
#Movement configurations
[movement]
	#see uncappedBunnyhopEnabled and softCapDegen; soft cap speed = (moveSpeed*softCapThreshold)
	#Range: 0.0 ~ 1.7976931348623157E308
	softCapThreshold = 1.4
	#a higher value means faster air acceleration
	#Range: 0.0 ~ 1.7976931348623157E308
	maxAirAccelerationPerTick = 0.045
	#if enabled, the soft and hard caps will not be applied at all
	uncappedBunnyhopEnabled = true
	#increases the distance needed to fall in order to take fall damage; this is a server-side setting
	#Range: 0.0 ~ 1.7976931348623157E308
	fallDistanceThresholdIncrease = 4.0
	#turns off/on the quake-style movement for the client (essentially the saved value of the ingame toggle keybind)
	enabled = true
	#if enabled, holding jump while swimming at the surface of water allows you to glide
	sharkingEnabled = true
	#amount of downward momentum you lose while entering water, a higher value means that you are able to shark after hitting the water from higher up
	#Range: 0.0 ~ 1.7976931348623157E308
	sharkingSurfaceTension = 0.2
	#the modifier used to calculate speed lost when jumping above the soft cap
	#Range: 0.0 ~ 1.7976931348623157E308
	softCapDegen = 0.65
	#if enabled, holding sneak while jumping will convert your horizontal speed into vertical speed
	trimpEnabled = true
	#a higher value means you can turn more sharply in the air without losing speed
	#Range: 0.0 ~ 1.7976931348623157E308
	airAccelerate = 14.0
	#a higher value means you accelerate faster on the ground
	#Range: 0.0 ~ 1.7976931348623157E308
	groundAccelerate = 10.0
	#see uncappedBunnyhopEnabled; if you ever jump while above the hard cap speed (moveSpeed*hardCapThreshold), your speed is set to the hard cap speed
	#Range: 0.0 ~ 1.7976931348623157E308
	hardCapThreshold = 2.0
	#a lower value means less horizontal speed converted to vertical speed and vice versa
	#Range: 0.0 ~ 1.7976931348623157E308
	trimpMultiplier = 1.4
	#amount of friction while sharking (between 0 and 1)
	#Range: 0.0 ~ 1.0
	sharkingWaterFriction = 0.1

