Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 19 Patch format = 6 Thing 2 (Trooper) Width = 1048576 Thing 3 (Sargeant) Width = 1048576 Thing 4 (Archvile) Hit points = 500 Pain chance = 170 Close attack frame = 537 Far attack frame = 537 Mass = 100 Thing 6 (Revenant) Hit points = 200 Pain chance = 200 Far attack frame = 0 Death sound = 31 Mass = 100 Action sound = 0 Thing 7 (Revenant Fireball) Death sound = 31 Missile damage = 3 Thing 8 (Fireball Trail) Initial frame = 386 Pain sound = 66 Bits = 16 Thing 9 (Mancubus) Injury frame = 0 Pain chance = 0 Pain sound = 26 Death frame = 397 Action sound = 105 Bits = 205520902 Thing 10 (Mancubus Fireball) Initial frame = 107 Alert sound = 0 Death frame = 552 Death sound = 0 Speed = 327680 Missile damage = 0 Bits = 66576 Thing 12 (Imp) Attack sound = 56 Speed = 12 Width = 1048576 Bits = 138412038 Respawn frame = 0 Thing 14 (Spectre) Initial frame = 442 Hit points = 1000 First moving frame = 444 Alert sound = 36 Attack sound = 56 Injury frame = 455 Pain chance = 170 Pain sound = 27 Close attack frame = 452 Far attack frame = 452 Death frame = 457 Exploding frame = 462 Death sound = 62 Speed = 16 Width = 1048576 Mass = 100 Action sound = 76 Bits = 71565318 Respawn frame = 0 Thing 15 (Cacodemon) Initial frame = 442 Hit points = 800 First moving frame = 444 Alert sound = 39 Attack sound = 56 Injury frame = 455 Pain chance = 170 Pain sound = 27 Close attack frame = 504 Death frame = 457 Exploding frame = 462 Death sound = 59 Speed = 16 Width = 1048576 Mass = 100 Action sound = 76 Bits = 4194310 Respawn frame = 0 Thing 16 (Baron of Hell) Attack sound = 54 Pain chance = 170 Pain sound = 29 Close attack frame = 265 Far attack frame = 0 Speed = 32 Action sound = 0 Respawn frame = 0 Thing 17 (Baron Fireball) Initial frame = 97 Alert sound = 51 Death frame = 99 Thing 18 (Hell Knight) Initial frame = 442 First moving frame = 444 Alert sound = 39 Attack sound = 56 Injury frame = 455 Pain chance = 170 Pain sound = 27 Far attack frame = 339 Death frame = 457 Exploding frame = 462 Death sound = 62 Speed = 16 Width = 1048576 Height = 3670016 Action sound = 76 Bits = 71303174 Respawn frame = 0 Thing 21 (Arachnotron) Initial frame = 502 First moving frame = 503 Alert sound = 42 Attack sound = 56 Injury frame = 507 Pain sound = 27 Close attack frame = 738 Far attack frame = 0 Death frame = 510 Death sound = 65 Width = 1310720 Height = 3670016 Action sound = 75 Respawn frame = 516 Thing 22 (Cyberdemon) Hit points = 5000 Attack sound = 52 Pain chance = 170 Close attack frame = 686 Far attack frame = 688 Width = 1966080 Missile damage = 4 Thing 23 (Pain Elemental) Initial frame = 442 First moving frame = 444 Alert sound = 36 Attack sound = 56 Injury frame = 455 Pain chance = 170 Pain sound = 27 Close attack frame = 452 Far attack frame = 647 Death frame = 457 Exploding frame = 462 Death sound = 62 Speed = 16 Width = 1048576 Mass = 100 Action sound = 76 Bits = 205520902 Respawn frame = 0 Thing 24 (SS Nazi) Far attack frame = 957 Thing 31 (Barrel) Bits = 201326598 Thing 32 (Imp Fireball) Initial frame = 522 Death frame = 524 Missile damage = 4 Thing 33 (Caco Fireball) Missile damage = 9 Thing 34 (Rocket (in air)) Initial frame = 357 Alert sound = 16 Death frame = 359 Death sound = 17 Width = 393216 Missile damage = 8 Thing 35 (Plasma Bullet) Initial frame = 108 Alert sound = 14 Death frame = 127 Death sound = 15 Missile damage = 20 Thing 36 (BFG Shot) Death sound = 55 Missile damage = 1 Bits = 67175952 Thing 37 (Arach. Fireball) Alert sound = 16 Death frame = 668 Missile damage = 3 Thing 41 (Item Respawn Fog) Initial frame = 418 Bits = 16 Thing 43 (BFG Hit) Bits = 67109392 Thing 44 (Green Armor) Bits = 201326593 Thing 45 (Blue Armor) Initial frame = 802 Bits = 67108865 Thing 47 (Armor Helmet) Bits = 209715201 Thing 57 (Invulnerability) Bits = 209715201 Thing 59 (Blur Sphere) Bits = 8650753 Thing 61 (Computer Map) Bits = 209715201 Thing 64 (Ammo Clip) ID # = 80 Initial frame = 684 Hit points = 10 Death frame = 195 Mass = 10 Bits = 4 Thing 65 (Box of Ammo) Bits = 201326593 Thing 68 (Energy Cell) Bits = 201326593 Thing 73 (BFG 9000) Bits = 67108865 Thing 83 (Tall Gr. Pillar) Width = 65536 Thing 84 (Short Gr. Pillar) Width = 65536 Thing 85 (Tall Red Pillar) Width = 65536 Thing 86 (Short Red Pillar) Width = 65536 Thing 88 (Pillar w/Heart) Bits = 201326594 Thing 89 (Eye in Symbol) Initial frame = 554 Height = 3670016 Thing 93 (Tall Green Torch) Bits = 67108866 Thing 96 (Small Gr. Torch) Bits = 67108866 Thing 102 (Swaying Body) Hit points = 10 Death frame = 228 Bits = 774 Thing 103 (Hanging Arms Out) Hit points = 10 Death frame = 228 Bits = 774 Thing 104 (One-legged Body) Hit points = 10 Death frame = 228 Bits = 774 Thing 105 (Hanging Torso) Hit points = 10 Death frame = 228 Bits = 774 Thing 106 (Hanging Leg) Hit points = 10 Death frame = 228 Bits = 774 Thing 107 (Hanging Arms Out2) Hit points = 10 Death frame = 228 Bits = 772 Thing 108 (Hanging Torso 2) Hit points = 10 Death frame = 228 Bits = 772 Thing 109 (One-legged Body 2) Hit points = 10 Death frame = 228 Bits = 772 Thing 110 (Hanging Leg 2) Hit points = 10 Death frame = 228 Bits = 772 Thing 111 (Swaying Body 2) Hit points = 10 Death frame = 228 Bits = 772 Thing 112 (Dead Cacodemon) Initial frame = 362 Hit points = 10 First moving frame = 364 Alert sound = 49 Death frame = 388 Death sound = 100 Speed = 8 Width = 3145728 Height = 4194304 Mass = 1000 Bits = 201326598 Thing 113 (Dead Marine) Initial frame = 428 Hit points = 10 Death frame = 430 Bits = 4 Thing 114 (Dead Trooper) Initial frame = 748 Hit points = 10 Death frame = 228 Bits = 4 Thing 115 (Dead Demon) Hit points = 10 Death frame = 463 Bits = 4 Thing 116 (Dead Lost Soul) Initial frame = 911 Width = 4194304 Height = 65536 Bits = 10 Thing 117 (Dead Imp) Initial frame = 898 Thing 118 (Dead Sargeant) Hit points = 10 Death frame = 228 Bits = 4 Thing 119 (Guts and Bones) Initial frame = 577 Hit points = 10 Death frame = 463 Bits = 201326596 Thing 120 (Guts and Bones 2) Initial frame = 280 Hit points = 10 Death frame = 463 Bits = 4 Thing 121 (Skewered Heads) Width = 65536 Thing 123 (Pole with Skull) Width = 65536 Thing 125 (Impaled Body) Hit points = 9000 Death frame = 228 Width = 65536 Height = 3670016 Mass = 10000000 Bits = 6 Thing 126 (Twitching Body) Hit points = 9000 Death frame = 228 Width = 65536 Height = 3670016 Mass = 10000000 Bits = 6 Thing 129 (Hanging Body 1) Hit points = 10 Death frame = 463 Death sound = 31 Bits = 774 Thing 130 (Hanging Body 2) Hit points = 10 Death frame = 463 Death sound = 31 Bits = 774 Thing 131 (Hanging Body 3) Hit