crispy-heretic.cfg(5)

๐Ÿ’– crispy-heretic.cfg โ€” the config file for Crispy Heretic ๐Ÿ’–

๐ŸŒธ NAME ๐ŸŒธ

crispy-heretic.cfg โ€” the configuration file for crispy-heretic(6) โœจ


๐Ÿฆ‹ DESCRIPTION ๐Ÿฆ‹

Okay so crispy-heretic.cfg is a config file for crispy-heretic(6), and it's the auxiliary one, bestie. The main config options live in heretic.cfg, which holds all the same settings as Vanilla Heretic (for compatibility, periodt). crispy-heretic.cfg is where the stuff that's Crispy-Heretic-only goes. It's giving extra. It's giving exclusive. We love her ๐Ÿ’…

Normally she lives in your home directory, at:

~/.local/share/crispy-heretic/crispy-heretic.cfg

and you can override that path with the XDG_DATA_HOME environment variable (iykyk, it's in the XDG Base Directory Specification โœจ).

Also!! There's crispy-heretic-setup(6), which is a super simple front-end for editing crispy-heretic.cfg โ€” so if hand-editing files isn't your vibe, she's got you ๐Ÿซถ


๐ŸŽ€ FILE FORMAT ๐ŸŽ€

The file format is exactly the same as the one used for heretic.cfg(5). No cap, no new syntax to learn, we're just reusing the fit ๐Ÿ‘‘


๐Ÿ‘‘ CONFIGURATION VARIABLES ๐Ÿ‘‘

Alright bestie, here's the whole menu. Every single one, no skipping ๐Ÿ™ˆ

  • video_driver โ€” the name of the SDL video driver you wanna use. If it's an empty string, you just get the default video driver. Let her cook.
  • window_position โ€” where the window sits on your screen when you're running in windowed mode. Accepted values are: "" (empty string) โ€” don't care, "center" โ€” place the window at the center of the screen, "x,y" โ€” place the window at those exact coordinates. Iconic, honestly.
  • fullscreen โ€” if it's non-zero, the game runs in full screen mode. If it's zero, you get a window. That's it, that's the whole personality ๐ŸŒˆ
  • video_display โ€” the index of the display the game should run on. This has no effect if you're running in windowed mode (fullscreen=0) and window_position is not set to "center". So like, don't bother, it's not listening to you 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. Your geometry stays snatched.
  • smooth_pixel_scaling โ€” if it's non-zero, the screen gets smooth scaling. Soft. Blurred. Cozy ๐Ÿงš
  • integer_scaling โ€” if it's non-zero, it forces integer scales for resolution-independent rendering. Whole numbers only, we don't do fractions here โœจ
  • window_width โ€” the window width when you're running in windowed mode.
  • window_height โ€” the window height when you're running in windowed mode. (Yes, they're a matching set, they come as a pair, they're literally soulmates ๐Ÿ’œ)
  • 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, rather than ever switching screen modes. It should usually be unnecessary to set this value, so likeโ€ฆ don't touch it unless you have to ๐Ÿ™ˆ
  • fullscreen_height โ€” the height for the screen mode when running fullscreen. See the docs for fullscreen_width โ€” same energy, different axis.
  • force_software_renderer โ€” if it's non-zero, it forces the use of a software renderer. This one's for the systems that are lacking hardware acceleration, no shade, we've all been there ๐Ÿซถ
  • max_scaling_buffer_pixels โ€” the maximum 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 โ€” so more isn't automatically more, bestie. The default limits it to 16,000,000 pixels, which is enough to cover 4K monitor standards ๐Ÿ‘‘
  • startup_delay โ€” the number of milliseconds to wait on startup, after the video mode has been set, before the game will start. This lets the screen settle on some monitors that don't display an image for a brief interval after changing video modes. It's literally just giving your monitor a second to breathe ๐Ÿง˜
  • 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 is displayed when you exit the game. If it's zero, the ENDOOM screen is not displayed. Some of y'all live for that text wall and honestly? Respect.
  • png_screenshots โ€” if it's non-zero, screenshots get saved in PNG format. If it's zero, screenshots get saved in PCX format, as Vanilla Doom does. Retro choice, valid choice ๐Ÿ’…
  • mouse_acceleration_y โ€” the vertical mouse acceleration factor. When the speed of mouse movement exceeds the threshold value (mouse_threshold), the speed is multiplied by this value.
  • mouse_threshold_y โ€” the vertical mouse acceleration threshold. When the speed of mouse movement exceeds this threshold value, the speed is multiplied by an acceleration factor (mouse_acceleration).
  • snd_samplerate โ€” the sound output sample rate, in Hz. Typical values to use are 11025, 22050, 44100 and 48000. Pick your flavor ๐Ÿ“
  • snd_cachesize โ€” the maximum number of bytes to allocate for caching converted sound effects in memory. If it's set to zero, there is no limit applied. YOLO mode, memory-wise.
  • snd_maxslicetime_ms โ€” the maximum size of the output sound buffer size in milliseconds. Sound output is generated periodically in slices. Higher values might be more efficient but will introduce latency to the sound output. The default is 28ms (one slice per tic with the 35fps timer). Efficiency vs. latency, the eternal struggle ๐Ÿ˜ญ
  • 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. Chaos on, or chaos off ๐ŸŒˆ
  • snd_musiccmd โ€” an external command to invoke to perform MIDI playback. If it's set to the empty string, SDL_mixer's internal MIDI playback is used. This only has any effect when snd_musicdevice is set to General MIDI output. Read that twice, bestie โœจ
  • 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. Fancy chip behavior, we love to see it ๐ŸŽ€
  • opl_io_port โ€” the I/O port to use to access the OPL chip. Only relevant when using native OPL music playback. Niche but iconic.
  • use_libsamplerate โ€” controls whether libsamplerate support is used for performing sample rate conversions of sound effects. 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 levels are:
    • Linear conversion = 1
    • Zero order hold = 2
    • Fast Sinc filter = 3
    • Medium quality Sinc filter = 4
    • High quality Sinc filter = 5

