
#############################################
# System
#############################################
m_Level[0]                       "Empty"     # Which Level to Load
m_NumPlayers                     1      # Default number of players
m_Language[0]                    "US"     # Which Language to Load
m_StatsEnabled                   0     # Whether or not to show on-screen stats
m_FullStats                      0     # When Stats Enabled is TRUE, display All stats (True), or just Framerate (False)
m_NetworkStats                   0     # When in a multiplayer game, display network stats
m_DifficultyLevel                0     # Game difficulty
m_GodModeEnabled                 0     # Whether or not to make the player Invincible
m_MallocBreakpoint               0     # ShnozzED: MFC Memory allocation ID to pass to UTIL_SetMemoryLeakBreakPoint();  Use 0 for none
m_ScreenshotsEnabled             0     # Whether or not to allow screenshots
m_ReloadConstants                1     # Whether or not we can reload constants in the game
m_FreeWalk                       0     # Whether or allow walking up cliffs
m_Gravity                        -1500.0000     # Force of Gravity per second
m_InvertYAxis                    0     # Invert the camera joystick's Y axis?
m_InstaKillRadius                1000.0000     # The current radius of the InstaKill effect
m_FastLoad                       0     # Load the game using pre-processed binary level files?
m_SaveLoadCheckpoints            1     # Whether or not to use full Saving/Loading of Mid-Mission Checkpoints
m_ForceCheckpointReload          0     # Whether or not to Auto-Reload Mid-Mission Checkpoints for testing
m_DisplayMenuOnLoad              0     # Whether to display the menus on Level Load

#############################################
# Cameras
#############################################
m_FreeCamera                     0     # Whether or allow Free Camera mode
m_FreeCameraPause                1     # Pause the game while in Free Camera mode?
m_FreeCam_LockViewToPlayer       0     # In Free Camera mode, whether or not to lock Visibility to the Player orientation
m_FreeCam_OnByDefault            0     # Whether or not the Free Camera should be turned On by default when a level loads
m_FloatCam_DeathZoom             0.5000     # Multiplier for FloatCam_Zoom when Shnozz is dying
m_FloatCam_DeathHeight           2.0000     # Multiplier for FloatCam_Height when Shnozz is dying
m_FloatCam_DeathOffset           -42.0000     # Offset away from Shnozz when dying to center him on screen

#############################################
# Floating Camera
#############################################
m_FloatCam_FOV[0]                110.0000 90.0000 90.0000 0.0000     # The degrees measuring the default Field of View
m_FloatCam_TargetOffsetY[0]      60.0000 60.0000 60.0000 0.0000     # How much above Shnozz's head the camera should look at
m_FloatCam_Offset[0]             0.0000 188.0000 0.0000 0.0000 188.0000 0.0000 0.0000 204.0000 0.0000 0.0000 0.0000 0.0000     # The position when the floating camera is in standard run-around mode
m_FloatCam_Zoom1[0]              400.0000 380.0000 336.0000 0.0000     # How far away from Shnozz the camera should be when Shnozz is facing in the direction of the camera (away from the player)
m_FloatCam_Zoom2[0]              800.0000 800.0000 800.0000 0.0000     # How far away from Shnozz the camera should be when Shnozz is facing directly at the camera
m_FloatCam_ShoulderZoom[0]       96.0000 96.0000 96.0000 0.0000     # Zoom when the player is sniping with regular ammo
m_FloatCam_ShoulderOffset[0]     0.0000 125.0000 0.0000 48.0000 192.0000 0.0000 48.0000 192.0000 0.0000 0.0000 0.0000 0.0000     # Camera position when the player is sniping with regular ammo
m_FiringCam_Zoom[0]              156.0000 156.0000 156.0000 0.0000     # Zoom when the player is firing
m_FiringCam_Offset[0]            34.0000 204.0000 0.0000 34.0000 204.0000 0.0000 34.0000 204.0000 0.0000 0.0000 0.0000 0.0000     # The position of the camera when the player is Firing
m_FiringCam_DragDis[0]           5.0000 5.0000 5.0000 0.0000     # The maximum distance that the camera can drag behind the player when shooting
m_FiringCam_DragSpeed[0]         3.0000 3.0000 3.0000 0.0000     # The speed at which the camera will catch up to the character, in standard run-around mode
m_FloatCam_SuckZoom[0]           110.0000 110.0000 110.0000 0.0000     # How far away from Shnozz the camera should be when he is Sucking
m_FloatCam_MeleeZoom[0]          101.0000 101.0000 101.0000 0.0000     # How far away from Shnozz the camera should be when he is Meleeing
m_FloatCam_Height1[0]            0.0000 0.0000 0.0000 0.0000     # How high above Shnozz the camera should be when Shnozz is facing in the direction of the camera (away from the player)
m_FloatCam_Height2[0]            160.0000 160.0000 160.0000 0.0000     # How high above Shnozz the camera should be when Shnozz is facing directly at the camera
m_FloatCam_ReticulePos[0]        0.5000 0.4000 0.0000 0.5000 0.4000 0.0000 0.5000 0.4000 0.0000 0.0000 0.0000 0.0000     # The position of the target reticule when the camera is in standard run-around mode
m_FloatCam_ReticuleAngle[0]      5.0000 5.0000 2.0000 0.0000     # A fudge angle for aiming the camera up & down to tune autotargeting
m_FloatCam_DragDis[0]            15.0000 15.0000 15.0000 0.0000     # The maximum distance that the camera can drag behind the player, in standard run-around mode
m_FloatCam_DragSpeed[0]          10.0000 10.0000 10.0000 0.0000     # The speed at which the camera will catch up to the character, in standard run-around mode

