diff --git a/config/shouldersurfing-client.toml b/config/shouldersurfing-client.toml new file mode 100644 index 0000000..6f463f1 --- /dev/null +++ b/config/shouldersurfing-client.toml @@ -0,0 +1,160 @@ +[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