Aesthetic Vanilla Gun Fixes
2025-03-24

A DeHackEd patch that fixes some issues I have with Doom's guns. I've tried to be fairly conservative in changing gameplay but even things like monster visibility will affect difficulty, as well as the chaingun no longer doing the perfectly precise double-tap.

- All hitscan gun flashes are shorter and only one frame. This includes zombies but not players.
- Chaingunner and nazi use DSPISTOL when they fire.
- Mastermind is not fullbright while only preparing to shoot.
- Fist has a little bit more "punch" in the animation.
- Chainsaw looks like it's spinning at a more appropriate speed.
- You start pointing the pistol as soon as you press the button. Recoil is a bit faster and smoother.
- Both shotguns have a bit more lag before they begin their pump/reload animations, but those animations are a bit faster.
- Chaingun fires, then turns, then fires. You can shoot only one bullet if you want.
- Rocket launcher always goes back to unrecoiled state before firing. More of the flash animation happens after the rocket has spawned.
- Plasma flash effect is shorter, giving unconstant light.
- BFG has a shorter flash, and the lights reset as soon as it confirms you are not going to continuously fire.
- Armour and radsuit no longer have fullbright frames.
- Barrel frame timing adjusted to bring the sound a bit closer to the actual blast.
- Nostalgic health and armour limits: 199 health, 999 armour (so low only for aesthetic reasons).

apophis@sapronym.net