#############################################
# Ship Camera
#############################################
m_ShipCam_Forward.m_Offset       0.0000 125.0000 0.0000     # Look-At Offset from the Ship
m_ShipCam_Forward.m_Zoom         1000.0000     # Distance from the Look-At Point
m_ShipCam_Forward.m_Yaw          0.0000     # Left-Right Orientation of the Camera
m_ShipCam_Forward.m_Pitch        0.0000     # Up-Down Orientation of the Camera
m_ShipCam_Forward.m_Roll         0.0000     # Left-Right Roll of the Camera
m_ShipCam_Left.m_Offset          0.0000 125.0000 0.0000     # Look-At Offset from the Ship
m_ShipCam_Left.m_Zoom            500.0000     # Distance from the Look-At Point
m_ShipCam_Left.m_Yaw             -90.0000     # Left-Right Orientation of the Camera
m_ShipCam_Left.m_Pitch           12.2000     # Up-Down Orientation of the Camera
m_ShipCam_Left.m_Roll            0.0000     # Left-Right Roll of the Camera
m_ShipCam_Right.m_Offset         0.0000 125.0000 0.0000     # Look-At Offset from the Ship
m_ShipCam_Right.m_Zoom           500.0000     # Distance from the Look-At Point
m_ShipCam_Right.m_Yaw            90.0000     # Left-Right Orientation of the Camera
m_ShipCam_Right.m_Pitch          0.0000     # Up-Down Orientation of the Camera
m_ShipCam_Right.m_Roll           0.0000     # Left-Right Roll of the Camera
m_ShipCam_Rear.m_Offset          0.0000 125.0000 0.0000     # Look-At Offset from the Ship
m_ShipCam_Rear.m_Zoom            1000.0000     # Distance from the Look-At Point
m_ShipCam_Rear.m_Yaw             180.0000     # Left-Right Orientation of the Camera
m_ShipCam_Rear.m_Pitch           0.000     # Up-Down Orientation of the Camera
m_ShipCam_Rear.m_Roll            0.0000     # Left-Right Roll of the Camera
m_ShipCam_Down.m_Offset          0.0000 125.0000 200.0000     # Look-At Offset from the Ship
m_ShipCam_Down.m_Zoom            800.0000     # Distance from the Look-At Point
m_ShipCam_Down.m_Yaw             0.0000     # Left-Right Orientation of the Camera
m_ShipCam_Down.m_Pitch           60.0000     # Up-Down Orientation of the Camera
m_ShipCam_Down.m_Roll            0.0000     # Left-Right Roll of the Camera

#############################################
# Shoulder Camera
#############################################
m_ShoulderCam_TargetOffsetY      50.0000     # How much above Shnozz's head the camera should look at
m_ShoulderCam_Zoom               10.0000     # How far away from Shnozz the camera should be
m_ShoulderCam_Height             0.0000     # How high above Shnozz the camera should be

#############################################
# Sniper Camera
#############################################
m_SniperCam_MaxSpeed             120.0000     # How fast the Sniper camera turns when zoomed completely out
m_SniperCam_MinSpeed             30.0000     # How fast the Sniper camera turns when zoomed completely in
m_SniperCam_MinSpeed             30.0000     # How fast the Sniper camera turns when zoomed completely in
m_SniperCam_ChargeTime           2.0000     # How long it takes to charge a Sniper shot up to max power
m_SniperCam_MinDamage            20.0000     # Minimum damage of a squibble in Sniper mode
m_SniperCam_MaxDamage            100.0000     # Maximum damage of a squibble in Sniper mode
m_SniperCam_AmmoDefault          0.5500     # Amount of Zoom when partially zoomed in.
m_SniperCam_AmmoSnipe            0.9000     # Amount of Zoom when fully zoomed in.

#############################################
# Engine Camera
#############################################
m_EngineCam_NearClip             20.0000     # Engine Camera's Near Clip Plane
m_EngineCam_FarClip              800000.0000     # Engine Camera's Far Clip Plane

#############################################
# Rendering
#############################################
m_DisplayHUD                     1     # Whether or not to display the HUD
m_DisplayHealth                  0     # Whether or not to display the health of nearby objects
m_DisplayRAMUsage                0     # Whether or not to display the RAM Usage screen
m_DisplayPolycount               0     # Whether or not to display the polygon count of nearby objects
m_DisplayOBL                     0     # Whether or not to display the OBL of nearby objects
m_DisplayPosition                0     # Whether or not to display the position of nearby objects
m_DisplayAwareness               0     # Whether or not to display the awareness of nearby ai objects
m_DisplayPlayerPosition          0     # Whether or not to display the position of nearby objects
m_DisplayWPClumps                0     # Whether or not to display the coloured waypoints
m_DisplaySafeWPs                 0     # Whether or not to display the safe and unsafe waypoints
m_DisplaySquads                  0     # Whether or not to display the squad membership
m_DisplayCliffs                  0     # Whether or not to display cliff edges
m_DisplayCombatZones             0     # Whether or not to display Combat Zones
m_DisplayMusicZones              0     # Whether or not to display Music zones
m_DisplayReverbZones             0     # Whether or not to display Reverb Zones
m_DisplayEventTriggers           0     # Whether or not to display Event Triggers
m_DisplaySoundTriggers           0     # Whether or not to display Sound Triggers
m_DisplayMeleeWeapons            0     # Whether or not to display Melee Weapon bounding spheres
m_DisplayAttachmentSockets       0     # Whether or not to display Attachment Sockets
m_DisplaySNLMessages             1     # Whether or not to display ShnozzL messages to the ouput window
m_DisplaySoundWatchList          0     # Whether or not to display a debug sound watch list while playing the game
m_DisplaySafeFrame               0     # Whether or not to display the Title Safe Frame box
m_DisplayLowDetail               0     # Whether or not to run the game in Low Detail (faster) mode
m_ShadowDirection                0.0000 -1.0000 -0.7500     # Default direction of the player's Shadow
m_MaxZ                           4000.0000     # Maximum distance that an object will be drawn
m_MaxZ_MP                        5000.0000     # Maximum distance that an object will be drawn - Multiplayer

#############################################
# Heightmap
#############################################
m_Heightmap_LOD1_Z               2000.0000     # Minimum distance when the 2nd highest LOD pops in
m_Heightmap_LOD2_Z               3000.0000     # Minimum distance when the middle LOD pops in
m_Heightmap_LOD3_Z               6000.0000     # Minimum distance when the lowest LOD pops in
m_Heightmap_LOD1_Z_MP            400.0000     # Multiplayer: Minimum distance when the 2nd highest LOD pops in 
m_Heightmap_LOD2_Z_MP            3000.0000     # Multiplayer: Minimum distance when the middle LOD pops in
m_Heightmap_LOD3_Z_MP            4100.0000     # Multiplayer: Minimum distance when the lowest LOD pops in
m_Heightmap_MaxBiasDis           5000.0000     # Distance to subtract from extremely bumpy tiles when calculating their LOD
m_Heightmap_MaxZ                 5000.0000     # Maximum distance to draw the heightmap
m_Heightmap_MaxBiasDis_MP        3000.0000     # Multiplayer: Distance to subtract from extremely bumpy tiles when calculating their LOD
m_Heightmap_MaxZ_MP              8500.0000     # Multiplayer: Maximum distance to draw the heightmap
m_Heightmap_MaxZ_MP_Flyby        12000.0000     # Multiplayer: Maximum distance to draw the heightmap - in flyby

