/************************************************************************
**
**		MARCH!:Offworld Recon Client Attributes file
**
** This file contains attributes for the following:
**
**	SpecialFX,
**	Weather,
** 	Cheats,
**	Camera,
**	Level,
**	Reverb
**	Interface
**
**
** NOTES:
**
**  1) All time is specified in seconds (unless otherwise noted)
**  2) The Float type is the same as Real (i.e., 1.0 or 1.5)
**  3) The valid range for all RGB color properties is between
**     0 and 255 (e.g., (0, 255, 0) would be green).
*/


/************************************************************************
**
** W E A T H E R
**
** The following specify attributes used by the WeatherFX object.
**
**	RainVel (Float)
**
**		Velocity of each rain drop (note negative is down)
**
**	RainNumLightDrops (Float)
**
**		Number of rain drops per second for light rain (in a 1000x1000x1000 volume)
**
**	RainNumNormalDrops (Float)
**
**		Number of rain drops per second for normal rain (in a 1000x1000x1000 volume)
**
**	RainNumHeavyDrops (Float)
**
**		Number of rain drops per second for heavy rain (in a 1000x1000x1000 volume)
**
**	ThunderSound (String)
**
**		Sound played when lightning strikes
**
**	SnowVel (Float)
**
**		Velocity of each snow flake (note negative is down)
**
**	SnowNumLightFlakes (Float)
**
**		Number of snow flakes per second for light snow (in a 1000x1000x1000 volume)
**
**	SnowNumNormalFlakes (Float)
**
**		Number of snow flakes per second for normal snow (in a 1000x1000x1000 volume)
**
**	SnowNumHeavyFlakes (Float)
**
**		Number of snow flakes per second for heavy snow (in a 1000x1000x1000 volume)
**
*/

[Weather]

RainVel             = -1200.0
RainNumLightDrops   = 100.0
RainNumNormalDrops  = 300.0
RainNumHeavyDrops   = 500.0
RainSplashSprite    = "Sprites\SFX\Rain\RainSplash.spr"
RainRingSprite      = "Sprites\SFX\Rain\RainRing.spr"
ThunderSound        = "Sounds\Ambients\Thunder_2.wav"
SnowVel             = -300.0
SnowNumLightFlakes  = 100.0
SnowNumNormalFlakes = 300.0
SnowNumHeavyFlakes  = 500.0
SnowParticle        = "SpriteTextures\SFX\Particles\Snow2.dtx"
SnowParticleRadius  = 1000.0



/************************************************************************
**
** D E B U G  K E Y S
**
** The following specify console strings to be run when the specified key
** is hit.
**
**
**	[DebugKey(0-255)]  The numbers must be sequintial!
**  Name  -- The name of the debug key, will be set as a console variable to store its level
**  Key   -- The value of key, as defined in VkDefs.h
**  Title(0-255)  -- The message to be displayed when the key has been hit this many times.
**  String(0-255) -- The console string to be run when the key has been hit this many times.
**
**  The function keys (F1-12) are 112 - 123.
**
*/

[DebugKey0]

Name = "AILineSystems"
Key  = 122  // VK_F11
Title0 = "Clear AI LineSystems"
String0 = "serv clearlines 1.0; serv showaivol 0.0; serv shownodes 0.0; serv showaimove 0.0; serv showaipath 0.0; serv showsimple 0.0"
Title1 = "Show AIVolumes"
String1 = "serv clearlines 0.0; serv showaivol 1.0; serv shownodes 0.0; serv showaimove 0.0; serv showaipath 0.0; serv showsimple 0.0"
Title2 = "Show AINodes"
String2 = "serv clearlines 0.0; serv showaivol 0.0; serv shownodes 1.0; serv showaimove 0.0; serv showaipath 0.0; serv showsimple 0.0"
Title3 = "Show SimpleNodes"
String3 = "serv clearlines 0.0; serv showaivol 0.0; serv shownodes 0.0; serv showaimove 0.0; serv showaipath 0.0; serv showsimple 1.0"
Title4 = "Show AIMovement"
String4 = "serv clearlines 1.0; serv showaivol 0.0; serv shownodes 0.0; serv showaimove 1.0; serv showaipath 1.0; serv showsimple 0.0"

[DebugKey1]

Name = "AIInfo"
Key  = 123  // VK_F12
Title0 = "Clear AI Info"
String0 = "infostring 0.0; serv infoaistate 0.0; serv infoailistgoals 0.0"
Title1 = "Show AI Info"
String1 = "infostring 1.0; serv infoaistate 1.0; serv infoailistgoals 0.0"
Title2 = "Show AI Goals"
String2 = "infostring 1.0; serv infoaistate 0.0; serv infoailistgoals 1.0"

/************************************************************************
**
** C A M E R A 
**
** The following specify attributes used by the game camera.
**
**	LetterBoxPercent (Float)
**
**		The percentage of the screen used when in letter-box mode
**
*/

[Camera]