points = 10 Death frame = 463 Bits = 774 Thing 132 (Hanging Body 4) Hit points = 10 Death frame = 463 Bits = 774 Thing 133 (Hanging Body 5) Hit points = 10 Death frame = 463 Bits = 774 Thing 134 (Hanging Body 6) Hit points = 10 Death frame = 463 Bits = 774 Thing 136 (Pool Of Blood 2) ID # = 2007 Initial frame = 870 Bits = 1 Frame 5 Duration = 3 Frame 6 Duration = 3 Frame 7 Duration = 3 Frame 8 Duration = 3 Frame 9 Duration = 3 Frame 15 Sprite subnumber = 4 Frame 16 Sprite subnumber = 3 Frame 57 Sprite number = 2 Sprite subnumber = 1 Frame 58 Sprite number = 2 Sprite subnumber = 1 Frame 59 Sprite number = 2 Sprite subnumber = 1 Frame 60 Sprite number = 2 Sprite subnumber = 0 Duration = 1 Frame 61 Sprite number = 2 Sprite subnumber = 0 Duration = 1 Frame 62 Sprite number = 2 Sprite subnumber = 0 Frame 63 Sprite number = 2 Sprite subnumber = 0 Next frame = 65 Frame 64 Sprite number = 2 Sprite subnumber = 1 Duration = 16 Next frame = 77 Frame 65 Sprite number = 2 Sprite subnumber = 0 Frame 66 Sprite number = 2 Sprite subnumber = 0 Frame 67 Sprite number = 2 Sprite subnumber = 0 Frame 68 Sprite number = 2 Sprite subnumber = 0 Frame 69 Sprite number = 2 Sprite subnumber = 0 Frame 70 Sprite number = 2 Sprite subnumber = 0 Frame 71 Sprite subnumber = 4 Duration = 5 Frame 72 Sprite subnumber = 5 Duration = 5 Frame 73 Sprite subnumber = 5 Frame 74 Sprite number = 2 Sprite subnumber = 1 Frame 75 Sprite number = 2 Sprite subnumber = 1 Frame 76 Sprite number = 2 Sprite subnumber = 1 Frame 77 Sprite number = 2 Frame 78 Sprite number = 2 Sprite subnumber = 0 Frame 79 Sprite number = 2 Sprite subnumber = 0 Frame 80 Sprite number = 2 Sprite subnumber = 0 Frame 81 Sprite number = 2 Sprite subnumber = 1 Frame 82 Sprite number = 2 Sprite subnumber = 1 Frame 83 Sprite number = 2 Sprite subnumber = 1 Frame 84 Sprite number = 2 Sprite subnumber = 1 Frame 85 Sprite number = 2 Frame 86 Sprite number = 2 Frame 87 Sprite number = 2 Sprite subnumber = 0 Frame 88 Sprite number = 2 Sprite subnumber = 0 Frame 89 Sprite number = 2 Sprite subnumber = 0 Frame 92 Next frame = 552 Frame 93 Sprite number = 16 Sprite subnumber = 0 Frame 94 Sprite number = 16 Frame 95 Sprite number = 16 Duration = 8 Next frame = 0 Frame 96 Sprite number = 19 Sprite subnumber = 32772 Duration = 5 Frame 97 Sprite number = 44 Sprite subnumber = 32770 Frame 98 Sprite number = 44 Sprite subnumber = 32771 Frame 99 Sprite number = 44 Sprite subnumber = 32775 Frame 100 Sprite number = 44 Sprite subnumber = 32776 Frame 101 Sprite number = 44 Sprite subnumber = 32777 Frame 102 Sprite number = 41 Frame 103 Sprite number = 41 Frame 104 Sprite number = 41 Frame 105 Sprite number = 41 Frame 106 Sprite number = 41 Frame 107 Sprite number = 16 Sprite subnumber = 2 Duration = 1 Next frame = 107 Frame 108 Sprite subnumber = 32770 Duration = 4 Next frame = 109 Frame 109 Sprite number = 20 Sprite subnumber = 32771 Frame 110 Sprite number = 20 Sprite subnumber = 32772 Frame 111 Sprite number = 20 Sprite subnumber = 32773 Next frame = 108 Frame 112 Sprite subnumber = 32776 Frame 113 Sprite subnumber = 32777 Frame 114 Sprite number = 16 Sprite subnumber = 2 Frame 115 Sprite number = 0 Next frame = 115 Frame 116 Sprite number = 0 Sprite subnumber = 32770 Frame 117 Sprite number = 0 Sprite subnumber = 32772 Frame 