#############################################
# Player
#############################################
m_MultiplayerName[0]             "Default"     # Name of this player in Multiplayer mode.
m_ShnozzHealPerSecond            40.0000     # How much health Shnozz heals per second. Overall Health is stored in his OBL file.
m_ShnozzRecoveryDelay            3.0000     # How long Shnozz must wait after being wounded before autohealing starts
m_ShnozzRecoveryRatio            25.0000     # The percentage of damage taken off the Recovery Level when the player is wounded
m_ShnozzRecoveryMinimum          25.0000     # The minimum percentage level of health that can always be Recovered
m_ShnozzRecoveryRatioMP          50.0000     # Multiplayer: The percentage of damage taken off the Recovery Level when the player is wounded
m_ShnozzRecoveryMinimumMP        25.0000     # Multiplayer: The minimum percentage level of health that can always be Recovered
m_ShnozzGibHealAmount            20.0000     # How much health is regained by sucking up Gib bits
m_ShnozzGibHealAmount_MP         20.0000     # How much health is regained by sucking up Gib bits in Multiplayer
m_ShnozzStrafeSideSpeed          1.0000     # Modifier for m_Player->m_ShnozzWalkSpeed that dictates how fast Shnozz can strafe left/right
m_ShnozzWalkSpeed                584.0000     # How fast Shnozz moves at top speed
m_MultiplayerWalkSpeed           440.0000     # How fast players move at top speed in Multiplayer mode
m_ShnozzAnimSpeed_Run            1.0000     # The speed of Shnozz's animation when running
m_ShnozzNoseHeight               35.0000     # Y offset of Shnozz's nose from his feet; how high the Squibbles come out when he shoots
m_ShnozzSniperOffsetX            0.0000     # X offset of the camera in Sniper mode from Shnozz's origin
m_ShnozzSniperOffsetY            10.0000     # Y offset of the camera in Sniper mode from Shnozz's origin
m_ShnozzSniperOffsetZ            0.0000     # Z offset of the camera in Sniper mode from Shnozz's origin
m_ShnozzFireDelay                0.0100     # # of seconds' delay between shots in Shnozz rapidfire
m_ShnozzFireDelayMP              0.1000     # Multiplayer: # of seconds' delay between shots in Shnozz rapidfire
m_ShnozzSquibbleDamage           12.0000     # The amount of damage that a hit by a Squibble shot by Shnozz inflicts
m_ShnozzRollDamage               200.0000     # How much damage Rolling into a Kewlett inflicts
m_ShnozzRollDamage_MP            60.0000     # (Multi Player) How much damage Rolling into an enemy inflicts
m_ShnozzRollDamageSelf           100.0000     # How much damage Shnozz takes when rolling into a Kewlett
m_ShnozzRollPowerupTime          5.0000     # How long Shnozz has to roll before it will cause max damage
m_ShnozzRollPowerupTime_MP       3.0000     # (Multi Player) How long Shnozz has to roll before it will cause max damage
m_RollingDamageMultiplier        1.0000     # A multiplier for how much more damage Shnozz will take when wounded while Rolling
m_RollingDamageMultiplier_MP     1.0000     # (Multi Player) A multiplier for how much more damage Shnozz will take when wounded while Rolling
m_ShnozzMeleeDamage              65.0000     # Amount of damage Shnozz inflicts in melee
m_ShnozzMeleeDamageMP            90.0000     # Amount of damage Shnozz inflicts in melee - Multiplayer
m_ShnozzWalkSpeed_Sneak          0.3000     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while sneaking
m_ShnozzWalkSpeed_SneakFast      0.7500     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while sneaking quickly
m_ShnozzWalkSpeed_Stroll         0.1200     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while strolling
m_ShnozzWalkSpeed_Walk           0.2500     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while walking
m_ShnozzWalkSpeed_Run            1.0000     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while running
m_ShnozzWalkSpeed_Roll           2.7500     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while rolling
m_ShnozzWalkSpeed_RollMP         2.3000     # Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while rolling in Multiplayer
m_ShnozzWalkSpeed_RollMin        1.5000     # Minimum Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while rolling
m_ShnozzWalkSpeed_RollMinMP      1.8500     # Minimum Ratio of m_Player->m_ShnozzWalkSpeed that Shnozz moves while rolling - Multiplayer
m_ShnozzDamageInTurret           0.5000     # Ratio of damage that player receives when he's hit while in the turret
m_ShnozzDamageInTurretMP         0.7000     # Ratio of damage that player receives when he's hit while in the turret - Multiplayer
m_ShnozzDefaultFriction          8000.0000     # Shnozz's maximum health
m_ShnozzRollRotation_Degrees     -1200.0000     # The number of degrees Shnozz rotates by per second when rolling
m_Shnozz_BulletHitsBeforeReaction 10     # Number of times (after the first time) Shnozz can get hit by bullets before playing a reaction anim/sound
m_Shnozz_TimeofInactivityToResetFirstTimeHitFlag 10.0000     # Amount of time passed without being hit to reset the First Time Hit Flag
m_Shnozz_BaseTargetingRange      1500.0000     # Max distance at which player can target an enemy
m_Shnozz_ZoomedTargetingRange    3000.0000     # Max distance at which player can target an enemy: zoomed in (ie normal squib or explosive zoom)
m_Shnozz_SnipingTargetingRange   5000.0000     # Max distance at which player can target an enemy: snipe ammo

