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// Maphacks for Duke3D HRP
// Level:  E1L1.MAP - "Hollywood Holocaust" (Original Atomic Edition version)
// Author: Allen H. Blum III
// mapmd4: a1ce0037911b2625781a2623588c8b90
// Reviewed by NightFright (February 2012)



// CHARACTERS

// Slime babes
sprite    22 angoff    -256        // tile1294 podfem1



// PROPS

// Cinema sign
sprite   348 angoff     512        // tile0925 neon1 cinema
sprite   399 angoff    -512        // tile0925 neon1 cinema

// Fire hydrant
sprite   215 angoff    -512        // tile0981 hydrent

// Rubbercans
sprite   162 angoff     128        // tile1062 rubbercan
sprite   384 angoff     256        // tile1062 rubbercan (near cash register)
sprite   385 angoff     192        // tile1062 rubbercan



// ITEMS/POWERUPS

// Armor
sprite   532 angoff    -256        // tile0054 shield

// Health +10
sprite    41 angoff    -512        // tile0051 cola

// Health +30
sprite    42 angoff     1024       // tile0052 sixpack
sprite    43 angoff     256        // tile0052 sixpack
sprite    78 angoff     128        // tile0052 sixpack
sprite   171 angoff     256        // tile0052 sixpack
sprite   173 angoff     384        // tile0052 sixpack
sprite   531 angoff    -768        // tile0052 sixpack
sprite   549 angoff     256        // tile0052 sixpack
sprite   577 angoff    -256        // tile0052 sixpack
sprite   621 angoff     768        // tile0052 sixpack

// HoloDuke
sprite   297 angoff     1024       // tile1348 holoduke
sprite   411 angoff     768        // tile1348 holoduke

// Jetpack
sprite   447 angoff    -512        // tile0057 jetpack
sprite   633 angoff     512        // tile0057 jetpack

// Keycards (R)
sprite   451 angoff     860        // tile0060 accesscard blue

// MedKit
sprite   376 angoff     1024       // tile0053 firstaid

// Nightvision
sprite    25 angoff     1024       // tile0059 heatsensor (multiplayer)



// WEAPONS/AMMO

// Pistol & ammo
sprite   548 angoff     512        // tile0021 firstgunsprite
sprite   548 mdzoff     200000     // tile0021 firstgunsprite
sprite   548 roll      -1          // tile0021 firstgunsprite

sprite   617 angoff    -512        // tile0040 ammo
sprite   619 angoff     512        // tile0040 ammo

// Shotgun & ammo
sprite    44 angoff     512        // tile0028 shotgunsprite
sprite   421 angoff     768        // tile0028 shotgunsprite (multiplayer)

sprite   112 angoff    -768        // tile0049 shotgunammo
sprite   113 angoff    -256        // tile0049 shotgunammo
sprite   199 angoff     256        // tile0049 shotgunammo flipped sprite
sprite   522 angoff     768        // tile0049 shotgunammo
sprite   596 angoff     1024       // tile0049 shotgunammo
sprite   634 angoff     512        // tile0049 shotgunammo
sprite   636 angoff     512        // tile0049 shotgunammo

// Chaingun & ammo
sprite    45 angoff    -512        // tile0022 chaingunsprite
sprite   111 angoff    -512        // tile0022 chaingunsprite (multiplayer)
sprite   530 angoff     512        // tile0022 chaingunsprite (multiplayer)
sprite   534 angoff     256        // tile0041 batteryammo    (multiplayer)

// RPG & ammo
sprite    26 angoff    -512        // tile0023 rpgsprite
sprite    82 angoff    -512        // tile0023 rpgsprite
sprite    87 angoff     1024       // tile0044 rpgammo (multiplayer)
sprite   180 angoff    -768        // tile0044 rpgammo
sprite   192 angoff    -512        // tile????
sprite   431 angoff     512        // tile0023 rpgsprite

// Pipebombs
sprite    27 angoff     768        // tile0047 hbombammo
sprite   535 angoff    -384        // tile0047 hbombammo (multiplayer)
sprite   632 angoff    -256        // tile0047 hbombammo box in secret area
sprite   632 mdzoff     1500000    // tile0047 hbombammo box in secret area
sprite   632 pitch      1          // tile0047 hbombammo box in secret area


sprite   542 angoff    -640        // tile1161 bottle14


// OVERRIDE

// Fixes for badly aligned sprites
sprite    72 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
sprite    72 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite    72 roll       5          // tile0913 maskwall2 (fence, rooftop)
sprite    73 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
sprite    73 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite    73 roll      -1          // tile0913 maskwall2 (fence, rooftop)
sprite   115 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   115 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   117 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   117 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   118 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   118 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   119 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   119 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   119 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   120 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   120 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   121 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   121 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   122 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   122 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   123 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   123 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   124 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   124 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   125 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   125 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   126 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   126 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   127 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   127 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   128 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   128 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   128 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   129 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   129 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   130 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   130 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   131 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   131 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   132 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   132 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   133 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   133 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   134 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   134 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   135 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   135 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   136 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   136 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   137 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   137 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   137 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   138 mdzoff    -250000     // tile0913 maskwall2 (fence, rooftop)
sprite   138 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   139 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   139 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   140 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   140 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   141 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   141 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   168 away1                 // tile0932 in the security room  ## ???? ##
sprite   178 away1                 // tile0931 burning trash         ## ???? ##
sprite   383 mdzoff     550000     // tile1062 rubbercan (behind theater)
sprite   383 roll      -1          // tile1062 rubbercan (behind theater)
sprite   384 mdzoff    -600000     // tile1062 rubbercan (near cash register)
sprite   384 pitch      1          // tile1062 rubbercan (near cash register)
sprite   574 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   574 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   575 mdzoff    -700000     // tile0913 maskwall2 (fence, rooftop)
sprite   575 pitch      1          // tile0913 maskwall2 (fence, rooftop)
sprite   575 roll       1          // tile0913 maskwall2 (fence, rooftop)
sprite   588 away1                 // tile0502 security screen "Innocent?" sign

// Forcing any floor aligned model to be rendered as sprite
sprite    47 notmd                 // tile0341 bpannel1
sprite   165 notmd                 // tile0568 femmag1
sprite   166 notmd                 // tile0568 femmag1
sprite   249 notmd                 // tile0513
sprite   250 notmd                 // tile0513
sprite   251 notmd                 // tile0513
sprite   252 notmd                 // tile0513
sprite   552 notmd                 // tile0342 pannel1

// Switches to be hidden
sprite   298 notmd                 // tile0164 dipswitch2 (arcade game)
sprite   543 notmd                 // tile0132 slotdoor   (cash register)



// LIGHTS