frame = 808 Speed = 1966080 Missile damage = 100 Thing 36 (BFG Shot) Initial frame = 107 Death frame = 109 Speed = 1966080 Missile damage = 50 Thing 38 (Bullet Puff) Initial frame = 222 Death sound = 63 Thing 40 (Teleport Flash) Bits = 536 Thing 41 (Item Respawn Fog) Bits = 536 Thing 54 (Stim Pack) Hit points = 100000 Mass = 20 Bits = 524293 Thing 55 (Medical Kit) Hit points = 100000 Mass = 20 Bits = 524293 Thing 65 (Box of Ammo) Hit points = 100000 Mass = 20 Bits = 524293 Thing 67 (Box of Rockets) Hit points = 100000 Mass = 20 Bits = 524293 Thing 69 (Energy Pack) Hit points = 100000 Mass = 20 Bits = 524293 Thing 71 (Box of Shells) Hit points = 100000 Mass = 20 Bits = 524293 Frame 5 Duration = 2 Frame 6 Duration = 2 Frame 7 Duration = 2 Next frame = 28 Frame 13 Duration = 2 Frame 14 Sprite subnumber = 32769 Duration = 3 Frame 15 Duration = 3 Next frame = 10 Frame 16 Sprite number = 1 Sprite subnumber = 0 Duration = 0 Next frame = 18 Frame 17 Sprite subnumber = 0 Duration = 0 Frame 21 Duration = 0 Frame 22 Sprite subnumber = 32769 Duration = 2 Frame 23 Sprite subnumber = 2 Duration = 2 Next frame = 16 Frame 24 Sprite subnumber = 3 Duration = 0 Next frame = 18 Frame 25 Sprite number = 9 Sprite subnumber = 0 Duration = 20 Next frame = 57 Frame 26 Sprite number = 2 Sprite subnumber = 6 Duration = 2 Next frame = 28 Frame 27 Sprite number = 14 Sprite subnumber = 0 Duration = 10 Next frame = 81 Frame 28 Sprite number = 2 Duration = 15 Next frame = 2 Frame 30 Sprite subnumber = 0 Duration = 0 Next frame = 1 Frame 31 Sprite subnumber = 1 Duration = 0 Frame 36 Sprite subnumber = 32769 Duration = 3 Frame 37 Sprite subnumber = 2 Duration = 2 Frame 38 Sprite subnumber = 3 Duration = 2 Next frame = 40 Frame 39 Sprite number = 2 Sprite subnumber = 0 Duration = 0 Next frame = 5 Frame 40 Sprite subnumber = 2 Duration = 2 Next frame = 42 Frame 41 Sprite number = 14 Sprite subnumber = 0 Duration = 0 Next frame = 83 Frame 42 Sprite subnumber = 0 Duration = 15 Next frame = 32 Frame 43 Sprite number = 2 Sprite subnumber = 0 Duration = 0 Next frame = 5 Frame 47 Sprite subnumber = 8 Duration = 0 Next frame = 1 Frame 48 Sprite subnumber = 9 Duration = 0 Frame 52 Sprite subnumber = 32769 Duration = 2 Frame 53 Sprite subnumber = 32770 Duration = 2 Frame 54 Sprite subnumber = 0 Frame 55 Sprite subnumber = 0 Duration = 0 Frame 56 Sprite subnumber = 1 Duration = 0 Frame 60 Sprite subnumber = 0 Duration = 3 Frame 61 Sprite subnumber = 32769 Duration = 4 Next frame = 25 Frame 62 Duration = 3 Frame 63 Sprite subnumber = 0 Duration = 0 Next frame = 1 Frame 64 Sprite subnumber = 1 Duration = 0 Next frame = 1 Frame 65 Sprite subnumber = 2 Duration = 0 Next frame = 1 Frame 66 Sprite subnumber = 3 Duration = 0 Frame 71 Duration = 3 Frame 72 Duration = 3 Frame 73 Sprite subnumber = 0 Frame 77 Sprite subnumber = 32769 Duration = 2 Frame 78 Sprite subnumber = 0 Duration = 2 Frame 79 Sprite subnumber = 0 