#############################################
# Player Bones
#############################################
m_Strafe_LegsBoneID              1.0000     # In strafe mode, the Bone ID of the legs that will be rotated into the direction of strafe movement
m_Strafe_PelvisBoneID            2.0000     # In strafe mode, the Bone ID of the bone above the legs that will be rotated in the opposite direction, so that the torso points
m_Strafe_NeckBoneID              19.0000     # In strafe mode, the Bone ID of the player's neck
m_Strafe_Angle45                 -30.0000     # In strafe mode, the rotation of the legs when moving diagonally left or right
m_Strafe_Angle90                 -70.0000     # In strafe mode, the rotation of the legs when moving left or right
m_Strafe_AngleLegsForward        0.0000     # In strafe mode, how much the Legs bone should lean forwards
m_Strafe_AnglePelvisForward      -20.0000     # In strafe mode, how much the Pelvis bone should lean forwards

#############################################
# Player Inventory
#############################################
m_Shnozz_MaxWater                30.0000     # The maximum amount of Water that the player can carry
m_Shnozz_MaxFire                 5.0000     # The maximum amount of Fire that the player can carry
m_Shnozz_MaxBaseSquib            200.0000     # The maximum number of Base Squibbles that the player can carry
m_Shnozz_MaxExplosive            10.0000     # The maximum number of Explosive Squibbles that the player can carry
m_Shnozz_MaxGuided               5.0000     # The maximum number of Guided Squibbles that the player can carry
m_Shnozz_MaxOil                  5.0000     # The maximum number of Oil Squibbles that the player can carry
m_Shnozz_MaxSnipe                20.0000     # The maximum number of Sniper Squibbles that the player can carry
m_Shnozz_MaxChaingun             500.0000     # The maximum number of Chaingun Squibbles that the player can carry
m_Shnozz_MaxPaintgun             500.0000     # The maximum number of Paintgun Squibbles that the player can carry
m_Shnozz_MaxShotgun              40.0000     # The maximum number of Shotgun Squibbles that the player can carry
m_Shnozz_MaxGas                  5.0000     # The maximum number of Gas Squibbles that the player can carry
m_Shnozz_MaxHumiliator           10.0000     # The maximum number of Gas Squibbles that the player can carry

#############################################
# Input
#############################################
m_RumbleEnabled                  1     # Enable Force Feedback?
m_JoystickDeadzone               0.1000     # The size of the deadzone on the joysticks (0-1000)
m_SniperModeDeadzone             0.1500     # The size of the deadzone in Sniper mode
m_StrafeModeDeadzoneX            0.2000     # The size of the deadzone on the X axis when strafing (0-1000)
m_RollingDeadzone                0.1500     # The size of the deadzone when rolling
m_FloatCam_AutoAim_MaxDis        5000.0000     # The maximum distance that the auto aim will look for a target
m_FloatCam_AutoAim_Degrees       40.0000     # How many degrees left & right the auto aim will look when in Run-Around mode
m_ShnozzTransition_Sneak         0.0000     # How far the joystick must be pushed to make Shnozz start sneaking
m_ShnozzTransition_Stroll        0.3000     # How far the joystick must be pushed to make Shnozz start strolling
m_ShnozzTransition_Walk          0.5000     # How far the joystick must be pushed to make Shnozz start walking
m_ShnozzTransition_Run           0.8000     # How far the joystick must be pushed to make Shnozz start running
m_ShnozzTurnSpeed_Degrees        550.0000     # Number of degrees/second that Shnozz can turn when the joystick moves
m_ShnozzStrafeTurnSpeed          150.0000     # Number of degrees/second that Shnozz can turn when strafing
m_ShnozzRollTurnSpeed_Fast       190.0000     # Number of degrees/second that Shnozz can turn when the joystick moves
m_ShnozzRollTurnSpeed_Slow       720.0000     # Number of degrees/second that Shnozz can turn when rolling slowly
m_FloatCam_LookUpDownSpeed       1.5000     # How fast the camera can look up and down

#############################################
# Weapons
#############################################
m_Grenade_Speed                  1300.0000     # The horizontal X/Z velocity that grenades are thrown
m_Grenade_GravityAmount          0.7000     # Ratio of gravity that affects grenades
m_Grenade_NoTargetDistance       1400.0000     # If no target in sight, how far away to throw the grenade
m_Grenade_Damage                 100.0000     # Damage done by regular grenade
m_Grenade_MineDamage             400.0000     # Damage done by Mine grenade
m_Grenade_BlastRadius            150.0000     # Blast radius of regular grenade
m_Rocket_Explosive_Speed         900.0000     # The speed at which an explosive squibble rocket will travel
m_Rocket_Explosive_MaxRange      700.0000     # The maximum distance an explosive squibble rocket will travel before gravity takes effect
m_SquibbleNormal_AmmoPer         20.0000     # The amount of ammo gained by sucking up a single Normal squibble
m_SquibbleShotgun_AmmoPer        5.0000     # The amount of ammo gained by sucking up a single Shotgun squibble
m_SquibbleChaingun_AmmoPer       25.0000     # The amount of ammo gained by sucking up a single Chaingun squibble
m_SquibblePaintgun_AmmoPer       25.0000     # The amount of ammo gained by sucking up a single Paintgun squibble
m_SquibbleExplosive_AmmoPer      1.0000     # The amount of ammo gained by sucking up a single Explosive squibble
m_SquibbleSnipe_AmmoPer          1.0000     # The amount of ammo gained by sucking up a single Sniper squibble
m_SquibbleOil_AmmoPer            1.0000     # The amount of ammo gained by sucking up a single Oil squibble
m_SquibbleHumiliator_AmmoPer     1.0000     # The amount of ammo gained by sucking up a single Humiliation squibble
m_SquibbleExplosive_Damage       100.0000     # The amount of damage that an explosive squibble inflicts
m_SquibbleExplosive_DamageMP     100.0000     # Multiplayer: The amount of damage that an explosive squibble inflicts
m_SquibbleExplosive_Radius       150.0000     # The blast radius of an explosive squibble
m_SquibbleExplosive_RadiusMP     275.0000     # Multiplayer:The blast radius of an explosive squibble
m_SquibbleNuke_Damage            7000.0000     # The amount of damage that a Nuke squibble inflicts
m_SquibbleExplosive_MineDamage   200.0000     # The amount of damage that an explosive squibble inflicts when used as a land mine
m_SquibbleLurker_Damage          100.0000     # The amount of damage that a lurker squibble inflicts
m_SquibbleLurker_DamageMP        150.0000     # Multiplayer: The amount of damage that a lurker squibble inflicts
m_SquibbleGuided_Damage          100.0000     # The amount of damage that a guided squibble inflicts
m_SquibbleGuided_DamageMP        190.0000     # Multiplayer: The amount of damage that a guided squibble inflicts
m_SquibbleGuided_DamageMP        190.0000     # Multiplayer: The amount of damage that a guided squibble inflicts
m_SniperDelay_Explosive          1.0000     # Number of seconds it takes to reload when firing an Explosive squibble
m_SniperDelay_Normal             1.5000     # Number of seconds it takes to reload when firing a Sniper squibble
m_Shotgun_ReloadTime             0.7500     # Number of seconds it takes to reload when firing a Shotgun squibble
m_Shotgun_ReloadTimeMP           1.0000     # Multiplayer: Number of seconds it takes to reload when firing a Shotgun squibble
m_Chaingun_HeatUpTime            4.0000     # # of seconds of firing before the weapon overheats
m_Chaingun_CoolDownTime          3.0000     # # of seconds to cool down, if the player stopped shooting just before overheating
m_Chaingun_OverHeatTime          5.0000     # # of seconds the weapon remains overheated
m_Humiliator_KewlettTime         25.0000     # # of seconds the weapon the player remains a Kewlett

