chocolate-strife.cfg(5)

๐ŸŽ€ chocolate-strife.cfg(5) โ€” File Formats Manual ๐ŸŽ€

okay bestie, gather round, because this is the manual page for chocolate-strife.cfg, and it's literally the config file that makes Chocolate Strife behave the way you want instead of the way some 1996 executable decided. it's giving "secret second brain" energy and i'm obsessed ๐Ÿ’–


โœจ NAME โœจ

chocolate-strife.cfg โ€” the Chocolate Strife configuration file. that's it, that's the name, iconic. ๐Ÿ‘‘


๐Ÿ’… DESCRIPTION ๐Ÿ’…

so chocolate-strife.cfg is a configuration file for chocolate-strife(6). but here's the tea: it's an auxiliary config file, not the main character. the main configuration options live in strife.cfg, which holds all the same config options as Vanilla Strife (because compatibility is queen and we respect her). meanwhile chocolate-strife.cfg is where all the options that are specific to Chocolate-Strife only hang out. it's the VIP section. ๐Ÿซถ

normally chocolate-strife.cfg chills in your home directory, at:

~/.local/share/chocolate-strife/chocolate-strife.cfg

but you can override that path with the XDG_DATA_HOME environment variable (peep the XDG Base Directory Specification if you wanna know more, iykyk).

also!! there's a tool for this: chocolate-strife-setup(6) is a super easy front-end for editing chocolate-strife.cfg if you don't feel like hand-editing text files like a gremlin (no shade, i do it too ๐Ÿ’€).


๐ŸŒธ FILE FORMAT ๐ŸŒธ

the format is literally the same as the one used for strife.cfg(5). same vibes, same rules. โœจ


๐ŸŒˆ CONFIGURATION VARIABLES ๐ŸŒˆ

here come the options, bestie. this is the whole squad. no skips, no cuts. ๐Ÿ’œ

๐Ÿ–ฅ๏ธ Video things

  • video_driver โ€” the name of the SDL video driver you wanna use. if you set it to an empty string, you just get the default video driver. no notes.
  • window_position โ€” where the window sits on your screen when you're running in windowed mode. accepted values are: "" (empty string) โ€” meaning "don't care, wherever", "center" โ€” puts the window right in the middle of the screen, and "x,y" โ€” puts it at the exact coordinates you type. โœจ
  • fullscreen โ€” if it's non-zero, the game runs in full screen mode. if it's zero, the game runs in a window. simple as.
  • video_display โ€” the index of the display the game should run on. heads up though: this does nothing if you're running in windowed mode (fullscreen=0) and window_position isn't set to "center". so basically it only matters in specific setups. ๐Ÿ’…
  • aspect_ratio_correct โ€” if it's non-zero, the screen gets stretched vertically so it displays correctly on a square pixel video mode.
  • smooth_pixel_scaling โ€” if it's non-zero, the screen gets smooth scaling. yes, smooth. very demure, very mindful.
  • integer_scaling โ€” if it's non-zero, it forces integer scales for resolution-independent rendering.
  • window_width โ€” the window width when running in windowed mode.
  • window_height โ€” the window height when running in windowed mode.
  • fullscreen_width โ€” the width for the screen mode when running fullscreen. if this and fullscreen_height are both set to zero, we run fullscreen as a desktop window that covers the entire screen, instead of ever switching screen modes. honestly it should usually be unnecessary to set this value at all. ๐Ÿ™ˆ
  • fullscreen_height โ€” the height for the screen mode when running fullscreen. see the docs for fullscreen_width, same energy.
  • force_software_renderer โ€” if it's non-zero, force the use of a software renderer. this one's for the systems out there lacking hardware acceleration. we love a fallback. ๐Ÿซถ
  • max_scaling_buffer_pixels โ€” the max number of pixels to use for the intermediate scaling buffer. more pixels means the screen can be rendered more precisely, but there are diminishing returns on quality (the math is mathing but only so much). the default limits it to 16,000,000 pixels, which is enough to cover 4K monitor standards. ๐Ÿ’–
  • startup_delay โ€” number of milliseconds to wait on startup after the video mode has been set, before the game starts. this lets the screen settle on some monitors that don't display an image for a brief interval after changing video modes. patience is a virtue bestie.
  • graphical_startup โ€” if it's non-zero, display the graphical startup screen.
  • show_endoom โ€” if it's non-zero, the ENDOOM text screen shows up when you exit the game. if it's zero, the ENDOOM screen is not displayed. no ENDOOM, no problem.
  • show_diskicon โ€” if it's non-zero, a disk activity indicator shows up when data is read from disk. if it's zero, the disk activity indicator is not displayed.
  • png_screenshots โ€” if it's non-zero, screenshots get saved in PNG format. if it's zero, screenshots are saved in PCX format, exactly like Vanilla Doom does it. nostalgia format, periodt. ๐Ÿ“ธ

