//
// ** WARNING -- changing values in this file may make your version of
// Tom Clancy's Rainbow Six unrunnable. -- WARNING**
//

APP_NAME "Rainbow Six"
APP_TITLE "Rainbow Six"
DUMP_MEMORY_USAGE 0
DUMP_SIMULATION_UPDATE_PERFORMANCE 0
DUMP_MAIN_LOOP_PERFORMANCE 0

GRAVITY 98.0
SIMULATION_TIME_SCALE 1.0
SIMULATION_DISPLAY_FRAME_TIMES 0
MAX_FRAME_ELAPSED_SECONDS 0.1		// Simulation runs at a minimum of 10 FPS
MANIPULATABLE_OBJECT_DISTANCE 250.0	// cm
GENERAL_TIME_TO_PICK_LOCK	4.0		// seconds
GENERAL_TIME_TO_PLACE_BREACHING_CHARGE	4.0	// seconds
LINE_OF_SIGHT_3D_UPDATE_INTERVAL 0.75	// seconds
LINE_OF_SIGHT_SHADOW_DISTANCE	800.0	// cm
LINE_OF_SIGHT_ALWAYS_SEEN_DISTANCE 300.0	// cm

MIN_COORDINATE 0.0
MAX_COORDINATE 65535.0
HUMAN_SKILL_MIN_VALUE 0
HUMAN_SKILL_MAX_VALUE 100
HEALTH_MIN_LEVEL 0
HEALTH_MAX_LEVEL 15
HEALTH_INCAPACITATED_LEVEL 4
CHARACTER_SCALE_FACTOR 2.75
CHARACTER_LOD_SWITCH1 325.0
CHARACTER_LOD_SWITCH2 725.0

HUMAN_COLLISION_RADIUS 36.25

CYLINDER_GUNSHOT_COLLISION_DISTANCE 500.0

FORWARD_VECTOR	0.0 0.0 1.0
UP_VECTOR		0.0 1.0 0.0
RIGHT_VECTOR	1.0 0.0 0.0

CINEMA_CAMERA_NAME "CinemaCamera"
CINEMA_FIELD_OF_VIEW 1.8			// horizontal radians
CINEMA_ASPECT_RATIO 1.8				// horizontal / vertical
CINEMA_NEAR_CLIP_DISTANCE 5.0		// cm
CINEMA_FAR_CLIP_DISTANCE 10000.0	// cm

CAMERA_FIRST_PERSON_OFFSET_VECTOR	0.0 0.0 0.0
CAMERA_FIRST_PERSON_LOOK_VECTOR		0.0 0.0 500.0
CAMERA_THIRD_PERSON_LOOK_VECTOR		0.0 0.0 100.0
CAMERA_ROTATION_SPEED				0.6
CAMERA_ZOOM_SPEED					0.6
CAMERA_THIRD_PERSON_SPRING_CONSTANT 100.0
CAMERA_THIRD_PERSON_SPRING_DAMPING  0.2
CAMERA_THIRD_PERSON_OFFSET_VECTOR 	0.0 100.0 -200.0
CAMERA_TARGET_LOCATION_VERTICAL_OFFSET	50.0

