diff --git a/config/shouldersurfing.toml b/config/shouldersurfing.toml deleted file mode 100644 index a48d9a0..0000000 --- a/config/shouldersurfing.toml +++ /dev/null @@ -1,124 +0,0 @@ - -[perspective] - #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 - #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 - #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 - #Whether or not to limit the player reach depending on the crosshair location (perspective offset). - limit_player_reach = true - #Size of the camera adjustment per step. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - camera_step_size = 0.025 - #Whether or not to temporarily center the camera when climbing. - center_camera_when_climbing = true - #The speed multiplier at which the camera transitions between positions. - #Range: 0.05 ~ 1.0 - camera_transition_speed_multiplier = 0.25 - #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 = 15.0 - #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 = 15.0 - #Whether or not to dynamically adjust camera offsets depending on space constraints. - dynamically_adjust_offsets = true - - [perspective.offset] - #Third person camera x-offset. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - offset_x = -0.8500000000000001 - #Third person camera y-offset. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - offset_y = 0.19999999999999998 - #Third person camera z-offset. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - offset_z = 2.900000000000001 - - [perspective.offset.min] - #If x-offset is limited this is the minimum amount. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - min_offset_x = -3.0 - #If y-offset is limited this is the minimum amount. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - min_offset_y = -1.0 - #If z-offset is limited this is the minimum amount. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - min_offset_z = -3.0 - - [perspective.offset.max] - #If x-offset is limited this is the maximum amount. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - max_offset_x = 3.0 - #If y-offset is limited this is the maximum amount. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - max_offset_y = 1.5 - #If z-offset is limited this is the maximum amount. - #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 - max_offset_z = 5.0 - - [perspective.offset.limits] - #Whether or not x-offset adjustment has limits. - unlimited_offset_x = false - #Whether or not y-offset adjustment has limits. - unlimited_offset_y = false - #Whether or not z-offset adjustment has limits. - unlimited_offset_z = false - - [perspective.offset.multiplier] - - [perspective.offset.multiplier.passenger] - #x-offset multiplier for when the player is a passenger. - #Range: 0.0 ~ 1.7976931348623157E308 - multiplier_offset_x = 1.0 - #y-offset multiplier for when the player is a passenger. - #Range: 0.0 ~ 1.7976931348623157E308 - multiplier_offset_y = 1.0 - #z-offset multiplier for when the player is a passenger. - #Range: 0.0 ~ 1.7976931348623157E308 - multiplier_offset_z = 1.0 - - [perspective.offset.multiplier.sprint] - #x-offset multiplier for when the player is sprinting. - #Range: 0.0 ~ 1.7976931348623157E308 - multiplier_offset_x = 1.0 - #y-offset multiplier for when the player is sprinting. - #Range: 0.0 ~ 1.7976931348623157E308 - multiplier_offset_y = 1.0 - #z-offset multiplier for when the player is sprinting. - #Range: 0.0 ~ 1.7976931348623157E308 - multiplier_offset_z = 1.0 - -[crosshair] - #Crosshair type to use for shoulder surfing. - #Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP - crosshair_type = "ADAPTIVE" - #The raytrace distance used for the dynamic crosshair. - #Range: 0.0 ~ 1.7976931348623157E308 - custom_raytrace_distance = 400.0 - #Whether or not to use the custom raytrace distance used for the dynamic crosshair. - use_custom_raytrace_distance = true - #Additional items that trigger the dynamic crosshair when in apative mode. - adaptive_crosshair_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"] - - [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 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" - #Crosshair visibility for shoulder_surfing. - #Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE - shoulder_surfing = "ALWAYS" -