๐Ÿ”Š Sound things

  • snd_samplerate โ€” sound output sample rate, in Hz. typical values to use are 11025, 22050, 44100 and 48000.
  • snd_cachesize โ€” the max number of bytes to allocate for caching converted sound effects in memory. if you set it to zero, there is no limit applied. unlimited. unhinged. we love her.
  • snd_maxslicetime_ms โ€” the max size of the output sound buffer size, in milliseconds. sound output is generated periodically in slices. higher values might be more efficient, but they'll introduce latency to the sound output (efficiency vs. vibes, the eternal battle). the default is 28ms (that's one slice per tic with the 35fps timer, nerd math incoming).
  • snd_pitchshift โ€” if it's non-zero, sound effects will have their pitch varied up or down by a random amount during play. if it's zero, sound effects play back at their default pitch. no random pitch chaos, just pure sound.
  • snd_musiccmd โ€” an external command to invoke for MIDI playback. if you set it to the empty string, SDL_mixer's internal MIDI playback gets used instead. โš ๏ธ this only has any effect when snd_musicdevice is set to General MIDI output, so don't come for me if it does nothing.
  • snd_dmxoption โ€” the value to set for the DMXOPTION environment variable. if this contains "-opl3", output for an OPL3 chip is generated when in OPL MIDI playback mode. โœจ
  • opl_io_port โ€” the I/O port to use to access the OPL chip. only relevant when you're using native OPL music playback.
  • use_libsamplerate โ€” controls whether libsamplerate support is used for performing sample rate conversions of sound effects. โš ๏ธ support for this must be compiled into the program. if it's zero, libsamplerate support is disabled. if it's non-zero, libsamplerate is enabled. increasing values roughly correspond to higher quality conversion; the higher the quality, the slower the conversion process. the ladder goes: Linear conversion = 1; Zero order hold = 2; Fast Sinc filter = 3; Medium quality Sinc filter = 4; High quality Sinc filter = 5. pick your fighter. ๐Ÿ’…
  • libsamplerate_scale โ€” the scaling factor used by libsamplerate. this is used when converting sounds internally back into integer form; normally you should not need to change it from the default value, so don't touch unless you must. the only time it might be needed is if a PWAD file is loaded that contains very loud sounds, in which case the conversion may cause sound clipping and the scale factor should be reduced. โš ๏ธ the lower the value, the quieter the sound effects become, so set it as high as possible without clipping occurring. balance, bestie, balance. โš–๏ธ

๐Ÿ“‚ File paths & autoload

  • autoload_path โ€” the full path to a directory where WAD files and dehacked patches can be placed so they're automatically loaded on startup. a subdirectory of this directory matching the IWAD name is checked to find the files to load. set it and forget it, king behavior. ๐Ÿ‘‘
  • music_pack_path โ€” the full path to a directory containing configuration files for substitute music packs. these packs contain high quality renderings of game music to be played instead of using the system's built-in MIDI playback. glow up for your ears. ๐ŸŽง

๐Ÿงš FluidSynth stuff (yes, there's a lot, and yes, it's all here)