BULLET_TRANSPARENCY_PERCENTAGE 30.0
GRENADE_TRANSPARENCY_PERCENTAGE 90.0

TARGET_CONE_MIN_ANGLE_COSINE 0.9		// What angle are targets seen in (increase to narrow, decrease to expand) should be 0 - 1
TARGET_RETICULE_MIN_ANGLE_TANGENT 0.005	// What is the smallest reticule angle
TARGET_RETICULE_MAX_ANGLE_TANGENT 0.095	// What is the largest reticule angle
TARGET_NEW_TARGET_MULTIPLIER 2.0		// UNUSED AT THE MOMENT
TARGET_FIRING_MULTIPLIER 3.0			// UNUSED AT THE MOMENT
TARGET_RUNNING_MULTIPLIER 10.0			// Reticule size multiplier when running
TARGET_WALKFAST_MULTIPLIER 6.0			// Reticule size multiplier when walking fast
TARGET_WALK_MULTIPLIER 2.0			// Reticule size multiplier when walking
TARGET_SHUFFLE_MULTIPLIER 1.2			// Reticule size multiplier when shuffling
TARGET_STOPPED_MULTIPLIER 1.0			// Reticule size multiplier when stopped
TARGET_TURNING_MULTIPLIER 3.0			// How much turning affects reticule size 1 + ( multiplier * rad/s )
TARGET_STUNNED_MULTIPLIER 6.0			// Reticule size multiplier when stunned
TARGET_DAZED_MULTIPLIER	  8.0			// Reticule size multiplier when dazed
TARGET_WOUNDED_MULTIPLIER 3.0			// Reticule size multiplier when wounded
TARGET_CROUCH_MULTIPLIER 0.7			// Reticule size multiplier when crouched
TARGET_SHRINK_TIME 0.5				// How long the reticule takes to go from max to min in seconds
TARGET_REDUCE_BY_HALF_TIME 0.1			// UNUSED AT THE MOMENT
TARGET_HEAD_SIZE_PERCENTAGE 0.2			// When the reticule gets below this size, characters can target the head
TARGET_MIN_SKILL_TO_TARGET_HEAD	75		// Minimum firearms skill a character needs in order to target the head
TARGET_EXTRA_BULLET_MULTIPLIER 0.7		// How much each round after the first in a burst has its effect on the reticule size changed by
TARGET_MAX_SKILL_MULTIPLIER 1.0			// Multiplier for someone with max skill
TARGET_MIN_SKILL_MULTIPLIER 6.0			// Multiplier for someone with min skill
TARGET_MAX_SKILL_LINGER_TIME 0.5		// How long someone with max skill will linger on a dead target ( seconds )
TARGET_MIN_SKILL_LINGER_TIME 1.5		// How long someone with min skill will linger on a dead target ( seconds )
TARGET_STRESSED_LINGER_MULTIPLIER 3.0		// How much longer to linger when stressed
TARGET_MAX_RETICULE_TANGENT   0.26179939	// Maximum tangent the reticule will grow to. Larger number = larger reticule


MINIMUM_MISSION_OBJECTIVE_ACTIVATION_DISTANCE_SQUARED	62500
MINIMUM_FRAG_OR_FLASH_NEXT_ROOM_DISTANCE_SQUARED	62500
MINIMUM_BREACH_DOOR_DISTANCE_SQUARED		40000

MAXIMUM_TIME_DOOR_LEFT_OPEN 60.0

NUMBER_OF_WOUNDS_TO_BE_DEAD 10
TEAM_MEMBER_WOUND_ATTRIBUTE_MODIFIER 5

"ADJUSTED_TERRORIST_ATTRIBUTES_MEDIUM"	5
"ADJUSTED_TERRORIST_ATTRIBUTES_HARD"	10
"ADJUSTED_HOSTAGE_ATTRIBUTES_MEDIUM"	5
"ADJUSTED_HOSTAGE_ATTRIBUTES_HARD"		10

EXTRACTION_ZONE_Y_EPSILON	150.0		// In cm
VC_LOCATION_CHECK_EPSILON	2500.0		// In cm

MINIMUM_LIGHT_HALO_PERCENT	0.05
MAXIMUM_LIGHT_HALO_PERCENT  0.3

GENERIC_SURFACE_ELASTICITY	0.25

STAIR_ABILITY_HEIGHT 61.0	// cm
CLAMBER_LOW_HEIGHT 75.0		// cm
CLAMBER_MED_HEIGHT 135.0	// cm
CLAMBER_HIGH_HEIGHT 175.0	// cm

FLASHBANG_ITEM_NAME			"Flashbang"
FRAG_GRENADE_ITEM_NAME		"Frag Grenade"
BREACHING_CHARGE_ITEM_NAME	"Breaching Charge"
HEARTBEAT_SENSOR_ITEM_NAME	"Heartbeat Sensor"