Quality or speed, 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 it should not be necessary to change it from the default value. 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. The lower the value, the quieter the sound effects become, so it should be set as high as is possible without clipping occurring. Balance, bestie, it's all about balance ๐Ÿง˜
  • autoload_path โ€” the full path to a directory where WAD files and dehacked patches can be placed so they get 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, she'll handle the rest ๐Ÿซถ
  • 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 soundtrack โœจ
  • fsynth_chorus_active โ€” if it's 1, activate the FluidSynth chorus effects module. If it's 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".
  • 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 it's 1, activate the FluidSynth reverb effects module. If it's 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) FluidSynth reverb. Default is 0.6, range is 0.0 - 1.0.
  • 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. Point her at the good stuff ๐Ÿ’…
  • 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 is no need to add "dir" commands into it. Convenient!! ๐ŸŽ€
  • 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.
  • winmm_midi_device โ€” the MIDI device for native Windows MIDI.
  • winmm_complevel โ€” the compatibility level for native Windows MIDI, default 1. 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.
  • 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. Authenticity or localization, you decide ๐Ÿฆ‹
  • a11y_sector_lighting โ€” if it's zero, this disables sectors changing their light level.
  • a11y_extra_lighting โ€” the amount of extra light to add to the game scene. Turn it up, it's giving โœจ
  • a11y_weapon_flash โ€” if it's zero, this disables weapon flashes changing the ambient light level and flickering of torches. Accessibility queens, this one's for you ๐Ÿ‘‘
  • a11y_weapon_palette โ€” if it's zero, this disables weapon palette changes.
  • a11y_weapon_pspr โ€” if it's zero, this disables rendering of weapon flashes sprites.
  • a11y_palette_changes โ€” set this to zero and you kill all the palette shifting that happens when you take damage, grab an item, or rock the radiation suit. bye bye color chaos ๐Ÿ’…
  • a11y_invul_colormap โ€” zero it out and the colormap stops doing its thing while you're invulnerable. no dramatic screen tint for you โœจ
  • player_name โ€” the name you show up as in network games, for identification purposes only. heads up tho: it's only used on the "waiting" screen while everyone's waiting for the match to start ๐Ÿซถ
  • grabmouse โ€” if this is non-zero, the mouse gets "grabbed" when you're running in windowed mode so it actually works as an input device. when you're running full screen? this does literally nothing, no effect at all ๐Ÿ˜Œ
  • novert โ€” non-zero means all vertical mouse movement gets ignored. this is emulating the behavior of the "novert" tool from back in the DOS days that did the exact same thing. vintage icon behavior ๐Ÿ’€
  • mouse_acceleration โ€” the mouse acceleration factor. when your mouse movement speed goes over the threshold value (mouse_threshold), the speed gets multiplied by this value. speed boost era ๐Ÿ”ฅ
  • mouse_threshold โ€” the mouse acceleration threshold. once your mouse speed goes past this value, the speed gets multiplied by an acceleration factor (mouse_acceleration). the two of them are besties, they only work as a pair ๐ŸŒธ
  • mouseb_strafeleft โ€” mouse button to strafe left.
  • mouseb_straferight โ€” mouse button to strafe right.
  • mouseb_turnleft โ€” mouse button to turn left.
  • mouseb_turnright โ€” mouse button to turn right.
  • mouseb_use โ€” mouse button to "use" an object, eg. a door or switch.
  • mouseb_backward โ€” mouse button to move backwards.
  • mouseb_prevweapon โ€” mouse button to cycle to the previous weapon.
  • mouseb_nextweapon โ€” mouse button to cycle to the next weapon.
  • mouseb_invleft โ€” mouse button to move to the left in the inventory.
  • mouseb_invright โ€” mouse button to move to the right in the inventory.
  • mouseb_useartifact โ€” mouse button to use artifact.
  • 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. double tap supremacy ๐Ÿ–ฑ๏ธโœจ
  • joystick_guid โ€” an SDL GUID string indicating the joystick to use. an empty string means no joystick is configured at all. she's just not plugged in bestie ๐ŸŽฎ
  • joystick_index โ€” index of the SDL joystick to use. this one's only relevant when you've got multiple identical joystick devices connected that share the same GUID, and you need to tell them apart. twin controller problems fr fr