Duration = 0 Frame 80 Sprite subnumber = 1 Duration = 0 Frame 84 Sprite subnumber = 32769 Duration = 3 Frame 85 Sprite subnumber = 32770 Duration = 3 Frame 86 Sprite subnumber = 0 Duration = 15 Frame 87 Sprite subnumber = 0 Duration = 0 Frame 88 Sprite subnumber = 0 Duration = 0 Next frame = 1 Frame 89 Sprite subnumber = 1 Duration = 0 Frame 93 Sprite number = 2 Frame 94 Sprite number = 2 Sprite subnumber = 0 Frame 95 Sprite number = 2 Sprite subnumber = 0 Frame 96 Sprite number = 2 Sprite subnumber = 0 Frame 107 Next frame = 107 Frame 109 Sprite subnumber = 32769 Frame 110 Sprite subnumber = 32770 Frame 111 Sprite subnumber = 32771 Next frame = 0 Frame 127 Sprite number = 24 Sprite subnumber = 32768 Duration = 3 Frame 128 Sprite number = 24 Sprite subnumber = 32769 Duration = 3 Frame 129 Sprite number = 24 Sprite subnumber = 32770 Duration = 3 Next frame = 130 Frame 130 Sprite number = 24 Sprite subnumber = 32771 Duration = 3 Frame 131 Sprite number = 24 Sprite subnumber = 32772 Duration = 3 Frame 132 Sprite number = 24 Sprite subnumber = 32773 Duration = 3 Frame 133 Sprite number = 24 Sprite subnumber = 32774 Duration = 3 Frame 134 Sprite number = 24 Sprite subnumber = 32775 Duration = 3 Frame 135 Sprite number = 24 Sprite subnumber = 32776 Duration = 3 Frame 136 Sprite number = 24 Sprite subnumber = 32777 Duration = 3 Frame 137 Sprite number = 24 Sprite subnumber = 32778 Duration = 3 Frame 138 Sprite number = 24 Sprite subnumber = 32779 Duration = 3 Frame 139 Sprite number = 24 Sprite subnumber = 32780 Duration = 3 Frame 140 Sprite number = 24 Sprite subnumber = 32781 Duration = 3 Frame 141 Sprite number = 24 Sprite subnumber = 32782 Duration = 3 Next frame = 142 Frame 142 Sprite number = 24 Sprite subnumber = 32783 Duration = 3 Frame 143 Sprite number = 24 Sprite subnumber = 32784 Duration = 3 Frame 144 Sprite number = 24 Sprite subnumber = 32785 Duration = 3 Frame 145 Sprite number = 24 Sprite subnumber = 32786 Duration = 3 Frame 146 Sprite number = 24 Sprite subnumber = 32787 Duration = 3 Frame 147 Sprite number = 24 Sprite subnumber = 32788 Duration = 3 Next frame = 0 Frame 148 Sprite number = 22 Frame 207 Sprite number = 29 Frame 208 Sprite number = 29 Frame 209 Sprite number = 29 Frame 210 Sprite number = 29 Frame 211 Sprite number = 29 Frame 212 Sprite number = 29 Frame 213 Sprite number = 29 Frame 214 Sprite number = 29 Frame 215 Sprite number = 29 Frame 216 Sprite number = 29 Frame 217 Sprite number = 29 Frame 218 Sprite number = 29 Frame 219 Sprite number = 29 Frame 220 Sprite number = 29 Frame 221 Sprite number = 29 Frame 222 Sprite number = 17 Sprite subnumber = 32768 Duration = 3 Frame 223 Sprite number = 17 Sprite subnumber = 1 Duration = 3 Frame 224 Sprite number = 17 Sprite subnumber = 2 Duration = 3 Frame 225 Sprite number = 17 Sprite subnumber = 3 Duration = 3 Next frame = 0 Frame 226 Sprite number = 17 Sprite subnumber = 3 Duration = 3 Frame 227 