#If enabled, hides the config button from the backpack screen
hideConfigButton = false
#The alignment of the buttons in the backpack inventory screen
#Allowed Values: LEFT, RIGHT
buttonAlignment = "RIGHT"

[client]

	#Control sounds triggered by guns
	[client.sounds]
		#If true, a sound will play when you successfully hit a shot on a entity with a gun
		playHitMarkerSound = true
		#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"
		#The maximum distance impact sounds from bullet can be heard
		#Range: 0.0 ~ 32.0
		impactSoundDistance = 32.0
		#If true, the guns will use a different sound when enchanted
		enchantSound = true

	#Configuration for display related options
	[client.display]
		#If true, a note will appear on the Recycler Station GUI, showing the recipe for Gunmetal.
		recyclerNote = true
		#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
		oldAnimations = false
		#If true, bayonets will instead use the Minecraft sword texture.
		vanillaSwordTextures = false
		#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
		crosshair = "jeg:dynamic"
		#If true, a hit marker will be rendered upon hitting entities
		hitmarker = true
		#If true, medals will be enabled for vehicles.
		medalsOnVehicles = false
		#The resting size of the Dynamic Crosshair when spread is zero.
		#Range: 0.0 ~ 5.0
		dynamicCrosshairBaseSpread = 1.0
		#The bloom factor of the Dynamic Crosshair when spread increases.
		#Range: 1.0 ~ 1.5
		dynamicCrosshairSpreadMultiplier = 1.0
		#How reactive the Dynamic Crosshair is to shooting.
		#Range: 0.0 ~ 10.0
		dynamicCrosshairReactivity = 2.0
		#The rendering mode used for the Dynamic Crosshair's center dot. At Min Spread will only render the dot when gun spread is stable.
		#Allowed Values: NEVER, AT_MIN_SPREAD, THRESHOLD, ALWAYS
		dynamicCrosshairDotMode = "AT_MIN_SPREAD"
		#If true, the Dynamic Crosshair's center dot will only render while aiming. Obeys dynamicCrosshairDotMode, and has no effect when mode is set to Never.
		onlyRenderDotWhileAiming = true
		#The threshold of spread (including modifiers) below which the Dynamic Crosshair's center dot is rendered. Affects the At Min Spread and Threshold modes only.
		#Range: 0.0 ~ 90.0
		dynamicCrosshairDotThreshold = 0.8
		#If enabled, renders a HUD element displaying the gun's current ammo and its name.
		showAmmoGUI = true
		#If enabled, renders a HUD element displaying the gun's timers, such as Overheat, Charge and Hold fire timers.
		showTimersGUI = true
		#If enabled, aiming will hide all the timers.
		aimingHidesTimers = true
		#If enabled, renders the classic ammo HUD instead of the JEG one.
		classicAmmoGUI = true
		#Offsets the ammo HUD by the specified X value.
		#Range: -650 ~ 0
		displayAmmoGUIXOffset = 0
		#Offsets the ammo HUD by the specified Y value.
		#Range: -350 ~ 0
		displayAmmoGUIYOffset = 0
		#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
		cooldownIndicator = true
		#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
		weaponSway = true
		#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 animation to use for sway. Directional follows the camera better while Drag is more immersive
		#Allowed Values: DIRECTIONAL, DRAG
		swayType = "DRAG"
		#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
		cameraRollEffect = true
		#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
		#When enabled, the Camera Roll Effect is only applied when holding a weapon.
		restrictCameraRollToWeapons = true
		#When enabled, temporarily switches the camera to first person while aiming. Aim zoom must be above firstPersonAimZoomThreshold, and only applies to third person rear camera modes.
		forceFirstPersonOnZoomedAim = false
		#The zoom threshold at which the camera switches to first person while aiming. Requires forceFirstPersonOnZoomedAim to be set to true.
		#Range: 0.0 ~ 1.0
		firstPersonAimZoomThreshold = 0.5
		#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
		sprintingAnimation = true
		#The intensity of the custom bobbing animation while holding a gun
		#Range: 0.0 ~ 2.0
		bobbingIntensity = 1.0

	#Properties relating to particles
	[client.particle]
		#The minimum duration in ticks before bullet holes will disappear
		#Range: > 0
		bulletHoleLifeMin = 150
		#The maximum duration in ticks before bullet holes will disappear
		#Range: > 0
		bulletHoleLifeMax = 200
		#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
		#If true, blood will will spawn from entities that are hit from a projectile
		enableBlood = false
		#The maximum distance impact particles can be seen from the player
		#Range: 0.0 ~ 64.0
		impactParticleDistance = 32.0

	#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
		#When enabled, switches the shoot and aim controls of weapons. Due to technical reasons, you won't be able to use offhand items if you enable this setting.
		flipControls = false