  • use_analog โ€” if non-zero, you get analog movement when playing with a gamepad. smooth like butter ๐Ÿงˆ
  • joystick_x_axis โ€” joystick axis to use for horizontal (X) movement.
  • joystick_x_invert โ€” if non-zero, movement on the horizontal joystick axis gets inverted. upside down energy ๐Ÿ™ˆ
  • joystick_turn_sensitivity โ€” joystick turn analog sensitivity, specified as a value between 0 and 20.
  • joystick_y_axis โ€” joystick axis to use for vertical (Y) movement.
  • joystick_y_invert โ€” if non-zero, movement on the vertical joystick axis gets inverted.
  • joystick_strafe_axis โ€” joystick axis to use for strafing movement.
  • joystick_strafe_invert โ€” if non-zero, movement on the joystick axis used for strafing gets inverted.
  • joystick_move_sensitivity โ€” joystick move and strafe analog sensitivity, specified as a value between 0 and 20.
  • joystick_look_axis โ€” joystick axis to use for looking up and down.
  • joystick_look_invert โ€” if non-zero, movement on the joystick axis used for looking gets inverted.
  • joystick_look_sensitivity โ€” joystick look analog sensitivity, specified as a value between 0 and 20.
  • joystick_physical_button0 โ€” the physical joystick button that corresponds to joystick virtual button #0.
  • joystick_physical_button1 โ€” the physical joystick button that corresponds to joystick virtual button #1.
  • joystick_physical_button2 โ€” the physical joystick button that corresponds to joystick virtual button #2.
  • joystick_physical_button3 โ€” the physical joystick button that corresponds to joystick virtual button #3.
  • joystick_physical_button4 โ€” the physical joystick button that corresponds to joystick virtual button #4.
  • joystick_physical_button5 โ€” the physical joystick button that corresponds to joystick virtual button #5.
  • joystick_physical_button6 โ€” the physical joystick button that corresponds to joystick virtual button #6.
  • joystick_physical_button7 โ€” the physical joystick button that corresponds to joystick virtual button #7.
  • joystick_physical_button8 โ€” the physical joystick button that corresponds to joystick virtual button #8.
  • joystick_physical_button9 โ€” the physical joystick button that corresponds to joystick virtual button #9.
  • joystick_physical_button10 โ€” the physical joystick button that corresponds to joystick virtual button #10.
  • joystick_physical_button11 โ€” the physical joystick button that corresponds to joystick virtual button #11.
  • joystick_physical_button12 โ€” the physical joystick button that corresponds to joystick virtual button #12.
  • joystick_physical_button13 โ€” the physical joystick button that corresponds to joystick virtual button #13.
  • joystick_physical_button14 โ€” the physical joystick button that corresponds to joystick virtual button #14.
  • joystick_physical_button15 โ€” the physical joystick button that corresponds to joystick virtual button #15.
  • joystick_physical_button16 โ€” the physical joystick button that corresponds to joystick virtual button #16.
  • use_gamepad โ€” if non-zero, you use the SDL_GameController interface instead of the SDL_Joystick interface. glow up for your controller โœจ
  • gamepad_type โ€” stores the SDL_GameControllerType of the last configured gamepad.
  • joystick_x_dead_zone โ€” joystick x axis dead zone, specified as a percentage of the axis max value.
  • joystick_y_dead_zone โ€” joystick y axis dead zone, specified as a percentage of the axis max value.
  • joystick_strafe_dead_zone โ€” joystick strafe axis dead zone, specified as a percentage of the axis max value.
  • joystick_look_dead_zone โ€” joystick look axis dead zone, specified as a percentage of the axis max value.
  • joyb_strafeleft โ€” joystick virtual button to make the player strafe left.
  • joyb_straferight โ€” joystick virtual button to make the player strafe right.
  • joyb_menu_activate โ€” joystick virtual button to activate the menu.
  • joyb_toggle_automap โ€” joystick virtual button to toggle the automap.
  • joyb_prevweapon โ€” joystick virtual button that cycles to the previous weapon.
  • joyb_nextweapon โ€” joystick virtual button that cycles to the next weapon.
  • joyb_useartifact โ€” joystick virtual button to activate artifact.
  • joyb_invleft โ€” joystick virtual button to move left in the inventory.
  • joyb_invright โ€” joystick virtual button to move right in the inventory.
  • joyb_flyup โ€” joystick virtual button to fly up.
  • joyb_flydown โ€” joystick virtual button to fly down.
  • joyb_flycenter โ€” joystick virtual button to center flying.