118 Sprite number = 0 Sprite subnumber = 32773 Frame 119 Sprite number = 0 Sprite subnumber = 32774 Duration = 6 Next frame = 811 Frame 120 Sprite number = 0 Sprite subnumber = 16 Duration = 5 Frame 121 Sprite number = 0 Sprite subnumber = 17 Duration = 5 Frame 122 Sprite number = 0 Sprite subnumber = 18 Duration = 5 Next frame = 468 Frame 123 Sprite number = 0 Sprite subnumber = 32772 Frame 124 Sprite number = 0 Sprite subnumber = 32773 Frame 125 Sprite number = 0 Sprite subnumber = 32774 Duration = 6 Next frame = 811 Frame 126 Sprite number = 29 Sprite subnumber = 17 Duration = 5 Next frame = 200 Frame 127 Sprite number = 21 Sprite subnumber = 32773 Duration = 4 Frame 128 Sprite number = 21 Sprite subnumber = 32774 Duration = 4 Frame 129 Sprite number = 21 Sprite subnumber = 32775 Duration = 8 Next frame = 112 Frame 142 Sprite number = 29 Sprite subnumber = 15 Duration = 5 Frame 143 Sprite number = 29 Sprite subnumber = 16 Duration = 5 Frame 144 Sprite number = 29 Sprite subnumber = 17 Duration = 5 Frame 145 Sprite number = 29 Sprite subnumber = 18 Duration = 5 Frame 146 Sprite number = 29 Sprite subnumber = 19 Duration = 5 Frame 147 Sprite number = 29 Sprite subnumber = 20 Duration = 5 Frame 148 Sprite number = 98 Sprite subnumber = 0 Duration = 5 Next frame = 197 Frame 192 Sprite number = 102 Sprite subnumber = 0 Frame 193 Sprite number = 102 Sprite subnumber = 1 Frame 194 Next frame = 228 Frame 195 Sprite number = 34 Sprite subnumber = 0 Next frame = 319 Frame 196 Sprite subnumber = 20 Frame 197 Sprite number = 133 Sprite subnumber = 0 Frame 198 Sprite number = 134 Sprite subnumber = 0 Next frame = 0 Frame 199 Sprite number = 0 Sprite subnumber = 16 Next frame = 0 Frame 203 Sprite number = 102 Sprite subnumber = 0 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 Sprite subnumber = 15 Frame 233 Sprite number = 29 Sprite subnumber = 14 Frame 234 Sprite number = 29 Sprite subnumber = 15 Frame 235 Sprite number = 29 Sprite subnumber = 16 Duration = 5 Next frame = 126 Frame 263 Sprite number = 107 Sprite subnumber = 4 Duration = 4 Frame 264 Sprite number = 107 Sprite subnumber = 5 Duration = 4 Next frame = 549 Frame 265 Sprite number = 107 Sprite subnumber = 3 Duration = 4 Next frame = 263 Frame 311 Sprite number = 16 Duration = 1 Frame 312 Sprite number = 16 Sprite subnumber = 1 Duration = 1 Frame 313 Sprite number = 16 Sprite subnumber = 0 Frame 314 Sprite number = 16 Sprite subnumber = 0 Frame 315 Sprite number = 16 Sprite subnumber = 0 Frame 316 Sprite number = 60 Sprite subnumber = 4 Duration = 1 Frame 317 Sprite number = 60 Sprite subnumber = 5 Duration = 1 Frame 318 Sprite subnumber = 0 Frame 319 Sprite subnumber = 1 Frame 320 Sprite subnumber = 2 Frame 324 Duration = 1 Frame 325 Sprite subnumber = 0 Duration = 1 Frame 327 Sprite subnumber = 1 Duration = 1 Frame 328 Sprite subnumber = 1 Duration = 1 Frame 330 Duration = 1 Frame 331 Sprite subnumber = 3 Duration = 1 Frame 333 Sprite subnumber = 4 Duration = 1 Frame 334 Sprite subnumber = 4 Duration = 1 Frame 339 Sprite number = 0 Sprite subnumber = 4 Frame 340 Sprite number = 0 Sprite subnumber = 4 Frame 341 Sprite number = 0 Sprite subnumber = 5 Frame 342 Sprite number = 0 Sprite subnumber = 6 Next frame = 444 Frame 358 Next frame = 359 Frame 359 Sprite number = 18 Sprite