#############################################
# Bullets
#############################################
m_Setup[BULLETTYPE_MachineGun].m_Texture[0] "GAMEDATA_DDS_MGBULLET_GLOW"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_MachineGun].m_Length 150.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_MachineGun].m_Width 15.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_MachineGun].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_MachineGun].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_MachineGun].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_MachineGun].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_MachineGun].m_ImpactInnerGlowAge 2.0000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_MachineGun].m_ImpactOuterGlowAge 0.5000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble].m_Texture[0] "EFXDATA_DDS_MACEBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_Squibble].m_Length 350.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_Squibble].m_Width 20.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_Squibble].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Squibble].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Squibble].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble].m_ImpactInnerGlowAge 0.5000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Squibble].m_ImpactOuterGlowAge 2.0000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_Texture[0] "EFXDATA_DDS_MACEBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_Length 65.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_Width 30.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_ImpactInnerGlowAge 0.5000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Squibble_ChargeShot].m_ImpactOuterGlowAge 2.0000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_JackInTheBox].m_Texture[0] "EFXDATA_DDS_BLASTERBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_JackInTheBox].m_Length 250.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_JackInTheBox].m_Width 3.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_JackInTheBox].m_ImpactInnerGlow[0] "EFXDATA_DDS_IMPACTGLOW02"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_JackInTheBox].m_ImpactOuterGlow[0] "EFXDATA_DDS_IMPACTGLOW02"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_JackInTheBox].m_ImpactInnerGlowSize 15.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_JackInTheBox].m_ImpactOuterGlowSize 30.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_JackInTheBox].m_ImpactInnerGlowAge 0.5000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_JackInTheBox].m_ImpactOuterGlowAge 2.0000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Rifle].m_Texture[0] "EFXDATA_DDS_ARMOURBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_Rifle].m_Length 250.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_Rifle].m_Width 5.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_Rifle].m_ImpactInnerGlow[0] "EFXDATA_DDS_IMPACTGLOW01"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Rifle].m_ImpactOuterGlow[0] "EFXDATA_DDS_IMPACTGLOW01"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Rifle].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Rifle].m_ImpactOuterGlowSize 50.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Rifle].m_ImpactInnerGlowAge 0.5000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Rifle].m_ImpactOuterGlowAge 2.0000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Turret1].m_Texture[0] "EFXDATA_DDS_TURRETBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_Turret1].m_Length 300.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_Turret1].m_Width 3.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_Turret1].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Turret1].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Turret1].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Turret1].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Turret1].m_ImpactInnerGlowAge 0.5000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_Turret1].m_ImpactOuterGlowAge 2.0000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_FortTurret1].m_Texture[0] "EFXDATA_DDS_FORTBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_FortTurret1].m_Length 500.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_FortTurret1].m_Width 25.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_FortTurret1].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_FortTurret1].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_FortTurret1].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_FortTurret1].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_FortTurret1].m_ImpactInnerGlowAge 2.0000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_FortTurret1].m_ImpactOuterGlowAge 0.5000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_MaceTurret].m_Texture[0] "EFXDATA_DDS_TURRETBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_MaceTurret].m_Length 150.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_MaceTurret].m_Width 22.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_MaceTurret].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_MaceTurret].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_MaceTurret].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_MaceTurret].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_MaceTurret].m_ImpactInnerGlowAge 0.5000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_MaceTurret].m_ImpactOuterGlowAge 2.0000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_QuadTurret].m_Texture[0] "EFXDATA_DDS_QUADBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_QuadTurret].m_Length 40.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_QuadTurret].m_Width 3.0000     # The width of this Bullet's tracer
m_Setup[BULLETTYPE_QuadTurret].m_ImpactInnerGlow[0] "None"     # The texture for the Inner glow of the impact decal
m_Setup[BULLETTYPE_QuadTurret].m_ImpactOuterGlow[0] "None"     # The texture for the Outer glow of the impact decal
m_Setup[BULLETTYPE_QuadTurret].m_ImpactInnerGlowSize 20.0000     # The size for the Inner glow of the impact decal
m_Setup[BULLETTYPE_QuadTurret].m_ImpactOuterGlowSize 100.0000     # The size for the Outer glow of the impact decal
m_Setup[BULLETTYPE_QuadTurret].m_ImpactInnerGlowAge 2.0000     # The max age for the Inner glow of the impact decal
m_Setup[BULLETTYPE_QuadTurret].m_ImpactOuterGlowAge 0.5000     # The max age for the Outer glow of the impact decal
m_Setup[BULLETTYPE_Squibble_Ricochet].m_Texture[0] "EFXDATA_DDS_MACEBULLET"     # The reticule texture to use for this weapon
m_Setup[BULLETTYPE_Squibble_Ricochet].m_Length 65.0000     # The length of this Bullet's tracer
m_Setup[BULLETTYPE_Squibble_Ricochet].m_Width 3.0000     # The width of this Bullet's tracer