okay now we're getting into keyboard territory and honestly this is where the girlies customize everything ๐Ÿ’…

  • key_pause โ€” key to pause or unpause the game.
  • key_menu_activate โ€” key that activates the menu when pressed.
  • key_menu_up โ€” key that moves the cursor up on the menu.
  • key_menu_down โ€” key that moves the cursor down on the menu.
  • key_menu_left โ€” key that moves the currently selected slider on the menu left.
  • key_menu_right โ€” key that moves the currently selected slider on the menu right.
  • key_menu_back โ€” key to go back to the previous menu.
  • key_menu_forward โ€” key to activate the currently selected menu item.
  • key_menu_confirm โ€” key to answer 'yes' to a question in the menu.
  • key_menu_abort โ€” key to answer 'no' to a question in the menu.
  • key_menu_help โ€” keyboard shortcut to bring up the help screen.
  • key_menu_save โ€” keyboard shortcut to bring up the save game menu.
  • key_menu_load โ€” keyboard shortcut to bring up the load game menu.
  • key_menu_volume โ€” keyboard shortcut to bring up the sound volume menu.
  • key_menu_detail โ€” keyboard shortcut to toggle the detail level.
  • key_menu_qsave โ€” keyboard shortcut to quicksave the current game.
  • key_menu_endgame โ€” keyboard shortcut to end the game.
  • key_menu_messages โ€” keyboard shortcut to toggle heads-up messages.
  • key_menu_qload โ€” keyboard shortcut to load the last quicksave.
  • key_menu_quit โ€” keyboard shortcut to quit the game.
  • key_menu_gamma โ€” keyboard shortcut to toggle the gamma correction level.
  • key_spy โ€” keyboard shortcut to switch view in multiplayer.
  • key_menu_nextlevel โ€” keyboard shortcut to go to next level.
  • key_menu_reloadlevel โ€” keyboard shortcut to restart current level or demo.
  • key_menu_incscreen โ€” keyboard shortcut to increase the screen size.
  • key_menu_decscreen โ€” keyboard shortcut to decrease the screen size.
  • key_menu_screenshot โ€” keyboard shortcut to save a screenshot.
  • key_menu_cleanscreenshot โ€” keyboard shortcut to save a clean screenshot.
  • key_menu_del โ€” key to delete a savegame.
  • key_map_toggle โ€” key to toggle the map view.
  • key_map_north โ€” key to pan north when in the map view.
  • key_map_south โ€” key to pan south when in the map view.
  • key_map_east โ€” key to pan east when in the map view.
  • key_map_west โ€” key to pan west when in the map view.
  • key_map_zoomin โ€” key to zoom in when in the map view.
  • key_map_zoomout โ€” key to zoom out when in the map view.
  • key_map_maxzoom โ€” key to zoom out the maximum amount when in the map view.
  • key_map_follow โ€” key to toggle follow mode when in the map view.
  • key_map_grid โ€” key to toggle the grid display when in the map view.
  • key_map_mark โ€” key to set a mark when in the map view.
  • key_map_clearmark โ€” key to clear all marks when in the map view.
