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Olinus10 authored Aug 11, 2024
1 parent 7c8989a commit 03e6c19
Showing 1 changed file with 160 additions and 0 deletions.
160 changes: 160 additions & 0 deletions config/shouldersurfing-client.toml
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[camera]
#Size of the camera adjustment per step.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
camera_step_size = 0.025
#The speed multiplier at which the camera transitions between positions.
#Range: 0.05 ~ 1.0
camera_transition_speed_multiplier = 0.25
#Whether or not to decouple the camera rotation from the player rotation.
decoupled_camera = false
#The distance multiplier on whether or not to hide the player model if the camera gets too close to it. Set to 0 to disable.
#Range: 0.0 ~ 1.7976931348623157E308
keep_camera_out_of_head_distance_multiplier = 0.75
#Whether or not to temporarily center the camera when using Elytra.
center_camera_when_fall_flying = false
#The angle at which the camera will be centered when looking down. Set to 0 to disable.
#Range: 0.0 ~ 90.0
center_camera_when_looking_down_angle = 1.0
#Whether or not to dynamically adjust camera offsets depending on space constraints.
dynamically_adjust_offsets = true
#Whether or not to temporarily center the camera when climbing.
center_camera_when_climbing = true

[camera.offset]
#Third person camera x-offset.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
offset_x = -0.75
#Third person camera y-offset.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
offset_y = 0.0
#Third person camera z-offset.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
offset_z = 4.0

[camera.offset.min]
#If x-offset is limited this is the minimum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min_offset_x = -3.0
#If z-offset is limited this is the minimum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min_offset_z = -3.0
#If y-offset is limited this is the minimum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min_offset_y = -1.0
[camera.offset.max]
#If z-offset is limited this is the maximum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max_offset_z = 5.0
#If y-offset is limited this is the maximum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max_offset_y = 1.5
#If x-offset is limited this is the maximum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max_offset_x = 3.0
[camera.offset.multiplier]
[camera.offset.multiplier.passenger]
#y-offset multiplier for when the player is a passenger.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#x-offset multiplier for when the player is a passenger.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#z-offset multiplier for when the player is a passenger.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.multiplier.sprint]
#y-offset multiplier for when the player is sprinting.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#x-offset multiplier for when the player is sprinting.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#z-offset multiplier for when the player is sprinting.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.multiplier.aiming]
#y-offset multiplier for when the player is aiming.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#x-offset multiplier for when the player is aiming.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#z-offset multiplier for when the player is aiming.
#Range: 0.0 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.limits]
#Whether or not z-offset adjustment has limits.
unlimited_offset_z = false
#Whether or not y-offset adjustment has limits.
unlimited_offset_y = false
#Whether or not x-offset adjustment has limits.
unlimited_offset_x = false
[perspective]
#Whether or not to replace the default third person perspective.
replace_default_perspective = false
#Whether or not to skip the third person front perspective.
skip_third_person_front_perspective = false
#The default perspective when you load the game.
#Allowed Values: FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT, SHOULDER_SURFING
default_perspective = "FIRST_PERSON"
#Whether or not to remember the last perspective used.
remember_last_perspective = true
[player]
#The angle at which the player will no longer be rendered when looking up. Set to 0 to disable.
#Range: 0.0 ~ 90.0
hide_player_when_looking_up_angle = 0.0
#Whether or not to adjust the player model transparency when view is obstructed. Changing this value may require a game restart to take full effect.
adjust_player_transparency = true
#Whether to synchronize the x-rot of the player with mouse or controller inputs. This config option only applies when camera is decoupled.
sync_player_x_rot_with_inputs = false

[player.turning]
#Whether to turn the player when attacking. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_attacking = "REQUIRES_TARGET"
#Whether to turn the player when interacting with blocks. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_interacting = "ALWAYS"
#Whether to turn the player when picking blocks or entities. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_picking = "ALWAYS"
#Whether to turn the player when using an item. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_using_item = "ALWAYS"
#The time in ticks the player will remain turned after the interaction has ended. Set to 0 to disable. This config option only applies when camera is decoupled.
#Range: > 0
turning_lock_time = 4
[crosshair]
#The raytrace distance used for the dynamic crosshair.
#Range: 0.0 ~ 1.7976931348623157E308
custom_raytrace_distance = 400.0
#Crosshair type to use for shoulder surfing.
#Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP
crosshair_type = "STATIC"
#Whether or not to use the custom raytrace distance used for the dynamic crosshair.
use_custom_raytrace_distance = true
#Items that when held, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'.
adaptive_crosshair_hold_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"]
#Item properties of an item, that when held, trigger the dynamic crosshair in adaptive mode.
adaptive_crosshair_hold_item_properties = ["minecraft:charged"]
#Items that when used, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'.
adaptive_crosshair_use_items = []
#Item properties of an item, that when used, trigger the dynamic crosshair in adaptive mode.
adaptive_crosshair_use_item_properties = ["minecraft:pull", "minecraft:throwing"]

[crosshair.visibility]
#Crosshair visibility for first_person.
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
first_person = "ALWAYS"
#Crosshair visibility for shoulder_surfing.
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
shoulder_surfing = "ALWAYS"
#Crosshair visibility for third_person_back.
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
third_person_back = "NEVER"
#Crosshair visibility for third_person_front.
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
third_person_front = "NEVER"
[audio]
#Whether to center sounds made by the player.
center_player_sounds = false

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