MIN_THROW_VELOCITY 500.0
MAX_THROW_VELOCITY 9000.0
GRENADE_HIDE_TIME 1.0

ANIMATION_FRAME_SPEED 0.028333

NUM_BLEND_FRAMES 5
BREATH_FREQUENCY_MIN 2.0
BREATH_FREQUENCY_MAX 4.0
BREATH_AMPLITUDE 0.020
BREATH_SCALE_RATIO	1.0		0.8		1.0

// positive numbers increase stress, negative numbers decrease it

TERRORIST_STRESS_PER_WOUND 10					// per wound taken
TERRORIST_STRESS_PER_DEAD_FRIENDLY 15			// per terrorist seen killed
TERRORIST_STRESS_PER_VISIBLE_ENEMY 10			// per visible team member
TERRORIST_STRESS_PER_VISIBLE_FRIENDLY -10		// per visible terrorist
TERRORIST_STRESS_CLOSE_FRIENDLY_DISTANCE 600.0	// how close terrorist must be to be visible
TERRORIST_STRESS_FOR_OUT_OF_AMMO 30				// for completely out of ammo
TERRORIST_STRESS_FOR_SHOT_IN_BACK 10			// for being shot by someone that wasn't seen
HOSTAGE_STRESS_MIN_TIME_FOR_GUNSHOTS 5.0		// min time between hostage checks due to gunfire
HOSTAGE_STRESS_PER_WOUND 10						// per wound taken
HOSTAGE_STRESS_PER_VISIBLE_ENEMY 10				// per visible terrorist
HOSTAGE_STRESS_PER_VISIBLE_FRIENDLY -15			// per visible team member
HOSTAGE_STRESS_IS_ESCORTED -30					// for being escorted
TEAM_STRESS_PER_WOUND 3							// per wound taken
TEAM_STRESS_PER_DEAD_FRIENDLY 5					// per team member killed
TEAM_STRESS_PER_TEAM_SIZE -10					// per living member on current team
TEAM_STRESS_LEADERSHIP_MULTIPLIER -0.25			// multiplied by leader's leadership rating
STRESS_MIN_SKILL_CALM_DOWN_TIME 30.0			// seconds after no threats
STRESS_MAX_SKILL_CALM_DOWN_TIME	5.0				// seconds after no threats

HEARTBEAT_SENSOR_CONE_RANGE 3000.0					// range when being used in cm
HEARTBEAT_SENSOR_CONE_ANGLE_COS  -0.8660254037844	// maximum cosine of the angle for the cone, should be between 0.0 and -1.0, closer to -1.0 is a narrower cone
HEARTBEAT_SENSOR_SPHERE_RANGE 1000.0					// range when being carried in cm

ALERTNESS_STATE_UPGRADE_TIME 1.0				// seconds
ALERTNESS_STATE_BORED_VISION_MIN_ANGLE_COS 0.7	// larger = narrower, must be 1.0 or less
ALERTNESS_STATE_READY_VISION_MIN_ANGLE_COS 0.6	// larger = narrower, must be 1.0 or less
ALERTNESS_STATE_ALERT_VISION_MIN_ANGLE_COS 0.5	// larger = narrower, must be 1.0 or less
ALERTNESS_STATE_BORED_HEARING_PERCENTAGE 0.6
ALERTNESS_STATE_READY_HEARING_PERCENTAGE 0.7
ALERTNESS_STATE_ALERT_HEARING_PERCENTAGE 0.8
ALERTNESS_STATE_BORED_DAZED_TIME 5.0	// seconds, for flashbangs and wounds
ALERTNESS_STATE_READY_DAZED_TIME 3.0	// seconds, for flashbangs and wounds
ALERTNESS_STATE_ALERT_DAZED_TIME 0.5	// seconds, for flashbangs and wounds