subnumber = 32770 Frame 360 Sprite number = 18 Sprite subnumber = 32771 Frame 361 Sprite number = 18 Sprite subnumber = 32772 Frame 376 Next frame = 364 Frame 377 Sprite subnumber = 19 Duration = 1 Frame 378 Sprite subnumber = 19 Duration = 1 Frame 379 Sprite subnumber = 19 Duration = 1 Frame 380 Sprite subnumber = 19 Duration = 1 Frame 381 Sprite subnumber = 19 Duration = 1 Frame 382 Sprite subnumber = 19 Duration = 1 Frame 383 Sprite subnumber = 19 Duration = 1 Frame 384 Sprite subnumber = 19 Duration = 1 Frame 385 Sprite subnumber = 19 Duration = 1 Next frame = 377 Frame 386 Sprite number = 16 Sprite subnumber = 2 Duration = 8 Frame 387 Sprite number = 16 Sprite subnumber = 1 Duration = 128 Next frame = 311 Frame 396 Next frame = 377 Frame 397 Sprite subnumber = 12 Duration = 6 Next frame = 463 Frame 417 Duration = 10 Next frame = 408 Frame 418 Sprite number = 29 Sprite subnumber = 14 Duration = 5 Next frame = 142 Frame 419 Sprite number = 0 Sprite subnumber = 15 Duration = 5 Next frame = 473 Frame 457 Sprite number = 68 Sprite subnumber = 1 Frame 458 Sprite number = 68 Sprite subnumber = 2 Frame 459 Sprite number = 68 Sprite subnumber = 3 Duration = 2 Frame 460 Sprite number = 68 Sprite subnumber = 3 Duration = 2 Frame 461 Sprite number = 68 Sprite subnumber = 3 Duration = 2 Next frame = 130 Frame 467 Sprite subnumber = 16 Next frame = 419 Frame 468 Sprite subnumber = 18 Frame 470 Sprite number = 118 Sprite subnumber = 32772 Duration = 6 Frame 471 Sprite number = 118 Sprite subnumber = 32773 Duration = 6 Frame 472 Sprite number = 118 Sprite subnumber = 32774 Next frame = 922 Frame 473 Sprite subnumber = 16 Frame 474 Sprite subnumber = 17 Next frame = 468 Frame 504 Sprite number = 0 Sprite subnumber = 4 Frame 505 Sprite number = 0 Sprite subnumber = 5 Frame 506 Sprite number = 0 Sprite subnumber = 6 Next frame = 444 Frame 522 Sprite subnumber = 32773 Frame 523 Sprite subnumber = 32774 Frame 524 Sprite subnumber = 32775 Frame 525 Sprite subnumber = 32776 Frame 526 Sprite subnumber = 32777 Frame 527 Sprite number = 107 Sprite subnumber = 1 Frame 528 Sprite number = 107 Frame 529 Sprite number = 107 Sprite subnumber = 2 Frame 530 Sprite number = 107 Sprite subnumber = 2 Frame 531 Sprite number = 107 Sprite subnumber = 2 Frame 532 Sprite number = 107 Sprite subnumber = 2 Frame 533 Sprite number = 107 Frame 534 Sprite number = 107 Frame 535 Sprite number = 107 Sprite subnumber = 2 Frame 536 Sprite number = 107 Sprite subnumber = 2 Frame 537 Sprite number = 31 Sprite subnumber = 12 Frame 538 Sprite number = 31 Sprite subnumber = 14 Frame 539 Sprite number = 31 Sprite subnumber = 15 Next frame = 243 Frame 540 Sprite number = 107 Sprite subnumber = 9 Frame 541 Sprite number = 107 Sprite subnumber = 9 Frame 542 Sprite number = 107 Sprite subnumber = 9 Duration = 1 Frame 543 Sprite number = 107 Duration = 1 Frame 544 Sprite number = 107 Sprite subnumber = 9 Duration = 1 Frame 545 Sprite number = 107 Sprite subnumber = 9 Duration = 1 Frame 546 Sprite number = 107 Sprite subnumber = 9 Duration = 1 Frame 547 Sprite number = 107 Sprite subnumber = 9 Duration = 1 Frame 548 Sprite number = 107 Sprite subnumber = 9 Duration = 2 Next frame = 130 Frame 549 Sprite number = 107 Sprite subnumber = 6 Duration = 4 Frame 550 Sprite number = 107 Sprite subnumber = 7 Duration = 4 Frame 551 Sprite number = 107 Sprite subnumber = 8 Duration = 4 Next frame = 529 Frame 552 Sprite number = 134 Sprite subnumber = 0 Duration = 96 Next frame = 0 Frame 553 Sprite number = 134 Sprite subnumber = 0 Duration = 256 Next frame = 0 Frame 554 Sprite number = 35 Sprite subnumber = 17 Duration = -1 Next frame = 0 Frame 555 Sprite number = 134 Sprite subnumber = 0 Duration = 1 Next frame = 0 Frame 566 Sprite number = 0 Frame 567 Sprite number = 0 Frame 568 Sprite number = 0 Next frame = 444 Frame 647 Sprite number = 0 Sprite subnumber = 4 Duration = 6 Frame 648 Sprite number = 0 Sprite subnumber = 4 Duration = 8 Frame 649 Sprite number = 0 Sprite subnumber = 5 Duration = 8 Frame 650 Sprite number = 0 Sprite subnumber = 6 Duration = 6 Frame 667 Sprite number = 21 Sprite subnumber = 32779 Next frame = 667 Frame 668 Sprite number = 19 Sprite subnumber = 32770 Next frame = 669 Frame 669 Sprite number = 19 Sprite subnumber = 32771 Next frame = 96 Frame 670 Sprite number = 49 Sprite subnumber = 0 Duration = 3 Frame 671 Sprite number = 49 Sprite subnumber = 1 Duration = 3 Frame 672 Sprite number = 49 Sprite subnumber = 2 Duration = 3 Frame 673 Sprite number = 49 Sprite subnumber = 3 Duration = 3 Next frame = 670 Frame 684 Sprite number = 60 Duration = 14 Frame 685 Sprite number = 60 Duration = 14 Next frame = 684 Frame 686 Duration = 16 Frame 687 Sprite subnumber = 6 Duration = 16 Next frame = 676 Frame 689 Next frame = 740 Frame 736 Sprite subnumber = 5 Duration = 8 Frame 737 Sprite subnumber = 32774 Duration = 8 Next frame = 728 Frame 738 Sprite number = 40 Sprite subnumber = 1 Duration = 8 Frame 739 Sprite number = 40 Sprite subnumber = 2 Duration = 8 Next frame = 503 Frame 740 Sprite number = 49 Sprite subnumber = 0 Duration = 10 Frame 741 Sprite number = 49 Sprite subnumber = 1 Duration = 3 Next frame = 673 Frame 778 Sprite subnumber = 4 Frame 779 Sprite subnumber = 5 Frame 780 Sprite subnumber = 7 Frame 781 Sprite subnumber = 8 Frame 782 Sprite subnumber = 9 Frame 783 Sprite subnumber = 10 Frame 813 Sprite number = 40 Sprite subnumber = 12 Frame 814 Sprite number = 40 Sprite subnumber = 12 Frame 815 Sprite number = 40 Sprite subnumber = 12 Frame 892 Sprite number = 60 Sprite subnumber = 4 Duration = 14 Next frame = 893 Frame 893 Sprite number = 60 Sprite subnumber = 5 Duration = 13 Next frame = 892 Frame 897 Sprite number = 68 Sprite subnumber = 5 Duration = -1 Next frame = 0 Frame 898 Sprite number = 118 Sprite subnumber = 32771 Next frame = 470 Frame 906 Sprite number = 68 Sprite subnumber = 4 Frame 907 Sprite subnumber = 1 Frame 908 Sprite subnumber = 1 Frame 909 Sprite subnumber = 1 Frame 910 Sprite subnumber = 1 Frame 914 Sprite number = 39 Sprite subnumber = 14 Frame 915 Sprite number = 49 Sprite subnumber = 16 Frame 917 Sprite number = 35 Sprite subnumber = 17 Duration = -1 Next frame = 0 Frame 918 Sprite subnumber = 4 Frame 919 Sprite subnumber = 5 Frame 920 Sprite subnumber = 6 Next frame = 922 Frame 921 Sprite number = 127 Sprite subnumber = 1 Duration = -1 Next frame = 0 Frame 922 Sprite number = 118 Sprite subnumber = 32773 Frame 923 Sprite number = 118 Sprite subnumber = 32772 Next frame = 898 Frame 957 Sprite number = 51 Sprite subnumber = 4 Duration = 10 Next frame = 736 Ammo 2 (Cells) Max ammo = 450 