  • fsynth_chorus_active โ€” if 1, activate the FluidSynth chorus effects module. if 0, no chorus will be added to the output signal.
  • fsynth_chorus_depth โ€” specifies the modulation depth of the FluidSynth chorus. default is 5.0, range is 0.0 to 256.0.
  • fsynth_chorus_level โ€” specifies the output amplitude of the FluidSynth chorus signal. default is 0.35, range is 0.0 to 10.0.
  • fsynth_chorus_nr โ€” sets the voice count of the FluidSynth chorus signal. default is 3, range is 0 to 99.
  • fsynth_chorus_speed โ€” sets the FluidSynth chorus modulation speed in Hz. default is 0.3, range is 0.1 to 5.0.
  • fsynth_midibankselect โ€” this setting defines how FluidSynth interprets Bank Select messages. the default is "gs". other possible values are "gm", "xg" and "mma". choose your bank select lore wisely.
  • fsynth_polyphony โ€” sets the number of FluidSynth voices that can be played in parallel. default is 256, range is 1 - 65535.
  • fsynth_reverb_active โ€” if 1, activate the FluidSynth reverb effects module. if 0, no reverb will be added to the output signal.
  • fsynth_reverb_damp โ€” sets the amount of FluidSynth reverb damping. default is 0.4, range is 0.0 to 1.0.
  • fsynth_reverb_level โ€” sets the FluidSynth reverb amplitude. default is 0.15, range is 0.0 - 1.0.
  • fsynth_reverb_roomsize โ€” sets the room size (i.e. amount of wet) of the FluidSynth reverb. default is 0.6, range is 0.0 - 1.0. get that cathedral vibe. ๐Ÿฐ
  • fsynth_reverb_width โ€” sets the stereo spread of the FluidSynth reverb signal. default is 0.4, range is 0.0 - 100.0.
  • fsynth_gain โ€” fine tune the FluidSynth output level. default is 1.0, range is 0.0 - 10.0.
  • fsynth_sf_path โ€” the full path to a soundfont file to use with FluidSynth MIDI playback.

๐ŸŽน MIDI & GUS stuff

  • timidity_cfg_path โ€” the full path to a Timidity configuration file to use for MIDI playback. the file will be evaluated from the directory where it is evaluated, so there's no need to add "dir" commands into it. nice, less work for us. ๐Ÿซถ
  • gus_patch_path โ€” the path to GUS patch files to use when operating in GUS emulation mode.
  • gus_ram_kb โ€” the number of kilobytes of RAM to use in GUS emulation mode. valid values are 256, 512, 768 or 1024. pick your RAM, bestie.
  • winmm_midi_device โ€” the MIDI device for native Windows MIDI.
  • winmm_complevel โ€” the compatibility level for native Windows MIDI, default 0. valid values are 0 (Vanilla), 1 (Standard), 2 (Full).
  • winmm_reset_type โ€” the reset device type for native Windows MIDI, default 1. valid values are 0 (None), 1 (GM Mode), 2 (GS Mode), 3 (XG Mode).
  • winmm_reset_delay โ€” the reset device delay for native Windows MIDI, default 0, median value 100 ms.

๐Ÿ’€ Vanilla compatibility / limits

  • vanilla_savegame_limit โ€” if it's non-zero, the Vanilla savegame limit is enforced; if the savegame exceeds 180224 bytes in size, the game will exit with an error. ๐Ÿ˜ญ if this has a value of zero, there is no limit to the size of savegames. unlimited saves, dangerous power.
  • vanilla_demo_limit โ€” if it's non-zero, the Vanilla demo size limit is enforced; the game exits with an error when a demo exceeds the demo size limit (128KiB by default). if this has a value of zero, there is no limit to the size of demos.
  • vanilla_keyboard_mapping โ€” if it's non-zero, the game behaves like Vanilla Doom, always assuming an American keyboard mapping. if this has a value of zero, the native keyboard mapping of the keyboard is used. ๐Ÿ‡บ๐Ÿ‡ธ vs ๐ŸŒ, you decide.

๐Ÿท๏ธ Player identity

  • player_name โ€” the name to use in network games for identification. heads up: this is only used on the "waiting" screen while waiting for the game to start. so it's a cameo appearance, not a starring role. ๐Ÿ’…

part 1 done!! part 2 is coming right up, don't go anywhere bestie ๐Ÿฆ‹

okay so we're still in the config variables, bestie, and this next batch is all about mice, joysticks, and keys. lowkey iconic. ๐Ÿ–ฑ๏ธ๐ŸŽฎโŒจ๏ธ

