TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
Player & Familiar sprite facing functions
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 345
- Forks
- 51
- Avg merge
- 11h 2m
- Merged PRs (30d)
- 4
Description
Ideally to be used in tandem with HeadFrameDelay to force the head to settle in a certain direction. Especially useful for any custom attacks that require you to let go of fire keys to shoot.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the existing HeadFrameDelay entry point and how it is exposed for scripting. Clarify the intended player and familiar facing behavior, especially when fire keys are released for custom attacks; the work is done when the functions and their interaction with HeadFrameDelay are specified and verifiable.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- api, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100