Ammo 3 (Rockets) Max ammo = 450 Weapon 4 (Rocket Launcher) Deselect frame = 76 Select frame = 75 Bobbing frame = 74 Shooting frame = 64 Firing frame = 79 Weapon 5 (Plasma Gun) Deselect frame = 59 Select frame = 58 Bobbing frame = 57 Shooting frame = 60 Firing frame = 63 Pointer 234 (Frame 417) Codep Frame = 218 Pointer 235 (Frame 418) Codep Frame = 166 Pointer 236 (Frame 419) Codep Frame = 166 Pointer 379 (Frame 684) Codep Frame = 316 Pointer 380 (Frame 685) Codep Frame = 316 Pointer 382 (Frame 687) Codep Frame = 264 Pointer 414 (Frame 737) Codep Frame = 185 Pointer 415 (Frame 738) Codep Frame = 184 Pointer 416 (Frame 739) Codep Frame = 487 Pointer 417 (Frame 740) Codep Frame = 184 Pointer 418 (Frame 741) Codep Frame = 590 Misc 0 Initial Bullets = 0 Green Armor Class = 2 BFG Cells/Shot = 100 Monsters Infight = 221 Text 80 80 DOOM 2: Hell on Earth v%i.%i MORTAL KOMBAT DOOM v%i.%i The streets will flow with blood... Text 23 21 W_Init: Init WADfiles. Adding wads of GORE! Text 415 414 =========================================================================== ATTENTION: This version of DOOM has been modified. If you would like to get a copy of the original game, call 1-800-IDGAMES or see the readme file. You will not receive technical support for modified games. press enter to continue =========================================================================== =========================================================================== You have been chosen to represent Earth in Mortal Kombat! Be warned. Although your souls are protected against Shao Kahn's evil; your lives are not. Press Enter to Compete in MORTAL KOMBAT! =========================================================================== Text 21 20 commercial version. Bloody version. Text 265 266 =========================================================================== Do not distribute! Please report software piracy to the SPA: 1-800-388-PIR8 =========================================================================== =========================================================================== This was made by Gokuma. HAPPY SLAUGHTERING!! =========================================================================== Text 35 34 R_Init: Init DOOM refresh daemon - Adding BLOOD AND GUTS... Yummy!! - Text 22 20 Player 1 left the gamePlayer 1 wussed out! Text 12 14 %s is turbo!%s is farting! Text 16 16 Invulnerability!Immortality! Text 8 11 Berserk!Fatal Punch Text 20 20 Partial InvisibilitynooB saiboT Text 30 28 You got the BFG9000! Oh, yes.Killing technique aquired. Text 28 28 A chainsaw! Find some meat!You got the ass-kicker! Text 28 28 You got the rocket launcher!Rayden's Lightning! Text 23 20 You got the plasma gun!Scorpion's Hellfire! Text 22 20 Degreelessness Mode OnWuss Mode On Text 23 20 Degreelessness Mode OffWuss Mode Off Text 20 20 Ammo (no keys) AddedYour soul is mine. Text 21 22 Very Happy Ammo AddedAll abilities acquired Text 19 18 No Clipping Mode ONWalk through walls Text 20 23 No Clipping Mode OFFWalk into walls. Ouch! Text 16 18 Power-up ToggledYou Suck! LOSER! Text 45 44 inVuln, Str, Inviso, Rad, Allmap, or Lite-ampCheater Cheater Imp Shit Eater! Text 21 20 ... doesn't suck - GMKick ass! Text 8 8 Indigo: Smoke: Text 5 7 Red: Ermac: Text 17 16 level 1: entrywayMORTAL KOMBAT