  • grabmouse โ€” If this is non-zero, the mouse gets "grabbed" when running in windowed mode so it can be used as an input device. When running full screen, this has no effect. ๐Ÿ–ฑ๏ธ
  • novert โ€” If non-zero, all vertical mouse movement is ignored. This emulates the behavior of the "novert" tool available under DOS that performs the same function. ๐Ÿšซ๐Ÿ–ฑ๏ธ
  • mouse_acceleration โ€” Mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value. โšก
  • mouse_threshold โ€” Mouse acceleration threshold. When the speed of mouse movement exceeds this threshold value, the speed is multiplied by an acceleration factor (mouse_acceleration). ๐Ÿ“ˆ
  • mouseb_strafeleft โ€” Mouse button to strafe left. โฌ…๏ธ
  • mouseb_straferight โ€” Mouse button to strafe right. โžก๏ธ
  • mouseb_turnleft โ€” Mouse button to turn left. โ†ฉ๏ธ
  • mouseb_turnright โ€” Mouse button to turn right. โ†ช๏ธ
  • mouseb_use โ€” Mouse button to "use" an object, eg. a door or switch. ๐Ÿšช
  • mouseb_backward โ€” Mouse button to move backwards. โช
  • mouseb_prevweapon โ€” Mouse button to cycle to the previous weapon. ๐Ÿ”ซ
  • mouseb_nextweapon โ€” Mouse button to cycle to the next weapon. ๐Ÿ”ซ
  • dclick_use โ€” If non-zero, double-clicking a mouse button acts like pressing the "use" key to use an object in-game, eg. a door or switch. ๐Ÿ–ฑ๏ธ๐Ÿšช
  • joystick_guid โ€” SDL GUID string indicating the joystick to use. An empty string indicates that no joystick is configured. ๐ŸŽฎ
  • joystick_index โ€” Index of SDL joystick to use; this is only used in the case where multiple identical joystick devices are connected which have the same GUID, to distinguish between devices. ๐Ÿ”ข
  • use_analog โ€” If non-zero, use analog movement when playing with a gamepad. ๐Ÿ•น๏ธ
  • joystick_x_axis โ€” Joystick axis to use for horizontal (X) movement. โ†”๏ธ
  • joystick_x_invert โ€” If non-zero, movement on the horizontal joystick axis is inverted. ๐Ÿ”„
  • joystick_turn_sensitivity โ€” Joystick turn analog sensitivity, specified as a value between 0 and 20. ๐ŸŽš๏ธ
  • joystick_y_axis โ€” Joystick axis to use for vertical (Y) movement. โ†•๏ธ
  • joystick_y_invert โ€” If non-zero, movement on the vertical joystick axis is inverted. ๐Ÿ”„
  • joystick_strafe_axis โ€” Joystick axis to use for strafing movement. ๐Ÿšถ
  • joystick_strafe_invert โ€” If non-zero, movement on the joystick axis used for strafing is inverted. ๐Ÿ”„
  • joystick_move_sensitivity โ€” Joystick move and strafe analog sensitivity, specified as a value between 0 and 20. ๐ŸŽš๏ธ
  • joystick_look_axis โ€” Joystick axis to use for looking up and down. ๐Ÿ‘€
  • joystick_look_invert โ€” If non-zero, movement on the joystick axis used for looking is inverted. ๐Ÿ”„
  • joystick_look_sensitivity โ€” Joystick look analog sensitivity, specified as a value between 0 and 20. ๐ŸŽš๏ธ
  • joystick_physical_button0 โ€” The physical joystick button that corresponds to joystick virtual button #0. ๐ŸŽฎ
  • joystick_physical_button1 โ€” The physical joystick button that corresponds to joystick virtual button #1. ๐ŸŽฎ
  • joystick_physical_button2 โ€” The physical joystick button that corresponds to joystick virtual button #2. ๐ŸŽฎ
  • joystick_physical_button3 โ€” The physical joystick button that corresponds to joystick virtual button #3. ๐ŸŽฎ
  • joystick_physical_button4 โ€” The physical joystick button that corresponds to joystick virtual button #4. ๐ŸŽฎ
