
[key]
	#True if you want to hold the right mouse button to aim
	HoldToAim = true

[render]
	#How far to display the lod model, 0 means always display
	#Range: > 0
	GunLodRenderDistance = 0
	#The existence time of bullet hole particles, in tick
	#Range: > 0
	BulletHoleParticleLife = 400
	#The threshold for fading out when rendering bullet hole particles
	#Range: 0.0 ~ 1.0
	BulletHoleParticleFadeThreshold = 0.98
	#The crosshair when holding a gun
	#Allowed Values: EMPTY, DOT_1, CIRCLE_1, CIRCLE_2, CIRCLE_3, CROSS_1, CROSS_2, CROSS_3, CROSS_4, CROSS_5, CROSS_6, LINE_1, LINE_2, LINE_3, SQUARE_1, SQUARE_2, SQUARE_3, SQUARE_4, SQUARE_5, SQUARE_6, TRIDENT_1, TRIDENT_2
	CrosshairType = "DOT_1"
	#The starting position of the hit marker
	#Range: -1024.0 ~ 1024.0
	HitMarketStartPosition = 4.0
	#Whether or not to display the head shot's hitbox
	HeadShotDebugHitbox = false
	#Whether or not to display the gun's HUD
	GunHUDEnable = true
	#Whether or not to display the kill amount
	KillAmountEnable = true
	#The duration of the kill amount, in second
	#Range: 0.0 ~ 1.7976931348623157E308
	KillAmountDurationSecond = 3.0
	#The farthest render distance of the target, including minecarts type
	#Range: > 0
	TargetRenderDistance = 128
	#Whether or not to render first person bullet trail
	FirstPersonBulletTracerEnable = true
	#Disable the interact hud text in center of the screen
	DisableInteractHudText = false
	#Max time the damage counter will reset
	#Range: > 10
	DamageCounterResetTime = 2000

[Zoom]
	#Screen distance coefficient for zoom, using MDV standard, default is MDV133
	#Range: 0.0 ~ 3.0
	ScreenDistanceCoefficient = 1.33
	#Zoom sensitivity is multiplied by this factor
	#Range: 0.0 ~ 2.0
	ZoomSensitivityBaseMultiplier = 1.0