AI_MOVETO_PRETHINK_DELAY 0.05
AI_CHANGESOP_PRETHINK_DELAY 0.05
AI_WAITFOR_PRETHINK_DELAY 0.10
AI_USEENVIRONMENTOBJECT_PRETHINK_DELAY 0.05
AI_USEINVENTORYITEM_PRETHINK_DELAY 0.05
AI_PATROLAREA_PRETHINK_DELAY 0.10
AI_PATROLPATH_PRETHINK_DELAY 0.10
AI_GUARDSPOT_PRETHINK_DELAY 0.10
AI_ELIMINATETHREAT_PRETHINK_DELAY 0.05
AI_FOLLOWTARGET_PRETHINK_DELAY 0.05
AI_INVESTIGATE_DISTURBANCE_PRETHINK_DELAY 0.50
AI_SCAN_SURROUNDINGS_PRETHINK_DELAY 0.50
AI_FORMTEAM_PRETHINK_DELAY 0.05
AI_CLEARROOM_PRETHINK_DELAY 0.05
AI_STACKTEAM_PRETHINK_DELAY 0.05
AI_DONOTHING_PRETHINK_DELAY 0.25
AI_OPENDOOR_PRETHINK_DELAY 0.10
AI_BREACHDOOR_PRETHINK_DELAY 0.10
AI_GRENADEROOM_PRETHINK_DELAY 0.10
AI_CLIMBLADDER_PRETHINK_DELAY 0.05
AI_CROUCH_PRETHINK_DELAY 0.05
AI_FLEE_AREA_PRETHINK_DELAY 0.05
AI_FLEE_PATH_PRETHINK_DELAY 0.05
AI_RETREAT_PRETHINK_DELAY 0.05
AI_SEEK_PRETHINK_DELAY 0.05
AI_AMBUSH_PRETHINK_DELAY 0.05
AI_FLINCH_PRETHINK_DELAY 0.05
AI_BECOME_CAPTIVE_PRETHINK_DELAY 0.05
AI_BECOME_FREE_PRETHINK_DELAY 0.05
AI_PICKLOCK_PRETHINK_DELAY 0.05
AI_SHOTGUNBREACH_PRETHINK_DELAY 0.05
AI_MANIPULATEOBJECT_PRETHINK_DELAY 0.05
AI_PANIC_PRETHINK_DELAY 0.05
AI_BERSERK_PRETHINK_DELAY 0.05
AI_PATH_FOLLOWING_DISTANCE 65.0
AI_WALL_TOO_CLOSE_FACTOR 0.5
AI_FOLLOW_WALL_ACQUIRE_ANGLE 6.0			// radians / second
AI_FOLLOW_WALL_BLOCKED_DISTANCE 120.0		// cm
AI_FOLLOW_WALL_BLOCKED_ANGLE 8.0			// radians / second
AI_FOLLOW_WALL_PROJECTED_DISTANCE	100.0	// cm
AI_MOVE_DISTANCE_Y_THRESHOLD 75.0			// cm
AI_MAX_OBSTACLE_ANGLE_COS 0.0
AI_PORTAL_MOVEMENT_OFFSET 50.0			// cm
AI_NEW_FOLLOW_POINT_DISTANCE_THRESHOLD 30.0	// cm
AI_FOLLOW_RUN_MULTIPLIER 8.0
AI_FOLLOW_FAST_MULTIPLIER 4.0
AI_FOLLOW_BACKUP_ANGLE_MAX_COS -0.25		// radians
AI_FOLLOW_TOO_CLOSE_MULTIPLIER 1.3
AI_FOLLOW_MULTIPLIER 2.0
AI_AVATAR_WAYPOINT_SATISFIED_DISTANCE 100.0
AI_AVATAR_UPDATE_INTERVAL 0.25
AI_MINIMUM_CLEARING_TIME 1.0	// seconds
AI_CLEAR_ROOM_FINISHED_MAX_COS 0.7071067811865	// 45 degrees
AI_CLOSE_PORTAL_DISTANCE_THRESHOLD 5.0
AI_FORWARD_MIN_COS 0.7071067811865	// 45 degrees