  • joystick_physical_button5 โ€” The physical joystick button that corresponds to joystick virtual button #5. ๐ŸŽฎ
  • joystick_physical_button6 โ€” The physical joystick button that corresponds to joystick virtual button #6. ๐ŸŽฎ
  • joystick_physical_button7 โ€” The physical joystick button that corresponds to joystick virtual button #7. ๐ŸŽฎ
  • joystick_physical_button8 โ€” The physical joystick button that corresponds to joystick virtual button #8. ๐ŸŽฎ
  • joystick_physical_button9 โ€” The physical joystick button that corresponds to joystick virtual button #9. ๐ŸŽฎ
  • joystick_physical_button10 โ€” The physical joystick button that corresponds to joystick virtual button #10. ๐ŸŽฎ
  • joystick_physical_button11 โ€” The physical joystick button that corresponds to joystick virtual button #11. ๐ŸŽฎ
  • joystick_physical_button12 โ€” The physical joystick button that corresponds to joystick virtual button #12. ๐ŸŽฎ
  • joystick_physical_button13 โ€” The physical joystick button that corresponds to joystick virtual button #13. ๐ŸŽฎ
  • joystick_physical_button14 โ€” The physical joystick button that corresponds to joystick virtual button #14. ๐ŸŽฎ
  • joystick_physical_button15 โ€” The physical joystick button that corresponds to joystick virtual button #15. ๐ŸŽฎ
  • joystick_physical_button16 โ€” The physical joystick button that corresponds to joystick virtual button #16. ๐ŸŽฎ
  • use_gamepad โ€” If non-zero, use the SDL_GameController interface instead of the SDL_Joystick interface. ๐ŸŽฎ
  • gamepad_type โ€” Stores the SDL_GameControllerType of the last configured gamepad. ๐ŸŽฎ
  • joystick_x_dead_zone โ€” Joystick x axis dead zone, specified as a percentage of the axis max value. ๐Ÿ•ณ๏ธ
  • joystick_y_dead_zone โ€” Joystick y axis dead zone, specified as a percentage of the axis max value. ๐Ÿ•ณ๏ธ
  • joystick_strafe_dead_zone โ€” Joystick strafe axis dead zone, specified as a percentage of the axis max value. ๐Ÿ•ณ๏ธ
  • joystick_look_dead_zone โ€” Joystick look axis dead zone, specified as a percentage of the axis max value. ๐Ÿ•ณ๏ธ
  • joyb_strafeleft โ€” Joystick virtual button to make the player strafe left. โฌ…๏ธ
  • joyb_straferight โ€” Joystick virtual button to make the player strafe right. โžก๏ธ
  • joyb_menu_activate โ€” Joystick virtual button to activate the menu. ๐Ÿ“‹
  • joyb_toggle_automap โ€” Joystick virtual button to toggle the automap. ๐Ÿ—บ๏ธ
  • joyb_prevweapon โ€” Joystick virtual button that cycles to the previous weapon. ๐Ÿ”ซ
  • joyb_nextweapon โ€” Joystick virtual button that cycles to the next weapon. ๐Ÿ”ซ
  • key_pause โ€” Key to pause or unpause the game. โธ๏ธ
  • key_menu_activate โ€” Key that activates the menu when pressed. ๐Ÿ“‹
  • key_menu_up โ€” Key that moves the cursor up on the menu. โฌ†๏ธ
  • key_menu_down โ€” Key that moves the cursor down on the menu. โฌ‡๏ธ
  • key_menu_left โ€” Key that moves the currently selected slider on the menu left. โฌ…๏ธ
  • key_menu_right โ€” Key that moves the currently selected slider on the menu right. โžก๏ธ
  • key_menu_back โ€” Key to go back to the previous menu. โ†ฉ๏ธ
  • key_menu_forward โ€” Key to activate the currently selected menu item. โฉ
  • key_menu_confirm โ€” Key to answer 'yes' to a question in the menu. โœ…
  • key_menu_abort โ€” Key to answer 'no' to a question in the menu. โŒ
  • key_menu_help โ€” Keyboard shortcut to bring up the help screen. โ“
  • key_menu_save โ€” Keyboard shortcut to bring up the save game menu. ๐Ÿ’พ
