
#Mount Steering Settings
[mount]
	#Per-tick turn factor for the decoupled mount-rotate (NON locked-on) body lerp.
	#Lower = smoother/slower turn. 0.15 = very smooth, 0.25 = balanced, 0.5 = snappy.
	#Range: 0.05 ~ 1.0
	mountTurnSpeed = 0.25
	#Replace BLO's instant 8-direction snap during mount lock-on with a proportional
	#lerp toward the target direction. Body trails the locked target smoothly while
	#BLO's camera tracks the target as usual. Only affects locked-on mount turning -
	#BLO's free-turn behavior outside lock-on is untouched.
	#Tune the smoothness via bloLockOnTurnSmoothness.
	smoothLockOnMountTurn = true
	#Per-tick lerp factor for body yaw during BLO+mount lock-on smoothing.
	#Replaces BLO's instant snap with a proportional ease-out lerp toward the target
	#direction. Higher = quicker / less trail. Lower = smoother / longer trail.
	#Note: lock-on target moves every tick (BLO recomputes vs the locked enemy each
	#frame) so steady-state lag = delta * (1 - factor) / factor. With BLO writing up
	#to ~30 deg/tick, that's:
	#  0.10 = very smooth, ~270 deg lag in steady state (very long trail)
	#  0.40 = balanced, ~45 deg lag
	#  0.70 = responsive, ~13 deg lag
	#  0.85 = quick, ~5 deg lag
	#  0.50 = balanced (default - meaningful smoothing, still responsive)
	#  0.85 = matches the non-locked-on mountTurnSpeed feel for active combat
	#  0.95 = instant-feeling, only smooths abrupt sprint+WASD direction snaps
	#  1.0  = no smoothing (BLO's instant snap passes through unchanged)
	#Independent from mountTurnSpeed - that's only used for the non-locked-on path.
	#Range: 0.01 ~ 1.0
	bloLockOnTurnSmoothness = 0.5
	#After releasing a ranged/aim item (bow, crossbow, spear, shield) while mounted,
	#keep Epic Fight's TPS aiming camera suppressed for this many extra ticks before
	#the mount-steering body-rotate camera takes over again.
	#0 = disabled (current behavior, camera swaps back instantly).
	#20 ticks = 1 second.
	#Range: 0 ~ 200
	tpsAimLingerTicks = 0
	#Body behavior when you stop moving on a mount. HOLD_DIRECTION (default): body
	#keeps the direction it was moving in until you move again or leave 3rd-person
	#back. FACE_CAMERA: body lerps back to the camera direction on stop.
	#Allowed Values: FACE_CAMERA, HOLD_DIRECTION
	idleBehavior = "HOLD_DIRECTION"