AI_MINIMUM_CLEAR_ROOM_WIDTH 360.0	// cm, should be around 3 times AI_FOLLOW_WALL_BLOCKED_DISTANCE
AI_LOW_RISK_RETICULE_SIZE_MULTIPLIER	1.0
AI_MEDIUM_RISK_RETICULE_SIZE_MULTIPLIER	1.5
AI_HIGH_RISK_RETICULE_SIZE_MULTIPLIER	3.0
AI_WALL_CLAMBERABLE_MAX_COS -0.5
AI_PORTAL_FRUSTUM_ORIGIN_OFFSET_DISTANCE 75.0	// cm
AI_INSIDE_PORTAL_FRUSTUM_DISTANCE 300.0			// cm
AI_GRENADE_STEP_SATISFIED_TIME 10.0	// seconds
AI_LADDER_WAYPOINT_HEIGHT_DIFFERENCE 100.0		// cm
AI_LADDER_CLOSE_MULTIPLIER 1.5
AI_THROW_GRENADE_HOLD_DOWN_TIME	0.5	// seconds
AI_BACK_UP_TIME	0.75 // seconds
AI_EXTRA_PATH_DISTANCE	5.0	// cm/s
AI_WAITFOR_CLOSE_PORTAL_DISTANCE	300.0	// cm
AI_RETREAT_STRESS_CHECK_FAIL_AMOUNT	25		// Fail a stress check by this or less and you just retreat
AI_MAXIMUM_IMMEDIATE_THREAT_SOUND_DISTANCE 1000000.0 // how far out we check for immediate sound threats
AI_INVESTIGATE_DISTURBANCE_TURN_DELAY 0.05 
AI_SCAN_SURROUNDINGS_TURN_DELAY 0.05
AI_TEAM_OFF_PATH_DISTANCE	200.0	// cm
AI_MAX_SEEKING_TERRORISTS	5	// maximum number of terrorists that can be seeking sounds at any one time
ACTION_WIDGET_W 640
ACTION_WIDGET_H 120
TEAM_GROUP_WIDGET_X 557
TEAM_GROUP_WIDGET_Y 10
ACTION_SLOT_GROUP_WIDGET_X 401
ACTION_SLOT_GROUP_WIDGET_Y 10
CINEMA_WIDGET_X 0
CINEMA_WIDGET_Y 0
CINEMA_WIDGET_W 640
CINEMA_WIDGET_H 360
MAX_NORMAL_CINEMA_RES 360
MAX_FULL_CINEMA_RES 480
MAP_WIDGET_X 10
MAP_WIDGET_Y 10
MAP_WIDGET_W 155
MAP_WIDGET_H 101
INVENTORY_WIDGET_X 167
INVENTORY_WIDGET_Y 10
INVENTORY_WIDGET_W 183
INVENTORY_WIDGET_H 93
STATUS_WIDGET_X 171
STATUS_WIDGET_Y 355
STATUS_WIDGET_W 298
STATUS_WIDGET_H 106
CHAT_WIDGET_X 171
CHAT_WIDGET_Y 463
CHAT_WIDGET_W 298
CHAT_WIDGET_H 15
INVENTORY_LIST_WIDGET_X 171
INVENTORY_LIST_WIDGET_Y 355
INVENTORY_LIST_WIDGET_W 298
INVENTORY_LIST_WIDGET_H 106
PLAN_STEP_X 300
PLAN_STEP_Y 0
ACTION_WIDGET_PLANSTEP_COLOR 255 255 255	// Red Green Blue
ACTION_WIDGET_CDTRACK 1						// Make < 1 for no track
RETICULE_ROTATION	  0						// 2PI = one full rotation, 0 = no rotation