  • key_menu_load โ€” Keyboard shortcut to bring up the load game menu. ๐Ÿ“‚
  • key_menu_volume โ€” Keyboard shortcut to bring up the sound volume menu. ๐Ÿ”Š
  • key_menu_detail โ€” Keyboard shortcut to toggle the detail level. ๐Ÿ”
  • key_menu_qsave โ€” Keyboard shortcut to quicksave the current game. โšก๐Ÿ’พ
  • key_menu_endgame โ€” Keyboard shortcut to end the game. ๐Ÿ›‘
  • key_menu_messages โ€” Keyboard shortcut to toggle heads-up messages. ๐Ÿ’ฌ
  • key_menu_qload โ€” Keyboard shortcut to load the last quicksave. โšก๐Ÿ“‚
  • key_menu_quit โ€” Keyboard shortcut to quit the game. ๐Ÿšช
  • key_menu_gamma โ€” Keyboard shortcut to toggle the gamma correction level. ๐ŸŒ—
  • key_spy โ€” Keyboard shortcut to switch view in multiplayer. ๐Ÿ•ต๏ธ
  • key_menu_incscreen โ€” Keyboard shortcut to increase the screen size. ๐Ÿ”โž•
  • key_menu_decscreen โ€” Keyboard shortcut to decrease the screen size. ๐Ÿ”โž–
  • key_menu_screenshot โ€” Keyboard shortcut to save a screenshot. ๐Ÿ“ธ
  • key_map_toggle โ€” Key to toggle the map view. ๐Ÿ—บ๏ธ
  • key_map_north โ€” Key to pan north when in the map view. โฌ†๏ธ
  • key_map_south โ€” Key to pan south when in the map view. โฌ‡๏ธ
  • key_map_east โ€” Key to pan east when in the map view. โžก๏ธ
  • key_map_west โ€” Key to pan west when in the map view. โฌ…๏ธ
  • key_map_zoomin โ€” Key to zoom in when in the map view. ๐Ÿ”โž•
  • key_map_zoomout โ€” Key to zoom out when in the map view. ๐Ÿ”โž–
  • key_map_maxzoom โ€” Key to zoom out the maximum amount when in the map view. ๐Ÿ”โฌ‡๏ธ
  • key_map_follow โ€” Key to toggle follow mode when in the map view. ๐Ÿ‘ฃ
  • key_map_grid โ€” Key to toggle the grid display when in the map view. ๐Ÿ”ฒ
  • key_map_mark โ€” Key to set a mark when in the map view. ๐Ÿ“
  • key_map_clearmark โ€” Key to clear all marks when in the map view. ๐Ÿงน
  • key_weapon1 โ€” Key to select weapon 1. ๐Ÿ”ซ
  • key_weapon2 โ€” Key to select weapon 2. ๐Ÿ”ซ
  • key_weapon3 โ€” Key to select weapon 3. ๐Ÿ”ซ
  • key_weapon4 โ€” Key to select weapon 4. ๐Ÿ”ซ
  • key_weapon5 โ€” Key to select weapon 5. ๐Ÿ”ซ
  • key_weapon6 โ€” Key to select weapon 6. ๐Ÿ”ซ
  • key_weapon7 โ€” Key to select weapon 7. ๐Ÿ”ซ
  • key_weapon8 โ€” Key to select weapon 8. ๐Ÿ”ซ
  • key_prevweapon โ€” Key to cycle to the previous weapon. ๐Ÿ”ซ
  • key_nextweapon โ€” Key to cycle to the next weapon. ๐Ÿ”ซ
  • key_message_refresh โ€” Key to re-display last message. ๐Ÿ”
  • key_demo_quit โ€” Key to quit the game when recording a demo. ๐ŸŽฌ๐Ÿšช
  • key_multi_msg โ€” Key to send a message during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer1 โ€” Key to send a message to player 1 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer2 โ€” Key to send a message to player 2 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer3 โ€” Key to send a message to player 3 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer4 โ€” Key to send a message to player 4 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer5 โ€” Key to send a message to player 5 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer6 โ€” Key to send a message to player 6 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer7 โ€” Key to send a message to player 7 during multiplayer games. ๐Ÿ’ฌ
  • key_multi_msgplayer8 โ€” Key to send a message to player 8 during multiplayer games. ๐Ÿ’ฌ

๐Ÿ‘€ SEE ALSO ๐Ÿ‘€

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