  • key_map_overlay โ€” key to toggle the overlay mode when in the map view.
  • key_map_rotate โ€” key to toggle the rotate mode when in the map view.
  • mouseb_mapzoomin โ€” mouse button to zoom in when in the map view.
  • mouseb_mapzoomout โ€” the mouse button that zooms out while you're in the map view. ๐Ÿ—บ๏ธ
  • mouseb_mapmaxzoom โ€” the mouse button that zooms out the max amount while you're in the map view. Like, all the way out. No chill.
  • mouseb_mapfollow โ€” the mouse button that toggles follow mode while you're in the map view. ๐Ÿซถ
  • key_weapon1 โ€” key to select weapon 1. ๐Ÿ”ซ
  • key_weapon2 โ€” key to select weapon 2.
  • key_weapon3 โ€” key to select weapon 3.
  • key_weapon4 โ€” key to select weapon 4.
  • key_weapon5 โ€” key to select weapon 5.
  • key_weapon6 โ€” key to select weapon 6.
  • key_weapon7 โ€” key to select weapon 7.
  • key_weapon8 โ€” key to select weapon 8. bestie really said "eight whole weapons" and honestly? iconic. ๐Ÿ‘‘
  • key_prevweapon โ€” key to cycle to the previous weapon. โช
  • key_nextweapon โ€” key to cycle to the next weapon. โฉ
  • key_arti_quartz โ€” key to use the "quartz flask" artifact. ๐Ÿถ
  • key_arti_urn โ€” key to use the "mystic urn" artifact.
  • key_arti_bomb โ€” key to use the "timebomb of the ancients" artifact. ๐Ÿ’ฃ
  • key_arti_tome โ€” key to use the "tome of power" artifact. ๐Ÿ“–
  • key_arti_ring โ€” key to use the "ring of invincibility" artifact. ๐Ÿ’
  • key_arti_chaosdevice โ€” key to use the "chaos device" artifact.
  • key_arti_shadowsphere โ€” key to use the "shadowsphere" artifact. ๐ŸŒ‘
  • key_arti_wings โ€” key to use the "wings of wrath" artifact. ๐Ÿฆ‹
  • key_arti_torch โ€” key to use the "torch" artifact. ๐Ÿ”ฅ
  • key_arti_morph โ€” key to use the "morph ovum" artifact. ๐Ÿฅš
  • key_message_refresh โ€” key to re-display the last message. ๐Ÿ˜ญ
  • key_demo_quit โ€” key to quit the game when recording a demo.
  • 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.
  • key_multi_msgplayer2 โ€” key to send a message to player 2 during multiplayer games.
  • key_multi_msgplayer3 โ€” key to send a message to player 3 during multiplayer games.
  • key_multi_msgplayer4 โ€” key to send a message to player 4 during multiplayer games.
  • key_reverse โ€” quick 180ยฐ reverse. Spinning around so fast it's giving main character energy. ๐Ÿ’…
  • key_togglenovert โ€” toggle vertical mouse movement.
  • crispy_defaultskill โ€” the default difficulty when starting a new game. ๐ŸŽ€
  • crispy_fpslimit โ€” limit framerate to this value, in frames per second.
  • crispy_gamma โ€” Crispy's own variable to support intermediate and negative gamma levels. โœจ
  • crispy_lvlwpnsnd โ€” Level Weapon Sounds
  • crispy_translucency โ€” enable translucency. ๐ŸŒˆ

โœจ SEE ALSO โœจ


and that's the whole page, bestie!! go forth and keybind responsibly ๐Ÿซถ

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