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2025-09-29 00:52:08 +02:00

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//////////////////////////////////////////////////////////////////////
/* bj_tweak.sch */
/* Author: DJ Jones */
/* Tweak values for base jump activity. */
//////////////////////////////////////////////////////////////////////
// Cutscene values
TWEAK_FLOAT fCUTSCENE_END_WAIT 0.2 // Delay before ending cutscene in s
TWEAK_INT iCUTSCENE_INTERP_DUR 10000 // Duration of cutscene cam interpolation in ms
// Look values
TWEAK_FLOAT fLOOK_SCALAR_HORIZ 5.0 // Speed of horizontal look cam rotation
TWEAK_FLOAT fLOOK_SCALAR_VERT 5.0 // Speed of vertical look cam rotation
TWEAK_FLOAT fLOOK_MAX_HORIZ 52.6 // Max horizontal rotation for look cam
TWEAK_FLOAT fLOOK_MAX_VERT 10.0 // Max rotation for cam looking up
TWEAK_FLOAT fLOOK_MIN_VERT -45.0 // Min rotation for cam looking down
TWEAK_FLOAT fLOOK_INIT_PITCH -30.0 // Initial tilt down of look cam
TWEAK_FLOAT fLOOK_FOV 60.0 // FOV for the look cam
TWEAK_FLOAT fHELI_SWAY_MAG 0.006 // Magnitude of chopper's sway motion
TWEAK_FLOAT fHELI_SWAY_FREQ 0.25 // Frequency of chopper's sway motion
// Jump values
TWEAK_FLOAT fJUMP_CAM_START_INTERP 0.0 // Wait before starting scripted interp
TWEAK_FLOAT fJUMP_CAM_GAME_INTERP 0.0 // Wait before starting game interp
TWEAK_FLOAT fJUMP_CAM_DUR 1.1 // Duration of full interp to game cam
TWEAK_FLOAT fHEAD_CAM_X 0.0 // Relative x offset of attached jump cam
TWEAK_FLOAT fHEAD_CAM_Y -0.5 // Relative y offset of attached jump cam
TWEAK_FLOAT fHEAD_CAM_Z 3.5 // Relative z offset of attached jump cam
TWEAK_FLOAT fHEAD_CAM_LX 0.0 // Relative x look pos of attached jump cam
TWEAK_FLOAT fHEAD_CAM_LY 0.0 // Relative y look pos of attached jump cam
TWEAK_FLOAT fHEAD_CAM_LZ 0.0 // Relative z look pos of attached jump cam
// Target values
TWEAK_FLOAT fAIR_TGT_RANGE 22.0 // Distance for air target check
TWEAK_FLOAT fAIR_TGT_INNER_RANGE 10.0 // Distance for the inner air target check
TWEAK_FLOAT fGROUND_TGT_RG_HORIZ 15.0 // Horizontal dist for ground target check
TWEAK_FLOAT fGROUND_TGT_RG_VERT_ABOVE 5.0 // Vert above dist for ground target check
TWEAK_FLOAT fGROUND_TGT_RG_VERT_BELOW -2.0 // Vert below dist for ground target check
TWEAK_FLOAT fGROUND_TGT_START_MOVING 325.0 // Vert dist from vehicle target before it starts moving
TWEAK_FLOAT fTRAIN_TGT_START_MOVING 200.0 // Vert dist from train before it starts moving
TWEAK_FLOAT fNEXT_TGT_DIST_DROPOFF 0.05 // Decrease virtual height per dist from tgt
TWEAK_FLOAT fAIR_TGT_DRAW_SCALE 14.0 // Draw scale of air target ring
TWEAK_FLOAT fGND_TGT_DRAW_SCALE_S 4.0 // Draw scale of inner ground target ring
TWEAK_FLOAT fGND_TGT_DRAW_SCALE_M 9.0 // Draw scale of middle ground target ring
TWEAK_FLOAT fGND_TGT_DRAW_SCALE_L 14.0 // Draw scale of outer ground target ring
