[common]
#Properties relating to gameplay
[common.gameplay]
#True if you don't want pack up the item on your left hand, this option will keep the item but unable to use it and stop render it.
bannedDrop = true
#Enables the safe mode on weapons, false completely nullifies the existence of the safety
safetyExistence = false
#Optics with 0 fov modification will not affect the players fov at all
realisticLowPowerFovHandling = false
#Iron sights fov modification will not affect the players fov at all
realisticIronSightFovHandling = false
#Aiming will present a breathing animation, moving the weapon over time, crouch to lower it's effects
realisticAimedBreathing = false
#Properties relating to network
[common.network]
#The distance players need to be within to be able to track new projectiles trails. Higher values means you can see projectiles from that start from further away.
#Range: 1.0 ~ 1.7976931348623157E308
projectileTrackingRange = 200.0
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Где?..
Ну вот еще Client, но там вряд ли будет.
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[client]
#Properties relating to controls
[client.controls]
#If true, you need to hold the aim key to aim, false to toggle the aim state by aim key
holdToAim = true
#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 ~ 2.0
aimDownSightSensitivity = 1.0
#Press to use a burst fire a gun, if false, burst will become semi shoot
burstPress = true
#Control sounds triggered by guns
[client.sounds]
#Show your ammunition as numbers, reloading timer, weapon icon, and fire mode all on the HUD.
#Range: 0.0 ~ 1.0
weaponsVolume = 1.0
#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 hitting a player
playerSound = "minecraft:entity.player.hurt"
#The sound to play when a headshot occurs
headshotSound = "minecraft:entity.player.attack.crit"
#If true, a sound will play when you successfully hit an entity with a gun
playSoundWhenMob = true
#The sound to play when an entity is shot
mobSound = "minecraft:entity.player.attack.weak"
#If true, a sound will play when you successfully hit a critical on a entity with a gun
playSoundWhenCritical = true
#If true, a sound will play when you successfully hit a player with a gun
playSoundWhenPlayer = true
#Volume of the barrel low speed sound when deafened will play at this volume, before eventually fading to 0.
#Range: 0.0 ~ 1.0
barrelVolume = 1.0
#The sound to play when a critical occurs
criticalSound = "minecraft:entity.player.attack.crit"
#Control what can interact with when holding gun in hand.
[client.rightClickUses]
#Whether allow crafting table use
allowCraftingTable = false
#Whether allow chest use
allowChests = false
#Whether allow door use
allowDoors = false
#Whether allow lever use
allowLever = true
#Whether allow trap door use
allowTrapDoors = false
#Whether allow button use
allowButton = true
#Whether allow to interact with rest stuffs.
allowRestUse = false
#Whether allow fence gates use
allowFenceGates = false
#Configuration for display related options
[client.display]
#Enable 0 fov multiplied sights (Dot/Holo sights) to render in 2d when aimed like the scopeDoubleRender(false) effect.
redDotSquishUpdate = false
#Adjusts the sensitivity of the weapon's delayed sway, depending on mouse / head, movement.
#Range: -0.4 ~ -0.05
weaponDelayedSwayMultiplier = -0.1
#Maximum degrees the weapon's delayed sway can rotate the weapon.
#Range: 0.5 ~ 10.0
weaponDelayedSwayMaximum = 3.35
#If true, the weapon will drag against the aiming point ONLY if an optic is added.
weaponDelayedSwayYNOptical = false
#If true, the weapon will drag against the aiming point, false will drag the aiming point on sway.
weaponDelayedSwayDirection = false
#Shake camera when hit, 0 = no camera shake when you are hit, while holding a gun, meant to help reduce jarring feel when attempting to aim.
#Range: 0 ~ 10
cameraShakeOnHit = 6
#Adjusts the opacity, AKA how see through the bullet trails are seen as, higher values can be seen better indoors or at daytime.