Sprite number = 29 Frame 228 Sprite number = 29 Frame 229 Sprite number = 29 Frame 230 Sprite number = 29 Frame 231 Sprite number = 29 Frame 232 Sprite number = 29 Frame 233 Sprite number = 29 Frame 234 Sprite number = 29 Frame 235 Sprite number = 29 Frame 236 Sprite number = 29 Frame 237 Sprite number = 29 Frame 238 Sprite number = 29 Frame 239 Sprite number = 29 Frame 240 Sprite number = 29 Frame 808 Sprite number = 24 Duration = 3 Frame 809 Sprite number = 24 Duration = 3 Frame 810 Sprite number = 24 Duration = 3 Frame 811 Sprite number = 24 Duration = 3 Frame 812 Sprite number = 24 Duration = 3 Next frame = 132 Frame 841 Sprite subnumber = 1 Frame 870 Sprite subnumber = 1 Frame 872 Sprite subnumber = 1 Frame 873 Sprite number = 79 Frame 874 Sprite subnumber = 1 Frame 875 Sprite number = 79 Frame 876 Sprite subnumber = 1 Ammo 0 (Bullets) Max ammo = 400 Ammo 1 (Shells) Max ammo = 200 Per ammo = 15 Ammo 2 (Cells) Max ammo = 50 Per ammo = 4 Ammo 3 (Rockets) Max ammo = 10 Weapon 0 (Fists) Shooting frame = 39 Weapon 5 (Plasma Gun) Ammo type = 0 Weapon 6 (BFG 9000) Ammo type = 5 Deselect frame = 41 Weapon 8 (Super Shotgun) Ammo type = 2 Pointer 15 (Frame 22) Codep Frame = 52 Pointer 22 (Frame 36) Codep Frame = 22 Pointer 51 (Frame 71) Codep Frame = 1 Pointer 57 (Frame 77) Codep Frame = 14 Pointer 58 (Frame 78) Codep Frame = 1 Ammo 1 (Shells) Max ammo = 400 Per ammo = 15 Ammo 2 (Cells) Max ammo = 25 Ammo 3 (Rockets) Max ammo = 10 Misc 0 Initial Bullets = 0 Max Armor = 500 Green Armor Class = 2 Blue Armor Class = 5 BFG Cells/Shot = 0 BFG Cells/Shot = 0 Text 4 4 SHTGKF7S Text 4 4 PUNGSLAP Text 4 4 PISGSPP7 Text 4 4 SHT2ASHT Text 4 4 CHGGRCP9 Text 4 4 PLSGSD5K Text 4 4 BFGGMOON Text 4 4 PLSSBEAM Text 4 4 PLSEBEAM Text 4 4 BFE1EXPL Text 4 4 BFUGLASR Text 4 4 MGUNRC90 Text 4 4 PLASDEUS Text 4 4 SHOTRIFL Text 4 4 SGN2ASGN #[STRINGS] #OB_MPFIST = was Karatee Chopped by %s's hand. #OB_MPPISTOL = died from %s's PP7. #OB_MPSHOTGUN = made %s's day with a KF7. #OB_MPSSHOTGUN = was splattered by %s's Automatic Shotgun. #OB_MPPLASMARIFLE = shot to pieces by %s's silenced D5K. #OB_MPBFG_BOOM = got executed by %s's Moonraker Laser. #OB_MPCHAINGUN = %s ate some lead. #OB_MPROCKET = was blown up by %s's Rocket Launcher. #OB_SUICIDE = went Kamakazee! #OB_FALLING = bunjee jumped without a cord! #OB_CRUSH = was squished like a bug! #OB_EXIT = tried to abort the mission! #OB_WATER = can't swim with all those heavy weapons! #OB_SLIME = turned radioactive-green! #OB_LAVA = turned into hot slag! #OB_BARREL = went KA-BOOM! #OB_STEALTHZOMBIE = thought %g saw a Communist #OB_STEALTHSHOTGUY = thought %g saw a Sargeant #OB_STEALTHIMP = thought %g saw an Sniper hiding #OB_STEALTHDEMON = thought %g saw a Scientist #OB_STEALTHCACO = thought %g saw a Terroist #OB_STEALTHVILE = thought %g saw an archvile #OB_STEALTHCHAINGUY = thought %g saw a Commando #OB_STEALTHKNIGHT = thought %g saw a Thug #OB_STEALTHBARON = thought %g saw General Ourumov #OB_STEALTHBABY = thought %g saw an Guard #OB_STEALTHFATSO = thought %g saw Xenia #OB_STEALTHUNDEAD = thought %g saw a revenant #OB_ZOMBIE = was killed by a Guard #OB_WOLFSS = was kicked out by a Security Guard #OB_SHOTGUY = was shot by a sargeant #OB_CHAINGUY = was perforated by a chaingunner #OB_IMP = was picked off by an Sniper #OB_IMPHIT = was knifed by an Sniper #OB_DEMONHIT = was bit by a demon #OB_SPECTREHIT = was gassed to death #OB_CACOHIT = got knifed by a Terroist #OB_CACO = was held hostage by a Terroist #OB_SKULL = was capped by a Scientist with bad aim #OB_KNIGHT = was capped by a Russian Thug #OB_KNIGHTHIT = was punched by a Russian Thug #OB_BARON = was capped by General Ourumov #OB_BARONHIT = was punched by General Ourumov #OB_BABY = let Trevalyn's Guard get %h #OB_UNDEADHIT = was punched by a revenant #OB_UNDEAD = couldn't evade a revevant's fireball #OB_FATSO = was squished by a Xenia's thighs #OB_VILE = was incinerated by an archvile #OB_SPIDER = stood in awe of his old friend Trevalalyn #OB_CYBORG = was splattered by a Rocket Launcher Dude #GOTARMOR = picked up some body armour. #GOTMEGA = picked up some body armour. #GOTBERSERK = oddjob chop! #GOTCLIP = picked up some ammo. #GOTCLIPBOX = picked up some ammo. #GOTROCKET = picked up a rocket. #GOTROCKBOX = picked up some rockets. #GOTCELL = picked up some shotgun cartridges. #GOTCELLBOX = picked up some shotgun cartridges. #GOTSHELLS = picked up some rifle rounds. #GOTSHELLBOX = picked up some rifle rounds. #GOTBACKPACK = picked up a backpack. #GOTBFG9000 = picked up a Moonraker Laser! #GOTCHAINGUN = picked up a RC-P90. #GOTCHAINSAW = found your LaserWatch #GOTLAUNCHER = picked up a Rocket Launcher! #GOTPLASMA = picked up a D5K Deustche (silenced). #GOTSHOTGUN = picked up a KF7 Soviet. #GOTSHOTGUN2 = picked up a Automatic Shotgun. #Text 405 407 #YOU HAVE ENTERED DEEPLY INTO THE INFESTED #STARPORT. BUT SOMETHING IS WRONG. THE #MONSTERS HAVE BROUGHT THEIR OWN REALITY #WITH THEM, AND THE STARPORT'S TECHNOLOGY #IS BEING SUBVERTED BY THEIR PRESENCE. #AHEAD, YOU SEE AN OUTPOST OF HELL, A #FORTIFIED ZONE. IF YOU CAN GET PAST IT, #YOU CAN PENETRATE INTO THE HAUNTED HEART #OF THE STARBASE AND FIND THE CONTROLLING #SWITCH WHICH HOLDS EARTH'S POPULATION #HOSTAGE.Ourumov's Obsession for security back- #fired this time. As you see the Silo's #Elevator ahead, you can hear the #explosions of the ruptured fuel tanks #exploding behind you as the rest of the #Soviet Missile Silo blows up into a #gigantic fireball... #You did find a GoldenEye Satellite in the #Silo. The rumours must be true about #the Top-Secret Soviet Weapon that will #destroy all circuitry?? Text 164 164 CONGRATULATIONS, YOU'VE FOUND THE SECRET LEVEL! LOOKS LIKE IT'S BEEN BUILT BY HUMANS, RATHER THAN DEMONS. YOU WONDER WHO THE INMATES OF THIS CORNER OF HELL WILL BE.Congratulations, You've found the Secret