Basically, nxDoom supports all of the standard DeHacked features. It also
has other features from other ports, and some that are unique to nxDoom.

To use DeHacked files, you have two options:
1. Add the DeHacked file using -file:
	-file dehacked_file.deh
2. Add it into a WAD file, with the name DEHACKED

DeHacked files are loaded first, followed by DEHACKED lumps in a WAD file.
This is the same as Doom Legacy and a number of other ports.

nxDoom also supports BEX text blocks. This gives a better way of replacing
text in Doom. See the Boom documentation for more information of BEX's
[STRINGS] section. It works the same as Boom.

Finally, nxDoom has some new DeHacked entries. Here's the list:

Ammo entries
	Initial		How much ammo to start with. This allows you to
			start with, say 15 rockets and 300 cells.

Weapon entries
	AmmoUse		This is how much ammo the weapon uses per shot.
			Note that DeHacked patches that swap weapon functions
			around (especially the SuperShotgun and BFG) may break
			slightly because of the new weapons system. Use this to
			correct patches with incorrect ammo usage.

	StartWith	Does the player start with this weapon. 0 = no, 1 = yes
			A word of warning - Don't disable the fist or pistol,
			because the game may break if you do. Also, don't enable
			weapons that are disabled (see below).

	Enabled		Can this weapon be selected. 0 = no, 1 = yes
			You can use this to prevent a weapon from being selected,
			if you don't use it or you broke it, and you can use it
			to enable the DB shotgun in Doom 1, provided you also
			supply new graphics for it

	Priority	Weapon switch priority. When you run out of ammo, it will
			select the weapon with the highest priority number and with
			ammo. The defaults should match Doom, and are:
			Weapon 0 - Fists = 0
			Weapon 1 - Pistol = 3
			Weapon 2 - Shotgun = 5
			Weapon 3 - Chaingun = 6
			Weapon 4 - Rocket Launcher = 2
			Weapon 5 - Plasma Gun = 8
			Weapon 6 - BFG 9000 = 1
			Weapon 7 - Chainsaw = 3
			Weapon 8 - Super Shotgun = 7

Think Entries
	DropItem	The think ID number of the item to drop when this thing dies.
			0 = drop nothing.

Misc Entries
	Initial Weapon	Which weapon number to start with.

