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415 leod 1
// Maphacks for Duke3D HRP
435 leod 2
// Level:  E1L1.MAP - "Hollywood Holocaust" (Original Atomic Edition version)
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// Author: Allen H. Blum III
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// mapmd4: a1ce0037911b2625781a2623588c8b90
415 leod 5
// Reviewed by NightFright (February 2012)
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// CHARACTERS
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// Slime babes
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sprite    22 angoff    -256        // tile1294 podfem1
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// PROPS
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// Cinema sign
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sprite   348 angoff     512        // tile0925 neon1 cinema
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sprite   399 angoff    -512        // tile0925 neon1 cinema
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// Fire hydrant
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sprite   215 angoff    -512        // tile0981 hydrent
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// Rubbercans
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sprite   162 angoff     128        // tile1062 rubbercan
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sprite   384 angoff     256        // tile1062 rubbercan (near cash register)
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sprite   385 angoff     192        // tile1062 rubbercan
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// ITEMS/POWERUPS
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// Armor
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sprite   532 angoff    -256        // tile0054 shield
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// Health +10
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sprite    41 angoff    -512        // tile0051 cola
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// Health +30
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sprite    42 angoff     1024       // tile0052 sixpack
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sprite    43 angoff     256        // tile0052 sixpack
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sprite    78 angoff     128        // tile0052 sixpack
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sprite   171 angoff     256        // tile0052 sixpack
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sprite   173 angoff     384        // tile0052 sixpack
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sprite   531 angoff    -768        // tile0052 sixpack
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sprite   549 angoff     256        // tile0052 sixpack
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sprite   577 angoff    -256        // tile0052 sixpack
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sprite   621 angoff     768        // tile0052 sixpack
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// HoloDuke
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sprite   297 angoff     1024       // tile1348 holoduke
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sprite   411 angoff     768        // tile1348 holoduke
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// Jetpack
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sprite   447 angoff    -512        // tile0150 jetpack
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sprite   633 angoff     512        // tile0150 jetpack
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// Keycards (R)
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sprite   451 angoff     860        // tile0060 accesscard blue
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// MedKit
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sprite   376 angoff     1024       // tile0053 firstaid
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// Nightvision
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sprite    25 angoff     1024       // tile0059 heatsensor (Dukematch only)
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// WEAPONS/AMMO
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// Pistol & ammo
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sprite   548 angoff     512        // tile0021 firstgunsprite
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sprite   548 mdzoff     200000     // tile0021 firstgunsprite
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sprite   548 roll      -1          // tile0021 firstgunsprite
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sprite   617 angoff    -512        // tile0040 ammo
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sprite   619 angoff     512        // tile0040 ammo
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// Shotgun & ammo
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sprite    44 angoff    -512        // tile0028 shotgunsprite
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sprite   112 angoff    -768        // tile0049 shotgunammo
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sprite   113 angoff    -256        // tile0049 shotgunammo
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sprite   199 angoff     256        // tile0049 shotgunammo flipped sprite
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sprite   522 angoff     768        // tile0049 shotgunammo
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sprite   596 angoff     1024       // tile0049 shotgunammo
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sprite   634 angoff     512        // tile0049 shotgunammo
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sprite   636 angoff     512        // tile0049 shotgunammo
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// Chaingun & ammo
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sprite    45 angoff     512        // tile0022 chaingunsprite
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sprite   111 angoff    -512        // tile0022 chaingunsprite (Dukematch only)
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sprite   530 angoff     512        // tile0022 chaingunsprite (Dukematch only)
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sprite   534 angoff     256        // tile0041 batteryammo    (Dukematch only)
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// RPG & ammo
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sprite    26 angoff     512        // tile0023 rpgsprite
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sprite    82 angoff    -512        // tile0023 rpgsprite
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sprite    87 angoff     1024       // tile0044 rpgammo (Dukematch only)
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sprite   180 angoff    -768        // tile0044 rpgammo
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sprite   192 angoff    -512        // tile????
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sprite   431 angoff     512        // tile0023 rpgsprite
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// Pipebombs
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sprite    27 angoff     768        // tile0047 hbombammo
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sprite   535 angoff    -384        // tile0047 hbombammo (Dukematch only)
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sprite   632 angoff    -256        // tile0047 hbombammo box in secret area
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// OVERRIDE
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// Fixes for badly aligned sprites
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sprite    72 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite    72 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite    72 roll       5          // tile0913 maskwall2 (fence, rooftop)
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sprite    73 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite    73 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite    73 roll      -1          // tile0913 maskwall2 (fence, rooftop)
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sprite   115 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   115 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   117 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   117 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   118 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   118 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   119 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   119 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   119 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   120 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   120 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   121 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   121 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   122 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   122 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   123 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   123 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   124 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   124 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   125 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   125 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   126 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   126 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   127 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   127 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   128 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   128 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   128 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   129 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   129 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   130 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   130 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   131 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   131 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   132 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   132 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   133 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   133 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   134 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   134 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   135 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   135 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   136 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   136 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   137 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   137 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   137 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   138 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite   138 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   139 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   139 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   140 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   140 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   141 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   141 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   168 away1                 // tile0932 in the security room  ## ???? ##
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sprite   178 away1                 // tile0931 burning trash         ## ???? ##
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sprite   383 mdzoff     550000     // tile1062 rubbercan (behind theater)
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sprite   383 roll      -1          // tile1062 rubbercan (behind theater)
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sprite   384 mdzoff    -600000     // tile1062 rubbercan (near cash register)
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sprite   384 pitch      1          // tile1062 rubbercan (near cash register)
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sprite   574 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   574 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   575 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   575 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   575 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   588 away1                 // tile0502 security screen "Innocent?" sign
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sprite   632 mdzoff     1500000    // tile0047 hbombammo box in secret area
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sprite   632 pitch      1          // tile0047 hbombammo box in secret area
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// Forcing any floor aligned model to be rendered as sprite
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sprite    47 notmd                 // tile0341 bpannel1
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sprite   165 notmd                 // tile0568 femmag1
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sprite   166 notmd                 // tile0568 femmag1
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sprite   249 notmd                 // tile0513
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sprite   250 notmd                 // tile0513
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sprite   251 notmd                 // tile0513
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sprite   252 notmd                 // tile0513
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sprite   552 notmd                 // tile0342 pannel1
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// Switches to be hidden
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sprite   298 notmd                 // tile0164 dipswitch2 (arcade game)
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sprite   543 notmd                 // tile0132 slotdoor   (cash register)
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// LIGHTS