LetterBoxPercent  = 0.66



/************************************************************************
**
** R E V E R B 
**
** The following specify reverb (sound) specific attributes...
**
**	DefaultLevel (Float)
**
**		This value is used as a modifier to the volume attribute for all
**		reverb types (see XXXVolume below)
**
**	UpdatePeriod (Float)
**
**		How often the reverb parameters are recalculated.
**
**	PlayerMoveDist (Float)
**
**		How far the player must move (in game units) before the reverb 
**		parameters are recalculated.
**
**	IntersectSegmentLen (Float)
**
**		The length of each segment cast (in game units) when calculating if
**		the space (volume) the player is currently in (6 segments of this 
**		length are cast in each direction to approximate the volume - the 
**		longer the segments, the slower the reverb calculation)
**
**  The following attributes are the same for each reverb type (XXX) supported.  
**  Currently supported reverb types are:
**
**		Pipe			Small open area (e.g., sewer/drainage pipe)
**		Plain			Medium open area (e.g., out-door courtyard)
**		Arena			Medium-large open area (e.g., out-door arena)
**		Mountains		Large open area
**		StoneRoom		Small closed area (e.g., closet)
**		Hallway			Medium closed area
**		ConcertHall		Medium-large closed area
**		Auditorium		Large closed area
**		
**	XXXSpace (Float)
**
**		The maximum size of the space that indicates that the player is in 
**		a XXX area (see types above).  This value is cubed to get 
**		the mathematical volume (i.e., 100 = a volume of 1,000,000)
**
**	XXXReflectTime (Float)
**
**		Time for first reflection (Valid range is 0.0 - 5.0)
**
**	XXXDecayTime (Float)
**
**		Determines how quickly reflection diminish (Valid range is 0.1 - 20.0)
**
**	XXXVolume (Float)
**
**		Volume adjust (Valid range is 0.0 - 1.0).  This value is multiplied by
**		the ReverbLevel console command value (which defaults to DefaultLevel)
**
**	XXXDamping (Float)
**
**		Damping adjust (Valid range 0.0 - 2.0).  (1.0f is even damping, 
**		< 1.0f low frequencies dampen faster, > 1.0f high frequencies 
**		dampen faster).
**
*/

[Reverb]

DefaultLevel			= 1.0
UpdatePeriod			= 0.33
PlayerMoveDist			= 100.0
IntersectSegmentLen		= 2000.0

PipeSpace				= 100.0
PipeReflectTime			= 0.005
PipeDecayTime			= 1.493
PipeVolume				= 0.1
PipeDamping				= 1.0

PlainSpace				= 500.0
PlainReflectTime		= 0.005
PlainDecayTime			= 1.493
PlainVolume				= 0.2
PlainDamping			= 1.0

ArenaSpace				= 1000.0
ArenaReflectTime		= 0.01
ArenaDecayTime			= 4.236
ArenaVolume				= 0.1
ArenaDamping			= 1.0

MountainsSpace			= 2000.0  // Ignored.  Is the same as IntersectSegmentLen
MountainsReflectTime	= 0.0
MountainsDecayTime		= 3.0
MountainsVolume			= 0.1
MountainsDamping		= 1.0

StoneRoomSpace			= 100.0
StoneRoomReflectTime	= 0.005
StoneRoomDecayTime		= 0.6
StoneRoomVolume			= 0.3
StoneRoomDamping		= 1.0

HallwaySpace			= 500.0
HallwayReflectTime		= 0.01
HallwayDecayTime		= 1.3
HallwayVolume			= 0.3
HallwayDamping			= 1.0

ConcertHallSpace		= 1500.0
ConcertHallReflectTime	= 0.02
ConcertHallDecayTime	= 2.2
ConcertHallVolume       = 0.1
ConcertHallDamping      = 1.0

AuditoriumSpace			= 2000.0  // Ignored.  Is the same as IntersectSegmentLen
AuditoriumReflectTime	= 0.02
AuditoriumDecayTime		= 3.5
AuditoriumVolume		= 0.1
AuditoriumDamping		= 1.0


/************************************************************************
**
** I N T E R F A C E 
**
** The following specify interface attributes...
**
**	Cursor (String)
**
**		Specifies the pcx file to use as the cursor
**
**	SelectSound (String)
**
**		Specifies sound file to play when an interface item is selected
**
**	ChooseSound (String)
**
**		Specifies sound file to play when an interface item is chosen
**		(i.e. clicked with mouse or enter pressed)
**
**	FolderChangeSound (String)
**
**		Specifies sound file to play when you change from one folder
**		 to another
**
**	FolderOpenSound (String)
**
**		Specifies sound file to play when you open a folder
**
**	PageChangeSound (String)
**
**		Specifies sound file to play when you change pages with in 
**		a folder
**
**/

[Interface]

Cursor =		"interface\cursor0.pcx"
SelectSound =		"interface\Snd\\select.wav"
ChooseSound =		"interface\Snd\\enter.wav"
FolderChangeSound =	"interface\Snd\\tabchange.wav"
FolderOpenSound =	"interface\Snd\\tabchange.wav"
PageChangeSound =	"interface\Snd\\tabchange.wav"



/************************************************************************
**
** F U N C T I O N   K E Y S
**
** The following specify certain function keys....
**
**	Pause (int)
**
**		The VK key code for the pause key.  Defaults to VK_PAUSE (19).
**
**	Escape (int)
**
**		The VK key code for the escape key. Defaults to VK_ESCAPE (27).
**
**	CinematicSkip (int)
**
**		The VK key code for the cinematic skip key.  Defaults to VK_SPACE (32).
**
**	QuickSave (int)
**
**		The VK key code for the quick save key.  Defaults to VK_F7 (118).
**
**	QuickSave (int)
**
**		The VK key code for the quick load key.  Defaults to VK_F9 (120).
**  
** VK_F1 through VK_F24 is 112 through 135.
**
**/

[FunctionKeys]

QuickSave = 118 //F7
QuickLoad = 120 //F9
Pause	  = 19