
#Core suppression tuning
[detection]
	#Maximum distance (in blocks) to register nearby projectiles
	#Range: 4.0 ~ 64.0
	maxDetectionRange = 16.0

[intensity]
	#Upper bound for accumulated suppression before clamping
	#Range: 20 ~ 300
	maxSuppressionLevel = 100
	#Suppression applied when a hostile bullet passes near the player
	#Range: 5 ~ 50
	singleBulletImpact = 18
	#Multiplier applied when several hits occur in quick succession
	#Range: 1.0 ~ 2.5
	accumulationMultiplier = 1.35

[recovery]
	#Suppression removed every client tick while recovering
	#Range: 1 ~ 5
	recoveryRate = 1
	#How fast the suppression target value falls when not under fire
	#Range: 1 ~ 10
	targetDecayRate = 2

[advanced]
	#Scale suppression contribution based on projectile speed
	enableVelocityScaling = true
	#Increase suppression exponentially when multiple rounds land nearby
	enableNonlinearAccumulation = true

[explosions]
	#Base suppression generated by an explosion inside the detection radius
	#Range: 5 ~ 200
	explosionBaseImpact = 38
	#Maximum radius (blocks) where an explosion can suppress the player
	#Range: 4.0 ~ 48.0
	explosionMaxRange = 14.0

[impacts]
	#Suppression produced when a projectile impacts near the player
	#Range: 5 ~ 150
	nearImpactBaseImpact = 24
	#Maximum distance (blocks) to consider impact suppression
	#Range: 2.0 ~ 24.0
	nearImpactMaxRange = 8.0

[visual]
	#Camera shake intensity factor (0 disables shake entirely)
	#Range: 0.0 ~ 1.0
	shakeIntensity = 0.22
	#Maximum alpha the vignette overlay is allowed to reach
	#Range: 0.0 ~ 1.0
	vignetteMaxAlpha = 0.65

[clientVisuals]
	#Scalar applied to the screen-wide tint when suppressed
	#Range: 0.0 ~ 1.5
	uiTintStrength = 0.55
	#Scalar applied to the vignette texture opacity
	#Range: 0.0 ~ 1.5
	uiVignetteStrength = 0.65
	#Scalar applied to the short lived flash component
	#Range: 0.0 ~ 1.5
	uiFlashStrength = 0.6
	#Interpolation factor used while the overlay is appearing (0-1)
	#Range: 0.01 ~ 1.0
	uiFadeInSpeed = 0.16
	#Interpolation factor used while the overlay is fading out (0-1)
	#Range: 0.01 ~ 1.0
	uiFadeOutSpeed = 0.08

[soundEffects]
	#Enable sound muffling effect when under suppression
	enableSoundMuffling = true
	#How much to reduce sound volume when suppressed (0.0 = no muffling, 1.0 = maximum muffling)
	#Range: 0.0 ~ 0.9
	soundMuffleStrength = 0.45

