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466 leod 1
// Maphacks for Duke3D HRP
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// Level:  E1L1.MAP - "Hollywood Holocaust" (1.3D retail + shareware version)
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// Author: Allen H. Blum III
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// mapmd4: 944032d239a314088ec7fdd771910362
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// Reviewed by LeoD (February 2013)
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// CHARACTERS
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// Slime babes
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sprite    20 angoff    -256        // tile1294 podfem1
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// PROPS
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// Cinema sign
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sprite   346 angoff     512        // tile0925 neon1 cinema
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sprite   397 angoff    -512        // tile0925 neon1 cinema
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// Fire hydrant
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sprite   213 angoff    -512        // tile0981 hydrent
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// Rubbercans
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sprite   160 angoff     128        // tile1062 rubbercan
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sprite   382 angoff     256        // tile1062 rubbercan (near cash register)
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sprite   383 angoff     192        // tile1062 rubbercan
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// ITEMS/POWERUPS
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// Armor
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sprite   530 angoff    -256        // tile0054 shield
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// Health +10
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sprite    39 angoff    -512        // tile0051 cola
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// Health +30
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sprite    40 angoff     1024       // tile0052 sixpack
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sprite    41 angoff     256        // tile0052 sixpack
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sprite    76 angoff     128        // tile0052 sixpack
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sprite   169 angoff     256        // tile0052 sixpack
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sprite   171 angoff     384        // tile0052 sixpack
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sprite   529 angoff    -768        // tile0052 sixpack
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sprite   547 angoff     256        // tile0052 sixpack
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sprite   575 angoff    -256        // tile0052 sixpack
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sprite   619 angoff     768        // tile0052 sixpack
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// HoloDuke
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sprite   295 angoff     1024       // tile1348 holoduke
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sprite   409 angoff     768        // tile1348 holoduke
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// Jetpack
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sprite   445 angoff    -512        // tile0150 jetpack
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sprite   631 angoff     512        // tile0150 jetpack
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// Keycards (R)
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sprite   449 angoff     860        // tile0060 accesscard blue
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// MedKit
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sprite   374 angoff     1024       // tile0053 firstaid
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// Nightvision
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sprite    23 angoff     1024       // tile0059 heatsensor (multiplayer)
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// WEAPONS/AMMO
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// Pistol & ammo
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sprite   546 angoff     512        // tile0021 firstgunsprite
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sprite   546 mdzoff     200000     // tile0021 firstgunsprite
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sprite   546 roll      -1          // tile0021 firstgunsprite
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sprite   615 angoff    -512        // tile0040 ammo
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sprite   617 angoff     512        // tile0040 ammo
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// Shotgun & ammo
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sprite    42 angoff    -512        // tile0028 shotgunsprite
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sprite    42 mdzoff     200000     // tile0028 shotgunsprite
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sprite    42 roll      -1          // tile0028 shotgunsprite
466 leod 84
sprite    79 mdzoff     200000     // tile0028 shotgunsprite (multiplayer)
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sprite    79 roll      -1          // tile0028 shotgunsprite (multiplayer)
483 leod 86
sprite   419 angoff     768        // tile0028 shotgunsprite (multiplayer)
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466 leod 88
sprite   110 angoff    -768        // tile0049 shotgunammo
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sprite   111 angoff    -256        // tile0049 shotgunammo
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sprite   197 angoff     256        // tile0049 shotgunammo flipped sprite
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sprite   520 angoff     768        // tile0049 shotgunammo *
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sprite   594 angoff     1024       // tile0049 shotgunammo *
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sprite   632 angoff     512        // tile0049 shotgunammo *
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sprite   634 angoff     512        // tile0049 shotgunammo *
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// Chaingun & ammo
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sprite    43 angoff     512        // tile0022 chaingunsprite
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sprite   109 angoff    -512        // tile0022 chaingunsprite (multiplayer) *
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sprite   528 angoff     512        // tile0022 chaingunsprite (multiplayer)
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sprite   532 angoff     256        // tile0041 batteryammo    (multiplayer) *
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// RPG & ammo
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sprite    24 angoff     512        // tile0023 rpgsprite *
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sprite    80 angoff    -512        // tile0023 rpgsprite
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sprite    85 angoff     1024       // tile0044 rpgammo (multiplayer)
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sprite   178 angoff    -768        // tile0044 rpgammo
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sprite   190 angoff    -512        // tile????
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sprite   429 angoff     512        // tile0023 rpgsprite
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// Pipebombs
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sprite    25 angoff     768        // tile0047 hbombammo
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sprite   533 angoff    -384        // tile0047 hbombammo (multiplayer)
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sprite   630 angoff    -256        // tile0047 hbombammo box in secret area
483 leod 114
sprite   630 mdzoff     1500000    // tile0047 hbombammo box in secret area
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sprite   630 pitch      1          // tile0047 hbombammo box in secret area
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483 leod 118
sprite   540 angoff    -640        // tile1161 bottle14
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466 leod 120
//sprite    83 angoff    -1536
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//sprite   170 angoff    -1536
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//sprite   525 angoff    -512
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//sprite   593 angoff    -512
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//sprite   290 angoff     256
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// OVERRIDE
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// Fixes for badly aligned sprites
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sprite    70 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite    70 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite    70 roll       5          // tile0913 maskwall2 (fence, rooftop)
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sprite    71 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
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sprite    71 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite    71 roll      -1          // tile0913 maskwall2 (fence, rooftop)
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sprite   113 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   113 pitch      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   116 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   116 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   117 roll       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   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   126 roll       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   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   135 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   136 mdzoff    -250000     // 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   138 mdzoff    -700000     // 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   166 away1                 // tile0932 in the security room  ## ???? ##
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sprite   176 away1                 // tile0931 burning trash         ## ???? ##
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sprite   381 mdzoff     550000     // tile1062 rubbercan (behind theater)
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sprite   381 roll      -1          // tile1062 rubbercan (behind theater)
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sprite   382 mdzoff    -600000     // tile1062 rubbercan (near cash register)
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sprite   382 pitch      1          // tile1062 rubbercan (near cash register)
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sprite   572 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   572 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   573 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
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sprite   573 pitch      1          // tile0913 maskwall2 (fence, rooftop)
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sprite   573 roll       1          // tile0913 maskwall2 (fence, rooftop)
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sprite   586 away1                 // tile0502 security screen "Innocent?" sign
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// Forcing any floor aligned model to be rendered as sprite
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sprite    45 notmd                 // tile0341 bpannel1
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sprite   163 notmd                 // tile0568 femmag1
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sprite   164 notmd                 // tile0568 femmag1
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sprite   247 notmd                 // tile0513
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sprite   248 notmd                 // tile0513
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sprite   249 notmd                 // tile0513
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sprite   250 notmd                 // tile0513
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sprite   550 notmd                 // tile0342 pannel1
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// Switches to be hidden
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sprite   296 notmd                 // tile0164 dipswitch2 (arcade game)
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sprite   541 notmd                 // tile0132 slotdoor   (cash register)
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// LIGHTS