#Range: 0.1 ~ 1.0
bulletTrailOpacity = 0.5
#Enable picture in picture rendering for scopes, saves on some performance and issues with Optifine (Close this now please)
scopeDoubleRender = false
#Shake camera when firing the weapon, currently in beta but will be expanded on in the future, if it causes vomit, DISABLE, else enjoy!
cameraShakeOnFire = true
#Attempt to show bullet trails from your own gun, currently ALPHA, doesn't map to the barrel of weapons and maybe distracting.
showFirstPersonBulletTrails = true
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "minecraft:default"
#Choose to see any bullet trails, trails by you or any other player / bot will not appear. Helps with Shader compatability.
showBulletTrails = true
#True if you want hitmarkers to appear, both in hipfire and optics when hitting an entity.
showHitMarkers = true
#When looking around the weapon sways smoothly in delay with the camera movement. Disable if distracting with scopes.
weaponDelayedSway = true
#Show % of your ammo in your gun via a colored durability bar. Set to false to remove bar entirely for more realistic gameplay
weaponAmmoBar = false
#Scopes are brought closer to the shooter to help fill FOV with a scope view at all times
gameplayEnchancedScopeOffset = true
#Enable 0 fov multiplied sights (Dot/Holo sights) to be viewed realisticly, with the players head static for iron sights, and 1x optics
sight1xRealisticPostion = false
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false
#Enable the cameraShakeOnHit option to always take effect, holding a gun or not, keep false for vanilla gameplay to remain vanilla.
cameraShakeOptionGlobal = false
#Properties relating to particles
[client.particle]
#The maximum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMax = 800
#The minimum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMin = 250
#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
#Properties relating to improving graphical performance (Currently unsupported, do not attempt to change these settings until announcements are made about these features!)
[client.quality]
#If enabled all main weapons will be unloaded and replaced with lower quality and legacy models, not all guns maybe replaced with this mode!
reducedQualityHotBar = true
#Configuration for HUD additions
[client.weaponGui]
#mainX Position on your HUD.
#Range: -500.0 ~ 500.0
mainXLocation = 0.0
#mainY Position on your HUD.
#Range: -500.0 ~ 500.0
mainYLocation = 0.0
#Show your ammunition as numbers, reloading timer, weapon icon, and fire mode all on the HUD.
weaponGui = true
#Configuration for HUD additions
[client.weaponGui.weaponFireMode]
#Display the weapon's fire mode on your HUD.
showWeaponFireMode = true
#Y Position on your HUD.
#Range: -500.0 ~ 500.0
YLocation = 0.0
#Size of the weapon's fire mode on your HUD
#Range: 0.01 ~ 4.0
weaponFireModeSize = 1.0
#X Position on your HUD.
#Range: -500.0 ~ 500.0
XLocation = 0.0
#Configuration for HUD reloading timer bar
[client.weaponGui.weaponReloadTimer]
#Size of the weapon ammunition counter on your HUD
#Range: 0.01 ~ 4.0
weaponAmmoCounterSize = 1.0
#Y Position on your HUD.
#Range: -500.0 ~ 500.0
YLocation = 0.0
#Display the amount of ammunition your weapon holds and can hold on your HUD.
showWeaponAmmoCounter = true
#X Position on your HUD.
#Range: -500.0 ~ 500.0
XLocation = 0.0
#Configuration for HUD additions
[client.weaponGui.weaponTypeIcon]
#Size of the weapon type Icon on your HUD
#Range: 0.01 ~ 4.0
weaponIconSize = 1.0
#Y Position on your HUD.
#Range: -500.0 ~ 500.0
YLocation = 0.0
#X Position on your HUD.
#Range: -500.0 ~ 500.0
XLocation = 0.0
#Display the weapon type Icon on your HUD.
showWeaponIcon = true
#Configuration for HUD overheat bar
[client.weaponGui.weaponOverheatBar]
#Display the overheat bar of the weapon holds on your HUD.
showWeaponOverheatBar = true
#Alpha of the overheat bar on your HUD
#Range: 0.0 ~ 1.0
weaponOverheatBarAlpha = 0.7
#Configuration for HUD additions
[client.weaponGui.weaponAmmoCounter]
#Size of the weapon ammunition counter on your HUD
#Range: 0.01 ~ 4.0
weaponAmmoCounterSize = 1.0
#Y Position on your HUD.
#Range: -500.0 ~ 500.0
YLocation = 0.0
#Display the amount of ammunition your weapon holds and can hold on your HUD.
showWeaponAmmoCounter = true
#X Position on your HUD.
#Range: -500.0 ~ 500.0
XLocation = 0.0