#############################################
# Reticules
#############################################
m_Setup[TARGET_Base].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Explosive].m_Texture[0] "EFXDATA_DDS_RETEXPLODE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Guided].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Lurker].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Oil].m_Texture[0] "EFXDATA_DDS_RETOIL"     # The reticule texture to use for this weapon
m_Setup[TARGET_Snipe].m_Texture[0] "EFXDATA_DDS_RETSNIPE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Shotgun].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Chaingun].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Paintgun].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Inflater].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Fire].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Water].m_Texture[0] "EFXDATA_DDS_RETBASE"     # The reticule texture to use for this weapon
m_Setup[TARGET_Humiliator].m_Texture[0] "EFXDATA_DDS_RETHUMILIATOR"     # The reticule texture to use for this weapon
m_Setup[TARGET_Base].m_Size      64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Explosive].m_Size 64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Guided].m_Size    64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Lurker].m_Size    64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Oil].m_Size       64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Snipe].m_Size     64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Shotgun].m_Size   64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Chaingun].m_Size  64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Paintgun].m_Size  64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Inflater].m_Size  64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Fire].m_Size      64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Water].m_Size     64.0000     # The reticule screen dimensions to use for this weapon
m_Setup[TARGET_Humiliator].m_Size 64.0000     # The reticule screen dimensions to use for this weapon

#############################################
# Reticule Colors
#############################################
m_Color_Default.r                229.5000 229.5000 229.5000 127.5000     # Color of the reticule when NOT looking at an enemy.
m_Color_LockedOn.r               252.4500 0.0000 0.0000 89.2500     # Color of the reticule when looking at an enemy.

#############################################
# Shotgun
#############################################
m_Shotgun_BlastConeRange         300.0000     # The maximum range of the primary blast cone (where the most damage will be inflicted)
m_Shotgun_MaxRange               600.0000     # The maximum range that any damage at all will be inflicted (should be larger than BlastConeRange)
m_Shotgun_MaxDamage              200.0000     # Damage inflicted at 0 range with the shotgun
m_Shotgun_MinDamage              20.0000     # Damage inflicted at the edge of the primary blast cone (at BlastConeRange range)
m_Shotgun_BlastConeRangeMP       350.0000     # Multiplayer: The maximum range of the primary blast cone (where the most damage will be inflicted)
m_Shotgun_MaxRangeMP             1200.0000     # Multiplayer: The maximum range that any damage at all will be inflicted (should be larger than BlastConeRange)
m_Shotgun_MaxDamageMP            190.0000     # Multiplayer: Damage inflicted at 0 range with the shotgun
m_Shotgun_MinDamageMP            50.0000     # Multiplayer: Damage inflicted at the edge of the primary blast cone (at BlastConeRange range)
m_Shotgun_KnockdownDamage        20.0000     # Amount of damage required to knockdown an AI

#############################################
# Chaingun
#############################################
m_Chaingun_MaxRange              1500.0000     # The maximum range that any damage at all will be inflicted
m_Chaingun_MaxDamage             20.0000     # Damage inflicted at 0 range with the chaingun
m_Chaingun_MinDamage             2.0000     # Damage inflicted the maximum range of the gun
m_Chaingun_ReloadTime            0.1000     # The number of seconds between shots
m_Chaingun_OverHeatAlert1        0.7000     # Percentage of overheat that the first alert is triggered
m_Chaingun_OverHeatAlert2        0.8000     # Percentage of overheat that the second alert is triggered
m_Chaingun_OverHeatAlert3        0.9000     # Percentage of overheat that the third alert is triggered

#############################################
# Paintgun
#############################################
m_Paintgun_MaxRange              1500.0000     # The maximum range that any damage at all will be inflicted
m_Paintgun_ReloadTime            0.1000     # The number of seconds between shots
m_Paintgun_MaxDamage             2.0000     # Damage inflicted at 0 range with the paintgun
m_Paintgun_MinDamage             1.0000     # Damage inflicted the maximum range of the gun

#############################################
# AI
#############################################
m_PlayerIsInvisibleToAI          0     # When TRUE, the AI will remain in their Idle states, even if attacked. Used for cutscenes and screen grabs.
m_AI_FallDamage_PerHeight        1.0000     # Damage taken per 1 height increment, when falling
m_AI_FallDamage_StartHeight      35.0000     # Damage won't be inflicted unless AI has fallen from higher than this height.
m_AI_FallDamage_PerSpeed         0.1000     # Damage taken per 1 speed increment, when falling against an object
m_AI_Falling_XRotSpeedMin        6.0000     # Rotational X speed Min of AI while falling/tossed.
m_AI_Falling_XRotSpeedMax        10.0000     # Rotational X speed Max of AI while falling/tossed.
m_AI_Falling_ZRotSpeedMin        -2.0000     # Rotational Z speed Min of AI while falling/tossed.
m_AI_Falling_ZRotSpeedMax        2.0000     # Rotational Z speed Max of AI while falling/tossed.
m_AI_Falling_OnGroundRolloverSpeed 3.0000     # Controls how quickly a knocked down AI rollsover to its Normal. Smaller is faster.
m_AI_Falling_OnGroundRolloverDampening 20.0000     # Keeps the quick knockdown rollover from oscillating by having a higher dampening,
m_AI_BulletHitsBeforeReaction    10     # Number of times (after the first time) an AI can get hit by bullets before playing a reaction anim
m_EnableCZExtraDistance          500.0000     # Minimum distance before activating the combat zone, ON TOP of the zone radius.
m_EnableAIDistance               5000.0000     # Minimum distance before activating the  AI that are not in a combat zone.
m_AI_AloneDistance               1000.0000     # Distance Used by AI to consider oneself alone.
m_AI_ObjCollisionChecksPerSec    5     # Number of times per second the AI will test world objects for line of sight.
m_AI_WorldMeshChecksPerSec       2     # Number of times per second the AI will test the world mesh for line of sight.
m_CombatZoneUpdatesPerSecond     2.0000     # # of times per second the Combat Zone Update function is called.
m_AIUpdatesPerSecond_Vis         10.0000     # Number of times per second the Tick() function is called in SNL scripts when the object is Visible
m_AIUpdatesPerSecond_Invis       5.0000     # Number of times per second the Tick() function is called in SNL scripts when the object is Invisible
m_AI_GlobalMoraleScaler          1.0000     # Scales all morale in the game up or down. Global tuning
m_AI_DisplayInfo                 0     # Show vital info on targeted AI
m_AI_NumRangeAttackersPerTeam    999.0000     # Number of AIs from the same team that are allowed to shoot the same enemy.
m_AI_NumMeleeAttackersPerTeam    1.0000     # Number of AIs from the same team that are allowed to punch the same enemy.
m_AI_MeleeCollateralDamage       0.2500     # Scaler used to adjust amount of melee collateral damage applied to team-mates.
m_AI_AimErrorTargetDodgeScaler   146.0000     # Dodge Speed which will result in a doubling of the aim error
m_DisplayAIGoalInfo              0     # Whether or not to display the GoalInfo of nearby AI