OBSTACLE_WALL_COLOR 		110 110 110
STAIR_WALL_COLOR			255 255 255
CLAMBER_LOW_WALL_COLOR		110 110 110
CLAMBER_MED_WALL_COLOR		110 110 110
CLAMBER_HIGH_WALL_COLOR		110 110 110
LOCKED_DOOR_COLOR					255 0 0
UNLOCKED_DOOR_COLOR					0 235 35
DIMMED_DOOR_COLOR			125 0 0
WINDOW_COLOR				255 0 255
DIMMED_WINDOW_COLOR			125 0 125
NAV_FLOOR_COLOR				0 38 51
NON_NAV_FLOOR_COLOR			0 30 50
DIMMED_NAV_FLOOR_COLOR		0 15 20
DIMMED_NON_NAV_FLOOR_COLOR	2 12 20
INSERTION_AREA_COLOR		35 102 125
EXTRACTION_AREA_COLOR		217 217 217
HOSTAGE_ICON_COLOR		0 0 255
TERRORIST_ICON_COLOR		255 0 0
LANDMARK_ICON_COLOR		0 255 0

TEAM_WAYPOINT_COLORS		3	110		233
							231 3		4
							0	235		0
							236 152		3
TEAM_PATH_COLORS			0   74		156
							154  0		0
							0	97		0
							157 103		0

PLANNING_MAP_BACKGROUND_COLOR	2 12 27

FLOOR_TILING			1.0 1.0

LOG_NETWORK_MESSAGES		1
MAX_NETWORK_DISTANCE_DELTA  600
MAX_NETWORK_TARGETED_AIM_DELTA		1.047197551197
MAX_NETWORK_UNTARGETED_AIM_DELTA	0.3490658503989
MIN_NETWORK_POSITION_UPDATE	1.00
MAX_NETWORK_POSITION_UPDATE 0.075
MAX_CLIENT_FACING_UPDATE    0.10
MAX_CLIENT_MOVEMENT_UPDATE  0.05
MAX_NETWORK_START_GAME_DELAY 180
MAX_NETWORK_END_GAME_DELAY   45
NETWORK_BUFFER_SIZE 2048

MP_OPTIONS_PLAYER_NAME "JOHN DOE"
MP_OPTIONS_SERVER_NAME "R6 GAME SERVER"
MP_OPTIONS_MESSAGE "Message of the Day"
MP_OPTIONS_CONNECTION_TYPE 0
MP_OPTIONS_PASSWORD "SECRET"
MP_OPTIONS_ANNOUNCE_GAMES 1
MP_OPTIONS_ACTIVE_PASSWORD 0

MP_OPTIONS_AUTOTARGETTING 1
MP_OPTIONS_RANDOM_TEAMS 0
MP_OPTIONS_RANDOM_MAPS 0
MP_OPTIONS_GAME_TYPE 0
MP_OPTIONS_GAME_LENGTH 0
MP_OPTIONS_SHOW_ENEMIES 0
MP_OPTIONS_TIME_LIMIT 1

MP_OPTIONS_CHARACTER "Chavez.act"
MP_OPTIONS_SPECIALTY 0
MP_OPTIONS_UNIFORM 1
MP_OPTIONS_WEAPON1 "pw_mp5.wpn"
MP_OPTIONS_WEAPON2 "sw_9mm.wpn"
MP_OPTIONS_ITEM1 "flashbng.eq"
MP_OPTIONS_ITEM2 "frag.eq"

PLANMAP_CAMERA_SPEED_UP_DELAY		2.0
PLANMAP_CAMERA_MAXIMUM_MOVE_SPEED	1200
PLANMAP_CAMERA_MAXIMUM_ZOOM_SPEED	1000
PLANMAP_CAMERA_MAXIMUM_ROTATE_SPEED	1.57
PLANMAP_CAMERA_MOVE_DELTA		120.0	// cm
PLANMAP_CAMERA_ZOOM_DELTA		160.0	// cm
PLANMAP_CAMERA_ROTATE_DELTA		0.0872	// 5 degrees
PLANMAP_INITIAL_CAMERA_MOVE_SPEED	600
PLANMAP_INITIAL_CAMERA_ZOOM_SPEED	500
PLANMAP_INITIAL_CAMERA_ROTATE_SPEED	0.785	// radians
PLANMAP_CAMERA_OFFSET_DIRECTION 0.0 4.0 -1.0
PLANMAP_MAXIMUM_CAMERA_ANIMATION_TIME	0.2