Level! Stop the Communists from burning this sacred place down. They have amassed in large numbers so be be careful ... ... Text 92 94 CONGRATULATIONS, YOU'VE FOUND THE SUPER SECRET LEVEL! YOU'D BETTER BLAZE THROUGH THIS ONE! Congratulations, You've found the Super Secret Level! They are invading the neighborhood now. Text 9 8 ZOMBIEMANGuard #1 Text 11 8 SHOTGUN GUYSergeant Text 17 18 HEAVY WEAPON DUDER. Jungle Commando Text 3 3 IMPR-S Text 5 7 DEMONGuard 2 Text 9 9 LOST SOULScientist Text 9 8 CACODEMONTerroist Text 11 11 HELL KNIGHTRussianThug Text 13 15 BARON OF HELLGeneral Ourumov Text 11 8 ARACHNOTRONHenchmen Text 8 11 MANCUBUSXenia Ontop Text 21 20 THE SPIDER MASTERMINDTrevalyn (aka Janus) Text 14 15 THE CYBERDEMONR.Launcher Dude Text 8 10 OUR HEROJames Bond Text 21 20 Next time, scumbag...Next time, Commie... Text 8 11 Berserk!KarateChop! Text 20 21 Picked up the armor.Picked up Body Armor. Text 24 24 Picked up the MegaArmor!Picked up Body Armor. Text 25 25 Picked up a health bonus.Drank up a Martini Vodka. Text 25 26 Picked up an armor bonus.A Mission object complete. Text 11 10 MegaSphere!Big Vodka! Text 27 27 Picked up a blue skull key.Picked up a small safe key. Text 29 28 Picked up a yellow skull key.Picked up the GoldenEye Key. Text 26 27 Picked up a red skull key.Picked up a small door key. Text 16 18 Invulnerability!Big Martini Vodka! Text 20 22 Partial InvisibilityTemporary Stealth Mode Text 24 24 Radiation Shielding SuitYou put on the Gas Mask. Text 17 18 Computer Area MapYou found a Doc... Text 25 24 Light Amplification VisorYou found X-Ray Glasses. Text 27 26 Picked up a box of rockets.Picked up a Golden Bullet. Text 34 34 Picked up a backpack full of ammo!You found a Tux with more Pockets! Text 30 30 You got the BFG9000! Oh, yes.You found the MoonRaker Laser! Text 21 23 You got the chaingun!You found the RCP-90!!! Text 28 31 A chainsaw! Find some meat!You put your LaserWatch back on Text 23 21 You got the plasma gun!You found the DK5 ... Text 20 22 You got the shotgun!You picked up an KF-7. Text 26 26 You got the super shotgun!You found an Auto-Shotgun. Text 22 23 Degreelessness Mode OnCool James Bond Mode-On Text 23 22 Degreelessness Mode OffNormal James Bond Mode Text 20 23 Ammo (no keys) AddedNatalyia Big Guns Added Text 17 16 level 1: entrywaylevel 1: The Dam Text 19 17 level 2: underhallslevel 2: Facility Text 20 20 level 3: the gantletlevel 3: The Runway Text 18 18 level 4: the focuslevel 4: Surface 1 Text 26 27 level 5: the waste tunnelslevel 5: Severnaya Bunker 1 Text 20 20 level 6: the crusherlevel 6: Missle Silo Text 20 22 level 7: dead simplelevel 7: Silo Elevator Text 25 27 level 8: tricks and trapslevel 8: The French Frigate Text 16 18 level 9: the pitlevel 9: Surface 2 Text 24 27 level 10: refueling baselevel 10: Severnaya Bunker2 Text 29 29 level 11: 'o' of destruction!level 11: Statue Park, Russia Text 21 22 level 12: the factorylevel 