#############################################
# AI Weapons
#############################################
m_rocketRotationInitialMin       135.0000     # Rocket Initial Min rotational launch angle.
m_rocketRotationInitialMax       45.0000     # Rocket Initial Max rotational launch angle.
m_rocketOffsetRotationSpeedMin   0.0000     # Rocket Min Swoop Speed. How fast rocket makes small circles while homing.
m_rocketOffsetRotationSpeedMax   540.0000     # Rocket Max Swoop Speed. How fast rocket makes small circles while homing.
m_rocketSwoopScalerMin           0.7500     # Rocket Min Swoop Amplitude. Size of circles it makes while homing.
m_rocketSwoopScalerMax           1.2500     # Rocket Max Swoop Amplitude. Size of circles it makes while homing.
m_rocketAimConeDegrees           90.0000     # When target is no longer in Rocket Aim cone, it will cease to home.
m_rocketAcceleration             1200.0000     # How fast can this rocket accelerate. Controls how fast it will turn.
m_rocketBurnTime                 10.0000     # Once rocket time runs out it is detonated.
m_psychGasRadius                 100.0000     # Radius of gas cloud.
m_psychGasCloudDurationMin       10.0000     # Duration Min of cloud in seconds.
m_psychGasCloudDurationMax       15.0000     # Duration Max of cloud in seconds.
m_psychGasEffectDurationMin      5.0000     # Duration Min of effect on player in seconds.
m_psychGasEffectDurationMax      8.0000     # Duration Max of effect on player in seconds.
m_PsychGasWarpScalerXMin         0.6000     # Min Amount the X axis control is warped.
m_PsychGasWarpScalerXMax         0.9000     # Max Amount the X axis control is warped.
m_PsychGasWarpScalerYMin         0.3000     # Min Amount the Y axis control is warped.
m_PsychGasWarpScalerYMax         0.5000     # Max Amount the Y axis control is warped.
m_PsychGasWarpRate               300.0000     # Rotation rate for making the player feel woozy.
m_timeUntilPsychGasWarpChangeMin 1.0000     # Min time in seconds until the effect resets it's parameters.
m_timeUntilPsychGasWarpChangeMax 1.8000     # Max time in seconds until the effect resets it's parameters.
m_PlungerSelfDetonateDamage      200.0000     # Damage of plunger bear's explosion when he suicides
m_PlungerSelfDetonateDamage      200.0000     # Radius of plunger bear's explosion when he suicides
m_PlungerPlayerDetonateDamage    100.0000     # Damage of plunger bear's explosion when he's killed by a player
m_PlungerPlayerDetonateRadius    75.0000     # Radius of plunger bear's explosion when he's killed by a player

#############################################
# Audio
#############################################
m_AudioEnabled                   1     # Whether or not to enable audio - master switch for all audio
m_SoundFXEnabled                 1     # Whether or not sound is enabled
m_MusicEnabled                   1     # Whether or not music is enabled
m_VoiceEnabled                   1     # Whether or not voices are enabled
m_SoundScapesEnabled             1     # Whether or not soundscapes are enabled
m_EnableHeadPhones               0     # Whether or not to enable headphone listening (sound is more suited towards headphones with this flag on )
m_AuditionAudio                  0     # Whether or not XACT is being used to audition the game
m_XACTConnectionTimeLimit        0.0000     # The maximum amount of time in seconds allowed for XACT to connect to the game after loading
m_CombatMusicTimeFalloff         14.0000     # Falloff time for combat music to play when no combat is occuring ( in seconds )
m_SoundFXVolume                  1.0000     # Master volume for game soundfx ( range from 0-1, 1 is full volume )
m_MusicVolume                    1.0000     # Master volume for game music ( range from 0-1, 1 is full volume )
m_VoiceVolume                    1.0000     # Master volume for game voice ( range from 0-1, 1 is full volume )
m_3DSettingsUpdatePerSecond      20.0000     # Number of times to update 3D Positional settings per second ( usually between 15 and 20 times is adequate )
m_EnableAudioWorkThread          0     # Whether or not to enable an audio work thread ( mainly used for debugging purposes )
m_AudioWorkThreadTime            20.0000     # Amount of time to wake up the work thread in milliseconds
m_DisplaySoundWatchList          0     # Whether or not to display the debug sound watch list
m_VoiceDuckSFX                   1     # Whether or not for the voice to duck the sound effects
m_VoiceDuckSFX_VolumeRatio       0.4000     # Ratio of voice volume to duck the sound effect volume
m_VoiceDuckSFX_DuckInTime        0.1000     # Amount of time to duck sound effects when a voice is played
m_VoiceDuckSFX_DuckOutTime       0.1000     # Amount of time to undo ducking of sound effects when voice is finished
m_VoiceDuckMusic                 1     # Whether or not for the voice to duck the music
m_VoiceDuckMusic_VolumeRatio     0.4000     # Ratio of voice volume to duck the music volume
m_VoiceDuckMusic_DuckInTime      0.1000     # Amount of time to duck music when a voice is played
m_VoiceDuckMusic_DuckOutTime     0.1000     # Amount of time to undo ducking of music when voice is finished
m_EnableObstruction              0     # Whether or not to enable obstruction calculations to happen in the world
m_DisplayObstructionWalls        0     # Whether or not to display obstruction walls
m_DisplayAudioStats              0     # Whether or not to display audio statistics