MINIMUM_WAYPOINT_SCALE		1.0
MINIMUM_WAYPOINT_CONNECTOR_SCALE	2.5
MINIMUM_ICON_SCALE		1.0
MAXIMUM_WAYPOINT_SCALE	2.5
MAXIMUM_WAYPOINT_CONNECTOR_SCALE	6.0
MAXIMUM_ICON_SCALE		2.5

FOOTSTEP_DEFAULT_VOLUME 100.0
AVATAR_FOOTSTEP_DEFAULT_VOLUME 50.0
GUNSHOT_DEFAULT_VOLUME 100.0
AVATAR_GUNSHOT_DEFAULT_VOLUME 100.0

GUNSHOT_MIN_DISTANCE 2500.0
GUNSHOT_MAX_DISTANCE 15000.0
FOOTSTEP_MIN_DISTANCE 300.0
FOOTSTEP_MAX_DISTANCE 1000.0
DOOR_MIN_DISTANCE 300.0
DOOR_MAX_DISTANCE 1000.0
CLOSED_PORTAL_SOUND_PROPAGATION_DAMPENING_FACTOR	0.67

DOOR_ANIMATION_DELAY_TIME 0.4
DOOR_DELAY_OPERATE_TIME 1.0
GO_CODE_SATISFIED_TIME	5.0

ATTACH_TO_VEHICLE	0
VEHICLE_KILL_SPEED	600

ACTOR_PUSH_SPEED	50

FLASHBANG_MODEL_FILENAME	"flashbang.sob"
FRAGGRENADE_MODEL_FILENAME	"grenade.sob"

HEARTBEAT_SENSOR_MODEL_FILENAME	"motion_sensor.sob"

AUTO_TRANSITION_FRAME_X		45
AUTO_TRANSITION_FRAME_Y		30

LADDER_ICON_SCALE	2.0 2.0 2.0
STAIR_ICON_SCALE	1.4 1.4 1.4

AI_HEAR_BULLET_DISTANCE 300.0
AI_HEAR_HUMAN_SHOT_DISTANCE 400.0

SOUND_PROPAGATION_PORTAL_DEPTH 4


JANGLE_FREQUENCY_MIN			5
JANGLE_FREQUENCY_MAX			15
JANGLE_THRESHOLD_1			10
JANGLE_THRESHOLD_2			25
JANGLE_WALK_WEIGHT			-5
JANGLE_RUN_WEIGHT			10
JANGLE_LIGHT_HRT_WEIGHT			-10
JANGLE_HEAVY_HRT_WEIGHT			35
JANGLE_CAR15_WEIGHT			3
JANGLE_SHOTGUN_WEIGHT			6
JANGLE_BREACH_CHARGE_WEIGHT		10
JANGLE_BIOSUIT_WEIGHT			40
JANGLE_WOUNDED_WEIGHT			15
JANGLE_FATIGUED_WEIGHT			5
JANGLE_PANICKED_WEIGHT			30
JANGLE_SNIPER_WEIGHT			20
JANGLE_SIDEWAYS_WEIGHT			10
JANGLE_BACKWARDS_WEIGHT			20
JANGLE_STEPS_WEIGHT			5
JANGLE_LADDER_WEIGHT			20

BRUSH_FREQUENCY_MIN			5
BRUSH_FREQUENCY_MAX			15
BRUSH_THRESHOLD				25
BRUSH_WALK_WEIGHT			-5
BRUSH_RUN_WEIGHT			10
BRUSH_LIGHT_HRT_WEIGHT			-10
BRUSH_HEAVY_HRT_WEIGHT			15
BRUSH_CAR15_WEIGHT			3
BRUSH_SHOTGUN_WEIGHT			6
BRUSH_BREACH_CHARGE_WEIGHT		10
BRUSH_BIOSUIT_WEIGHT			40
BRUSH_WOUNDED_WEIGHT			15
BRUSH_FATIGUED_WEIGHT			5
BRUSH_PANICKED_WEIGHT			30
BRUSH_SNIPER_WEIGHT			20
BRUSH_GRS_WEIGHT			5
BRUSH_BRU_WEIGHT			15
BRUSH_SIDEWAYS_WEIGHT			5
BRUSH_BACKWARDS_WEIGHT			10