12: GRU Archives Text 18 17 level 13: downtownlevel 13: Streets Text 25 24 level 14: the inmost denslevel 14: Military Depot Text 25 27 level 15: industrial zonelevel 15: The Missile Train Text 17 16 level 16: suburbslevel 16: Jungle Text 19 18 level 17: tenementslevel 17: Elevator Text 23 23 level 18: the courtyardlevel 18: Janus Control Text 21 23 level 19: the citadellevel 19: Water Caverns Text 17 16 level 20: gotcha!level 20: Cradle Text 17 19 level 21: nirvanalevel 21: The Fight Text 23 23 level 22: the catacombs22: The Egyptian Temple Text 24 24 level 23: barrels o' fun23: Dr No's Island...... Text 19 19 level 24: the chasm24: Liparus........ Text 20 23 level 25: bloodfalls25: Vulcano Mayhem .... Text 29 31 level 26: the abandoned mines26: St. Cerils ................ Text 23 23 level 27: monster condo27: Fort Knox.......... Text 26 27 level 28: the spirit world28: Crab Key .............. Text 24 27 level 29: the living end29: (Coming Soon...) ...... Text 21 23 level 30: icon of sin30: (Coming Soon...) .. Text 21 23 level 31: wolfensteinlevel 31: Mystery Place Text 16 18 level 32: grosselevel 32: My House Text 17 19 You start to raveBond, James Bond... Thing 3 (Sargeant) Hit points = 40 Thing 9 (Xenia) Hit points = 200 First moving frame = 366 Width = 1048576 Height = 3670016 Mass = 80 Respawn frame = 0 Thing 11 (Russian Commando) Hit points = 60 Thing 12 (Russian Sniper) Hit points = 20 Close attack frame = 0 Far attack frame = 454 Speed = 2 Thing 13 (Guard #2) Hit points = 50 Width = 1310720 Height = 4194304 Mass = 80 Respawn frame = 0 Thing 14 (Gas Leak) Hit points = 500 Alert sound = 0 Attack sound = 0 Pain sound = 0 Death sound = 0 Width = 1310720 Height = 4194304 Mass = 200 Action sound = 0 Bits = 12 Thing 15 (Russian Terrorist) Hit points = 80 Far attack frame = 505 Width = 1310720 Height = 4194304 Mass = 80 Bits = 4194310 Respawn frame = 0 Thing 16 (General Ourumov) Hit points = 300 Close attack frame = 0 Width = 1310720 Mass = 100 Respawn frame = 0 Thing 18 (Dostovie Thug) Hit points = 80 First moving frame = 560 Injury frame = 570 Close attack frame = 0 Width = 1310720 Mass = 100 Respawn frame = 0 Thing 19 (Scientist) Hit points = 20 Pain chance = 255 Far attack frame = 0 Mass = 30 Missile damage = 0 Bits = 6 Thing 20 (Trevalyn006) Hit points = 200 Pain chance = 128 Speed = 8 Width = 1048576 Height = 3670016 Mass = 100 Bits = 4195334 Thing 21 (Trev's Guard) Hit points = 100 First moving frame = 637 Width = 1048576 Height = 3670016 Mass = 150 Respawn frame = 0 Thing 22 (R_Launcher Dude) Hit points = 60 First moving frame = 678 Pain chance = 128 Width = 1048576 Height = 3670016 Mass = 150 Bits = 6 Thing 23 (Pain Elemental) Bits = 4194310 Thing 24 (Guard #3) Speed = 16 Action sound = 0 Bits = 6 Thing 25 (Security Camera) Hit points = 20 Death frame = 766 Height = 1048576 Mass = 1000 Bits = 4719366 Thing 33 (Caco Fireball) Missile damage = 3 Thing 35 (Plasma Bullet) Initial frame = 115 Alert sound = 0 Death frame = 93 Death sound = 83 Speed = 3276800 Missile damage = 20 Thing 36 (BFG Shot) Initial frame = 107 Alert sound = 8 Death frame = 109 Death sound = 17 Missile damage = 15 Thing 40 (Teleport Flash) Bits = 536 Thing 44 (Green Armor) Mass = 20 Bits = 524293 Thing 45 (Blue Armor) Mass = 20 Bits = 524293 Thing 46 (Martini Vodka) Hit points = 10 Width = 524288 Height = 524288 Mass = 5 Bits = 8912901 Thing 47 (Q. Armor Bonus) Width = 1572864 Bits = 8388617 Thing 51 (Goldeneye Key) Bits = 41943041 Thing 52 (Door Key) Bits = 41943041 Thing 53 (Safe Key) Bits = 41943041 Thing 55 (Medical Kit) Bits = 524293 Thing 56 (Soul Sphere) Death frame = 843 Bits = 8912901 Thing 57 (Invulnerability) Hit points = 20 Death frame = 849 Mass = 5 Bits = 8912901 Thing 63 (Mega Sphere) Hit points = 20 Death frame = 858 Mass = 5 Bits = 8912901 Thing 65 (Box of Ammo) Mass = 20 Bits = 524293 Thing 67 (Box of Rockets) Mass = 20 Bits = 524293 Thing 69 (Energy Pack) Mass = 20 Bits = 524293 Thing 71 (Box of Shells) Mass = 20 Bits = 524293 Thing 74 (Chaingun) Mass = 50 Bits = 524293 Thing 75 (Chainsaw) Mass = 50 Bits = 524293 Thing 76 (Rocket Launcher) Mass = 50 Bits = 524293 Thing 77 (Plasma Gun) Mass = 50 Bits = 524293 Thing 78 (Shotgun) Mass = 50 Bits = 524293 Thing 79 (Super Shotgun) Mass = 50 Bits = 524293 Thing 80 (Helicopter) Hit points = 500 Death frame = 127 Width = 4194304 Height = 8388608 Mass = 1000 Bits = 524294 Thing 81 (Plane) Hit points = 500 Death frame = 127 Mass = 500 Bits = 524294 Thing 82 (Proximity Mine) Initial frame = 496 Hit points = 40 Close attack frame = 127 Death frame = 127 Width = 4194304 Mass = 1000 Bits = 524292 Thing 89 (Heating Beaker) Hit points = 40 Width = 524288 Height = 524288 Bits = 524294 Thing 90 (Water in a Cup) Hit points = 20 Width = 524288 Height = 524288 Bits = 524294 Thing 92 (Alarm Light) Height = 1245184 Bits = 768 Thing 97 (Desk Lamp) Bits = 524294 Thing 100 (Triangle Beaker) Hit points = 20 Width = 524288 Height = 524288 Bits = 524292 Thing 101 (Trevlyan) Hit points = 100 Width = 2097152 Height = 4194304 Bits = 6 Thing 102 (ShortGreenLight) Initial frame = 931 Hit points = 60 Width = 524288 Height = 524288 Mass = 1000 Bits = 768 Thing 103 (LongGreenLight) Initial frame = 932 Width = 524288 Height = 524288 Bits = 768 Thing 111 (Monitor) Hit points = 60 Death frame = 127 Death sound = 82 Width = 1966080 Bits = 525060 Thing 121 (Chair) Hit points = 20 Death frame = 127 Bits = 524294 Thing 123 (Tank) Death frame = 127 Width = 8388608 Height = 4194304 Mass = 1000 Bits = 524294 Thing 124 (GE Satellite) Hit points = 200 Death frame = 127 Width = 4194304 Height = 4194304 Mass = 1000 Bits = 4718598 Thing 125 (Satelite Dish) Death frame = 127 Death sound = 82 Width = 8388608 Height = 12779520 Mass = 1000 Bits = 524294 Thing 126 (Computer) Hit points = 40 Death frame = 127 Death sound = 82 Bits = 