#############################################
# dB Levels
#############################################
m_DB_MaceStand                   0.0000     # Mace Standing noise intensity
m_DB_MaceSneak                   2.0000     # Mace Sneaking noise intensity
m_DB_MaceSneakFast               3.0000     # Mace Fast Sneaking noise intensity
m_DB_MaceSlow                    7.0000     # Mace Slow noise intensity
m_DB_MaceWalk                    18.0000     # Mace Walk noise intensity
m_DB_MaceRun                     25.0000     # Mace Run noise intensity
m_DB_MaceRoll                    35.0000     # Mace Rolling noise intensity
m_DB_FakeTrigger                 50.0000     # Fake Trigger noise intensity
m_DB_BulletImpact                45.0000     # Ground/Objects Bullet Impact noise intensity
m_DB_GrenadeDetonation           105.0000     # Grenade Detonation noise intensity
m_DB_MaceSnipeBaseSquib          20.0000     # Mace Snipes Base Squibble noise intensity
m_DB_MaceShootBaseSquib          40.0000     # Mace Shoots Base Squibble noise intensity
m_DB_MaceShootChargedShot        80.0000     # Mace Shoots Charged Shot noise intensity
m_DB_ShotgunBlast                90.0000     # Shotgun Blast noise intensity
m_DB_SnipeBulletImpact           27.0000     # Ground Snipe Bullet Impact noise intensity
m_DB_ExplosiveSquibbleDetonation 105.0000     # Explosive Squibble Detonation noise intensity
m_DB_GasSquibbleDetonation       75.0000     # Gas Squibble Detonation noise intensity
m_DB_NukeSquibbleDetonation      130.0000     # Nuke Squibble Detonation noise intensity
m_DB_OilSquibbleDetonation       75.0000     # Oil Squibble Detonation noise intensity
m_DB_TeammateShout               82.0000     # Teammate Shout noise intensity

#############################################
# Powerups
#############################################
m_Duration_DoubleDamage          60.0000     # Duration of the Double Damage Powerup
m_Duration_DoubleMelee           60.0000     # Duration of the Double Melee Powerup
m_Duration_Shield                60.0000     # Duration of the Shield Powerup
m_Duration_QuickHeal             60.0000     # Duration of the QuickHeal Powerup
m_Duration_Fear                  60.0000     # Duration of the QuickHeal Powerup
m_Duration_Regen_Health          60.0000     # Duration of the RegenHealth Powerup
m_Duration_Regen_Ammo            60.0000     # Duration of the RegenAmmo Powerup
m_Duration_Weapon_Chaingun       60.0000     # Duration of the Chaingun Powerup
m_Duration_Weapon_Blaster        60.0000     # Duration of the Blaster Powerup
m_Duration_Weapon_Shotgun        60.0000     # Duration of the Shotgun Powerup
m_Duration_Weapon_Explosive      60.0000     # Duration of the Explosive Powerup

@USER_DATA
m_UserData->m_ShnozzRollCenter	20.0
############################################################################################
# Attach Fire emitters to Mace's Bones:
#
#         Emitter_Filename           Scale  BoneID
############################################################################################
#MACEFIRE  NeoFXLib\\MaceFire01.neo   2      3   #Torso
#MACEFIRE  NeoFXLib\\MaceFire02.neo   2      15  #Right index finger
#MACEFIRE  NeoFXLib\\MaceFire03.neo   2      8   #Left Blade
#MACEFIRE  NeoFXLib\\MaceFire03.neo   2      37  #Left knee
#MACEFIRE  NeoFXLib\\MaceFire03.neo   2      41  #Right knee
############################################################################################
############################################################################################
# Attach Water emitters to Mace's Bones:
#
#          Emitter_Filename           Scale  BoneID
############################################################################################
#MACEWATER  NeoFXLib\\MaceBubble01.neo   2      1   #Pelvis
############################################################################################
m_UserData->m_MaceFireSetup.m_GlowTime     0.3            # How fast (in seconds) the glow on the ground beneath Flaming Mace changes size
m_UserData->m_MaceFireSetup.m_GlowMinSize  180.0          # The minimum size of the glow on the ground beneath Flaming Mace
m_UserData->m_MaceFireSetup.m_GlowMaxSize  275.0          # The maximum size of the glow on the ground beneath Flaming Mace
m_UserData->m_MaceWaterSetup.m_GlowBone      42
m_UserData->m_MaceWaterSetup.m_GlowWidth     80.0
m_UserData->m_MaceWaterSetup.m_GlowHeight    80.0
m_UserData->m_MaceWaterSetup.m_GlowIntensity 0.6
############################################################################################
# Attach Fire emitters to the Kewlett's Bones:
#
#         Emitter_Filename              	Scale  BoneID
############################################################################################
KEWLETTFIRE  NeoFXLib\\KewlettBurnBall02.neo    2      3 #upper spine
KEWLETTFIRE  NeoFXLib\\FireBall09.neo    2      17  #right heel
KEWLETTFIRE  NeoFXLib\\FireBall09.neo    2      21  #left heel
############################################################################################
# Bottom left
m_UserData->m_ScreenHitSetup.m_Pos[0] 	 	-28 -35 50
m_UserData->m_ScreenHitSetup.m_Dir[0] 	 	0 5 -30
m_UserData->m_ScreenHitSetup.m_SlideSpeed[0]  	80
# Bottom right
m_UserData->m_ScreenHitSetup.m_Pos[1] 	 	28 -35 50
m_UserData->m_ScreenHitSetup.m_Dir[1] 	 	0 5 30
m_UserData->m_ScreenHitSetup.m_SlideSpeed[1]  	80
# Top left
m_UserData->m_ScreenHitSetup.m_Pos[2] 	 	-28 30 50
m_UserData->m_ScreenHitSetup.m_Dir[2] 	 	0 5 -140
m_UserData->m_ScreenHitSetup.m_SlideSpeed[2]  	80
# Top right
m_UserData->m_ScreenHitSetup.m_Pos[3] 	 	28 30 50
m_UserData->m_ScreenHitSetup.m_Dir[3] 	 	0 -5 140
m_UserData->m_ScreenHitSetup.m_SlideSpeed[3]  	80
m_UserData->m_ScreenHitSetup.m_SpinTime     0.45
m_UserData->m_ScreenHitSetup.m_SpinSpeed    -1000.0
#           Speed   UVScale     MinAngle  MaxAngle
FogLayer1   -0.2    4           0         0
FogLayer2   -0.4    4           180       180
FogLayer3   -0.3    4           -45       -45
FogLayer4   -0.1    4           45        45
#            Speed   UVScale     MinAngle  MaxAngle
RainLayer1   -3      6           -10        -14
RainLayer2   -1    	 5           -5         -9
RainLayer3   -4      6           -7         -11
RainLayer4   -2      7           -3         -7
@END_USER_DATA