FOOT_HITTING_GROUND_HEIGHT		13

NUMBER_SPARKS_PER_BULLET_HIT		3
NUMBER_SMOKE_PUFFS_PER_BULLET_HIT	1
DYING_DIM_COLOR_DIVIDE				2.0f
NUMBER_BLOOD_DROPS_FOR_WOUND		30
NUMBER_BLOOD_DROPS_FOR_DEATH		90
NIGHT_VISION_SWITCH_TIME			1.0f

SHOTGUN_CONE_RADIUS 3.0

CD_TRACK_INTRO					1
CD_TRACK_CREDIT					2
CD_TRACK_END_LEVEL_FAIL			3
CD_TRACK_END_LEVEL_SUCCESS		4
CD_TRACK_END_LEVEL_PERFECT		5
CD_TRACK_PLANNING_FIRST			6
CD_TRACK_PLANNING_LAST			10
CD_TRACK_SNEAKY_HIT_FIRST		11
CD_TRACK_SNEAKY_HIT_LAST		15
CD_TRACK_SNEAKY_CUE_FIRST		16
CD_TRACK_SNEAKY_CUE_LAST		20
CD_TRACK_ACTION_HIT_FIRST		21
CD_TRACK_ACTION_HIT_LAST		25
CD_TRACK_ACTION_CUE_FIRST		26
CD_TRACK_ACTION_CUE_LAST		30
CD_TRACK_SAD_HIT_FIRST			31
CD_TRACK_SAD_HIT_LAST			33
CD_TRACK_SAD_CUE_FIRST			34
CD_TRACK_SAD_CUE_LAST			36
CD_TRACK_GLOBAL_OFFSET			1

MIN_FIRST_STAGE_GLASS_VELOCITY -0.0
MAX_FIRST_STAGE_GLASS_VELOCITY -20.0
MIN_SECOND_STAGE_GLASS_VELOCITY 0.0
MAX_SECOND_STAGE_GLASS_VELOCITY 20.0

VOICE_BUFFERS_PER_SECOND		2.0
PLAYBACK_VOICE					0
PLAYBACK_COMPRESSED_VOICE		0

MINIMAL_ESSENTIAL_SOUNDS		3
MINIMAL_NON_ESSENTIAL_SOUNDS	3
MAXIMAL_ESSENTIAL_SOUNDS		8
MAXIMAL_NON_ESSENTIAL_SOUNDS	12

SNEAKY_CUE_FREQUENCY		6

SHOTGUN_PAIR_DISTANCE	5.0

BULLET_RICOCHET_FREQUENCY		0.17

BULLET_MIN_SOUND_LENGTH			0.2

MISSION_LIST_FILE_NAME			"mission.lst"

RANDOMIZE_RADIO_PITCH	1
MAP_DRAW_OBSTACLE_WALLS 0
VIEW_TEAM_MEMBERS_ONLY	0

EXTRANEOUS_SCALING_FACTOR 2.0
SUPERFLUOUS_SCALING_FACTOR 3.0
EXTRANEOUS_AMPLITUDE_FACTOR 0.75

VICTORY_TIME_REQUIRED_FOR_FAILURE 6.0
VICTORY_TIME_REQUIRED_FOR_SUCCESS 3.0

MPLAYER_EXECUTABLE_NAME "mplaynow.exe"

FULL_INSTALL_NAME "Full"
TYPICAL_INSTALL_NAME "Typical"
MINIMAL_INSTALL_NAME "Minimal"
LABEL_NAME "Rainbow Six"

CONSTANTS_END	// Must be last line of file