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Toggle to make attackers face fuzzy targets straight
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MrAlaux committed May 5, 2024
1 parent 74c62eb commit 3010793
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Showing 6 changed files with 14 additions and 1 deletion.
1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -4,6 +4,7 @@
- Removed _Kills % in Stats display_ setting in favor of them
- **Minimap zooming** (keyboard only)
- Toggle to **disable the Killough-face easter egg**
- Toggle to **make attackers face fuzzy targets straight**

## Changes

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1 change: 1 addition & 0 deletions README.md
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Expand Up @@ -127,6 +127,7 @@ All of these are CFG-Only, so their CVAR names are included.
- Lost Soul forgets target upon impact (`comp_lsamnesia`)
- Fuzzy things bleed fuzzy blood (`comp_fuzzyblood`) [i.b. Crispy Doom]
- Non-bleeders don't bleed when crushed (`comp_nonbleeders`) [i.b. Crispy Doom]
- Attackers face fuzzy targets straight (`comp_faceshadow`)
- Fix lopsided Icon of Sin explosions (`comp_iosdeath`)
- Permanent IDCHOPPERS invulnerability (`comp_choppers`)
- Blazing doors reopen with wrong sound (`comp_blazing2`) [p.f. Crispy Doom]
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1 change: 1 addition & 0 deletions src/doomstat.c
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Expand Up @@ -247,6 +247,7 @@ int comp_lscollision;
int comp_lsamnesia;
int comp_fuzzyblood;
int comp_nonbleeders;
int comp_faceshadow;
int comp_iosdeath;
int comp_choppers;

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1 change: 1 addition & 0 deletions src/doomstat.h
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Expand Up @@ -632,6 +632,7 @@ extern int comp_lscollision;
extern int comp_lsamnesia;
extern int comp_fuzzyblood;
extern int comp_nonbleeders;
extern int comp_faceshadow;
extern int comp_iosdeath;
extern int comp_choppers;

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7 changes: 7 additions & 0 deletions src/m_config.c
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Expand Up @@ -1622,6 +1622,13 @@ default_t defaults[] = {
"Fuzzy things bleed fuzzy blood"
},

{
"comp_faceshadow",
(config_t *) &comp_faceshadow, NULL,
{0}, {0,1}, number, ss_none, wad_yes,
"Attackers face fuzzy targets straight"
},

{
"comp_nonbleeders",
(config_t *) &comp_nonbleeders, NULL,
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4 changes: 3 additions & 1 deletion src/p_enemy.c
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Expand Up @@ -1315,7 +1315,9 @@ void A_FaceTarget(mobj_t *actor)
actor->flags &= ~MF_AMBUSH;
actor->angle = R_PointToAngle2(actor->x, actor->y,
actor->target->x, actor->target->y);
if (actor->target->flags & MF_SHADOW)

// [Nugget] Face fuzzy enemies straight
if (!CASUALPLAY(comp_faceshadow) && actor->target->flags & MF_SHADOW)
{ // killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_facetarget);
actor->angle += (t-P_Random(pr_facetarget))<<21;
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