524294 Thing 129 (Land Mines) Hit points = 60 Close attack frame = 127 Death frame = 127 Height = 1048576 Bits = 524294 Thing 130 (WorkHorse Barcade) Hit points = 40 Mass = 50 Bits = 524294 Thing 131 (Timed Lamp) Death frame = 127 Bits = 768 Thing 132 (Drone Gun (I)) Hit points = 60 Death frame = 127 Mass = 1000 Bits = 4718598 Thing 133 (Drone Gun (II)) Hit points = 60 Death frame = 127 Mass = 1000 Bits = 525060 # removes unneeded extra frames from items Frame 802 Duration = -1 Next frame = 0 Frame 803 Sprite subnumber = 1 Duration = 2 Frame 804 Duration = -1 Next frame = 0 Frame 805 Sprite subnumber = 1 Duration = 2 Frame 806 Duration = -1 Next frame = 0 Frame 813 Duration = -1 Next frame = 0 Frame 828 Duration = -1 Next frame = 0 Frame 830 Duration = -1 Next frame = 0 Frame 832 Duration = -1 Next frame = 0 Frame 834 Duration = -1 Next frame = 0 Frame 836 Duration = -1 Next frame = 0 Frame 838 Duration = -1 Next frame = 0 Frame 842 Duration = -1 Next frame = 0 Frame 845 Duration = -1 Next frame = 0 Frame 848 Duration = -1 Next frame = 0 Frame 851 Duration = -1 Next frame = 0 Frame 853 Duration = -1 Next frame = 0 Frame 857 Duration = -1 Next frame = 0 Frame 860 Duration = -1 Next frame = 0 Frame 862 Duration = -1 Next frame = 0 #end of remove extra frames #chainsaw fix Frame 67 Next frame = 67 #end csfix #caco solution Pointer 278 (Frame 504) Codep Frame = 176 Pointer 280 (Frame 506) Codep Frame = 417 Frame 503 Sprite subnumber = 1 Next frame = 516 Frame 504 Sprite subnumber = 3 Next frame = 517 Frame 505 Sprite subnumber = 5 Frame 506 Sprite subnumber = 32772 Frame 510 Duration = 3 Frame 511 Duration = 3 Frame 512 Duration = 3 Frame 513 Duration = 3 Frame 514 Sprite subnumber = 9 Duration = 3 Frame 515 Sprite subnumber = 9 Frame 516 Sprite subnumber = 2 Duration = 3 Next frame = 504 Frame 517 Sprite subnumber = 3 Duration = 3 Next frame = 503 Frame 518 Sprite subnumber = 3 Next frame = 516 Frame 519 Sprite subnumber = 4 #end cs #satellite fix Frame 897 Duration = -1 Next frame = 0 #end s fix #commander keen fix Frame 766 Sprite subnumber = 0 Next frame = 774 Frame 774 Sprite subnumber = 11 #end ck #shatter effect Frame 842 Duration = -1 Next frame = 0 Frame 845 Duration = -1 Next frame = 0 Frame 848 Duration = -1 Next frame = 0 Frame 851 Duration = -1 Next frame = 0 Frame 853 Duration = -1 Next frame = 0 Frame 857 Duration = -1 Next frame = 0 Frame 860 Duration = -1 Next frame = 0 #end se #scientist fix Frame 585 Sprite subnumber = 0 Frame 586 Sprite subnumber = 1 Frame 587 Sprite subnumber = 0 Frame 588 Sprite subnumber = 1 Frame 589 Sprite subnumber = 2 Frame 590 Sprite subnumber = 3 Frame 591 Sprite subnumber = 2 Frame 592 Sprite subnumber = 3 Frame 593 Sprite subnumber = 4 Duration = 36 Frame 594 Sprite subnumber = 4 Duration = 36 Frame 595 Sprite subnumber = 5 Frame 596 Sprite subnumber = 6 Frame 597 Sprite subnumber = 7 Frame 598 Sprite subnumber = 8 #end s f