CHA/config/shouldersurfing-client.toml

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TOML
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2025-03-16 19:52:58 +01:00
[camera]
#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
#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
#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 decouple the camera rotation from the player rotation.
decoupled_camera = true
#Whether or not to orient the camera rotation when the player is teleported. This includes passenger (dis-)mounting and traveling through portals.
orient_camera_on_teleport = 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]
#When x-offset is limited this is the minimum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min_offset_x = -3.0
#When y-offset is limited this is the minimum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min_offset_y = -1.0
#When z-offset is limited this is the minimum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min_offset_z = -3.0
[camera.offset.max]
#When x-offset is limited this is the maximum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max_offset_x = 3.0
#When y-offset is limited this is the maximum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max_offset_y = 1.5
#When z-offset is limited this is the maximum amount.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max_offset_z = 5.0
[camera.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
[camera.offset.multiplier.passenger]
#x-offset multiplier for when the player is a passenger.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#y-offset multiplier for when the player is a passenger.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#z-offset multiplier for when the player is a passenger.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.multiplier.sprint]
#x-offset multiplier for when the player is sprinting.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#y-offset multiplier for when the player is sprinting.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#z-offset multiplier for when the player is sprinting.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.multiplier.aiming]
#x-offset multiplier for when the player is aiming.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#y-offset multiplier for when the player is aiming.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#z-offset multiplier for when the player is aiming.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.multiplier.fall_flying]
#x-offset multiplier for when using Elytra.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_x = 1.0
#y-offset multiplier for when using Elytra.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#z-offset multiplier for when using Elytra.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.multiplier.climbing]
#x-offset multiplier for when the player is climbing.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_x = 0.0
#y-offset multiplier for when the player is climbing.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_y = 1.0
#z-offset multiplier for when the player is climbing.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
multiplier_offset_z = 1.0
[camera.offset.modifiers.passenger]
#x-offset modifier for when the player is a passenger.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_x = 0.0
#y-offset modifier for when the player is a passenger.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_y = 0.0
#z-offset modifier for when the player is a passenger.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_z = 0.0
[camera.offset.modifiers.sprint]
#x-offset modifier for when the player is sprinting.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_x = 0.0
#y-offset modifier for when the player is sprinting.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_y = 0.0
#z-offset modifier for when the player is sprinting.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_z = 0.0
[camera.offset.modifiers.aiming]
#x-offset modifier for when the player is aiming.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_x = 0.0
#y-offset modifier for when the player is aiming.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_y = 0.0
#z-offset modifier for when the player is aiming.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_z = 0.0
[camera.offset.modifiers.fall_flying]
#x-offset modifier for when using Elytra.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_x = 0.0
#y-offset modifier for when using Elytra.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_y = 0.0
#z-offset modifier for when using Elytra.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_z = 0.0
[camera.offset.modifiers.climbing]
#x-offset modifier for when the player is climbing.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_x = 0.0
#y-offset modifier for when the player is climbing.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_y = 0.0
#z-offset modifier for when the player is climbing.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
modifier_offset_z = 0.0
[perspective]
#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 the first person perspective is enabled.
first_person_enabled = true
#Whether or not the third person front perspective is enabled.
third_person_front_enabled = false
#Whether or not the third person back perspective is enabled.
third_person_back_enabled = false
[player]
#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
#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 the x-rot of the player should follow the camera x-rot. This config option only applies when camera is decoupled.
player_x_rot_follows_camera = false
#Whether the y-rot of the player should follow the camera y-rot. This config option only applies when camera is decoupled.
player_y_rot_follows_camera = false
#The maximum angle to which the player y-rot follows the camera y-rot. This config option only applies when player y-rot follows camera option is enabled.
#Range: 0.0 ~ 180.0
player_y_rot_follow_angle_limit = 90.0
[player.turning]
#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"
#Whether to turn the player when attacking. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_attacking = "ALWAYS"
#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"
#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
[object_picker]
#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
[object_picker.pick_origin]
#The origin where the entity pick starts when using the static crosshair.
#Allowed Values: PLAYER, CAMERA
entity_pick_origin = "PLAYER"
#The origin where the block pick starts when using the static crosshair.
#Allowed Values: PLAYER, CAMERA
block_pick_origin = "PLAYER"
[object_picker.pick_vector]
#The vector direction of the raytrace when picking objects. This config option only applies when using the dynamic crosshair.
#Allowed Values: PLAYER, CAMERA
pick_vector = "CAMERA"
[crosshair]
#Crosshair type to use for shoulder surfing.
#Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP
crosshair_type = "STATIC"
#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"]
#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 held, trigger the dynamic crosshair in adaptive mode.
adaptive_crosshair_hold_item_properties = ["minecraft:charged"]
#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.obstruction]
#When the crosshair type is static, shows an additional indicator on obstacles that stand between you and your target.
show_obstruction_indicator = true
#Only show the obstruction indicator when using items that would trigger the adaptive crosshair.
only_when_aiming = true
#Hide the obstruction indicator when it is too close to the main crosshair. Distance measured in scaled pixels.
#Range: > 0
min_distance_to_crosshair = 8
#Ignore obstructions that are too far away from the player. Distance measured in blocks. Set to 0 to disable.
#Range: 0.0 ~ 1.7976931348623157E308
max_distance_to_obstruction = 20.0
[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"
[audio]
#Whether to center sounds made by the player.
center_player_sounds = false