// // ** 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 1100.0 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 10 NUMBER_BLOOD_DROPS_FOR_DEATH 30 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