
[client]

	#Properties relating to controls
	[client.controls]
		#A value to multiple the mouse sensitivity by when aiming down weapon sights. Go to (Options > Controls > Mouse Settings > ADS Sensitivity) in game to change this!
		#Range: 0.0 ~ 1.0
		aimDownSightSensitivity = 0.75

	#Control sounds triggered by guns
	[client.sounds]
		#The maximum distance impact sounds from bullet can be heard
		#Range: 0.0 ~ 32.0
		impactSoundDistance = 32.0
		#If true, a sound will play when you successfully hit a headshot on a entity with a gun
		playSoundWhenHeadshot = true
		#The sound to play when a headshot occurs
		headshotSound = "minecraft:entity.player.attack.knockback"
		#If true, a sound will play when you successfully hit a critical on a entity with a gun
		playSoundWhenCritical = true
		#The sound to play when a critical occurs
		criticalSound = "minecraft:entity.player.attack.crit"

	#Configuration for display related options
	[client.display]
		#The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway.
		#Range: 0.0 ~ 1.0
		swaySensitivity = 0.3
		#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
		crosshair = "minecraft:default"
		#When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach.
		#Range: 0.0 ~ 45.0
		cameraRollAngle = 1.5
		#The intensity of the custom bobbing animation while holding a gun
		#Range: 0.0 ~ 2.0
		bobbingIntensity = 1.0
		#The animation to use for sway. Directional follows the camera better while Drag is more immersive
		#Allowed Values: DIRECTIONAL, DRAG
		swayType = "DRAG"
		#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
		weaponSway = true
		#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
		oldAnimations = false
		#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
		sprintingAnimation = true
		#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
		cooldownIndicator = true
		#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
		cameraRollEffect = true

	#Properties relating to particles
	[client.particle]
		#The maximum duration in ticks before bullet holes will disappear
		#Range: > 0
		bulletHoleLifeMax = 200
		#The minimum duration in ticks before bullet holes will disappear
		#Range: > 0
		bulletHoleLifeMin = 150
		#The percentage of the maximum life that must pass before particles begin fading away. 0 makes the particles always fade and 1 removes facing completely
		#Range: 0.0 ~ 1.0
		bulletHoleFadeThreshold = 0.98
		#The maximum distance impact particles can be seen from the player
		#Range: 0.0 ~ 64.0
		impactParticleDistance = 32.0
		#If true, blood will will spawn from entities that are hit from a projectile
		enableBlood = false

	#Experimental options
	[client.experimental]
		#Fixes an issue when the FOV changes, it doesn't update the frustum culling of chunks
		fixChunkFrustumCulling = false

