SeHackEd v0.4 is less advanced than even DeHackEd v3.0, which explains why I
made these changes to Strife's enemies and weapons a different way than one
normally would. As the homepage for SeHackEd reads: "It may seem like you can,
but you can't edit code pointers. You'll have to juggle frames around that have
the pointers you want. Based on Dehacked 3.0a source, functionality of Sehacked
is somewhere between Dehacked 2.4 and 3.0a."

Acolytes fire homing missiles (instead of a triple-hitscan attack). Taken from
the Bishop. The missiles travel at half their original speed. Acolytes also
move faster and, depending on the skill level chosen, drop medical kits. This
latter change helps the map's balance a ton more than them dropping the same
amount of bullets it takes to kill them.

Reavers attack using the Loremaster's grappling hook instead of the hitscan
spread attack they had originally.

Stalkers and Sentinels move and attack much faster. Stalkers start on the
ground while sentinels have the damage of their lasers buffed to 5d4 (from 1d4)

Crusaders shoot their original napalm fire, but the damage was increased from
1d4 to 5d4.

Inquisitors were given the third sigil attack from afar (instead of grenades)
and the mauler's alternate firing mode up close (instead of a two-time Reaver
hitscan attack). They move slightly faster and no longer shoot as part of their
walk cycle. 

The sigil projectiles emitted from an inquisitor (which are somehow the
player's version of the attack?) deal less damage (from 70d4 to 20d4) and no
longer deal splash damage. Their hitboxes were also made twice their original
size to match the size of their sprite.

The mauler projectile fired from an inquisitor deals a massive amount of damage
(from 1d4 to 100d4) to punish players who try to hug an inquisitor to make it
blow itself up firing point blank at something. The inquisitor borrows Spectre
D's attack in order to launch this energy ball.

The arm from a blown inquisitor is now subject to gravity.

Spectre B (the Bishop's spectre) shoots phosphorus flames instead of lightning.
The flames don't last nearly as long as they used to. The spectre was made to
move tons faster as well as be the same size of Spectre A (the Programmer's
spectre). It also has less health (from 1200 to 700).

All enemies were given slight delays to their attacks to make avoiding them a
bit easier.

Ceiling turrets have been repurposed into things that work certain "scripts"
within the map: with their help, I was able to create a door that opens when a
rat buddy runs through a low opening three or more times as well as another
door that opens when the player has obtained a certain combination of only two
or three of the six keys found throughout and has broken the glass
corresponding to each one!

Speaking of, the rat buddy has had its movement "smoothed out" to making
guiding it a little bit easier.

The flamethrower was altered to fix three problems I found with it:

Instead of realistic napalm fire subject to gravity, it now fires more like a
videogame flamethrower: projectiles straight forward that expire around a
similar distance away from the player. This fixes the problem of the
flamethrower being unreliable in more specific situations like trying to aim at
a stalker directly in front of the player or some other enemy nearby but above
the player.

Originally, the flamethrower had recoil when using it, even when the player's
accuracy stat was maxed out. This made it a weapon that was out of place and
horribly obsolete to even the assault gun and mini-missile launcher, both of
which were subject to accuracy improvements. To fix this, it actually fires
edited crossbow bolts; the player no longer has their view, aim, and movement
gimped when firing this weapon.

The flames deal more damage (from 4d4 to 10d4, the same as electric crossbow
bolts). This turns it from a weapon that is only marginally stronger than the
player's assault gun (which did 4d3 hitscan damage) to a weapon that can melt
most enemies with ease (though the mauler's secondary firing mode is still
better to rid oneself of crowded rooms, crusaders and especially inquisitors).

The Bishop's missile had its sprite offset lowered for the shorter acolytes
that now use them, but they use the same explosion sprites as the crusader's
and player's missiles. To fix this, the latter's missiles use the death frames
of the inquisitor's grenade (with sprites that look the same as the original
missile death sprites). Additionally, the player's missile uses the original
explosion frame of the explosive barrel to avoid the problem discovered with
repurposing the inquisitor's grenade: the player suddenly having hilariously
overpowered mini missiles (imagine the missiles having triple the original
damage and blast range!).

Tangentially related to this SeHackEd patch, I found the Bishop's missile, the
player's own mini missiles, and hitscan attacks to all use the same bullet puff
thing... even though there are dedicated missile trail things found in
SeHackEd. So the bullet puff sprite was blanked out to avoid any weird sprite
offset problems stemming from the fact that acolytes fire the homing missiles
now (and also so the missiles can still hum as they fly through the air).

The idle frames of the flamethrower and mauler were sped up to make firing them
more responsive to a push of a button.

The Sigil (which is automatically obtained from killing a spectre, bleh)
prevents the player from using weapons entirely for the purposes of the ending
map.

Degnin ore now use the explosive barrel sprites. In other words, the barrels
found in this map have the destructive power of degnin ore (compare the
original pathetic 64 map unit blast radius and maximum damage to 192!).

The big tree was made not solid to account for the spectre's new attack in the
final area of the map.

The two NPCs I made were given the "SPECTRAL" bit flag; you may be able to
attack them, but you can't kill them, not even with the massacre cheat.

The text displayed for needing and picking up six of the keys in this game have
been altered along with their sprites.

The names of both maps were changes on the automap.

The "thank you!" note displayed onscreen the end replaces the game's graphic
for the commercial at symbol and made to appear with the message for needing
the severed hand, originally.

Some cheat codes were changed to Doom's as I couldn't be bothered to learn this
game's while developing and testing this map.