TWEAK_FLOAT fAIR_NXT_TGT_SCALE 0.5 // Draw scale of next air target
TWEAK_FLOAT fGND_NXT_TGT_SCALE 0.5 // Draw scale of next ground target
TWEAK_FLOAT fCUR_BLIP_SCALE 1.2 // Draw scale for current blip
TWEAK_FLOAT fNEXT_BLIP_SCALE 0.7 // Draw scale for next blip
TWEAK_FLOAT fFINISH_REWARD_MULT 1.5 // Minimum money to award for base jump
TWEAK_INT iTARGET_RED 240 // Amount of red to use when drawing target
TWEAK_INT iTARGET_GREEN 200 // Amount of green to use when drawing target
TWEAK_INT iTARGET_BLUE 80 // Amount of blue to use when drawing target
TWEAK_INT iTARGET_ALPHA 170 // Amount of alpha to use when drawing target
TWEAK_INT iCHECKPOINT_ALPHA 113 // The checkpoints appear more solid than the hoops
TWEAK_INT iGATE_REWARD 30 // How much cash to award player for air gate
TWEAK_INT iALL_GATE_REWARD 100 // Reward for hitting all the gates in the course
TWEAK_INT iFINISH_REWARD_BASE 50 // Minimum money to award for base jump
// UI values
TWEAK_FLOAT fINPUT_DELAY 0.5 // Delay before input becomes available
TWEAK_FLOAT fPOST_WIN_TIMEOUT 60.0 // Win screen disappears after timeout
TWEAK_FLOAT fPOST_LOSS_TIMEOUT 60.0 // Loss screen disappears after timeout
TWEAK_INT iLAUNCH_FADE_OUT_TIME 2500 // Fade out from launcher in ms
TWEAK_INT iFADE_OUT_TIME 800 // Fade out time in ms
TWEAK_INT iFADE_IN_TIME 800 // Fade in time in ms
// Add every new tweak value here!
#IF IS_DEBUG_BUILD
PROC BJ_IGNORE_UNREFERENCED_TWEAKS()
// Cutscene values
fCUTSCENE_END_WAIT = fCUTSCENE_END_WAIT
iCUTSCENE_INTERP_DUR = iCUTSCENE_INTERP_DUR
// Look values
fLOOK_SCALAR_HORIZ = fLOOK_SCALAR_HORIZ
fLOOK_SCALAR_VERT = fLOOK_SCALAR_VERT
fLOOK_MAX_HORIZ = fLOOK_MAX_HORIZ
fLOOK_MAX_VERT = fLOOK_MAX_VERT
fLOOK_MIN_VERT = fLOOK_MIN_VERT
fLOOK_INIT_PITCH = fLOOK_INIT_PITCH
fLOOK_FOV = fLOOK_FOV
fHELI_SWAY_MAG = fHELI_SWAY_MAG
fHELI_SWAY_FREQ = fHELI_SWAY_FREQ
// Jump values
fJUMP_CAM_START_INTERP = fJUMP_CAM_START_INTERP
fJUMP_CAM_GAME_INTERP = fJUMP_CAM_GAME_INTERP
fJUMP_CAM_DUR = fJUMP_CAM_DUR
fHEAD_CAM_X = fHEAD_CAM_X
fHEAD_CAM_Y = fHEAD_CAM_Y
fHEAD_CAM_Z = fHEAD_CAM_Z
fHEAD_CAM_LX = fHEAD_CAM_LX
fHEAD_CAM_LY = fHEAD_CAM_LY
fHEAD_CAM_LZ = fHEAD_CAM_LZ
// Target values
fAIR_TGT_RANGE = fAIR_TGT_RANGE
fAIR_TGT_INNER_RANGE = fAIR_TGT_INNER_RANGE
fGROUND_TGT_RG_HORIZ = fGROUND_TGT_RG_HORIZ
fGROUND_TGT_RG_VERT_ABOVE = fGROUND_TGT_RG_VERT_ABOVE
fGROUND_TGT_RG_VERT_BELOW = fGROUND_TGT_RG_VERT_BELOW
fGROUND_TGT_START_MOVING = fGROUND_TGT_START_MOVING
fTRAIN_TGT_START_MOVING = fTRAIN_TGT_START_MOVING
fNEXT_TGT_DIST_DROPOFF = fNEXT_TGT_DIST_DROPOFF
fAIR_TGT_DRAW_SCALE = fAIR_TGT_DRAW_SCALE
fGND_TGT_DRAW_SCALE_S = fGND_TGT_DRAW_SCALE_S
fGND_TGT_DRAW_SCALE_M = fGND_TGT_DRAW_SCALE_M
fGND_TGT_DRAW_SCALE_L = fGND_TGT_DRAW_SCALE_L
fAIR_NXT_TGT_SCALE = fAIR_NXT_TGT_SCALE
fGND_NXT_TGT_SCALE = fGND_NXT_TGT_SCALE
fFINISH_REWARD_MULT = fFINISH_REWARD_MULT
fCUR_BLIP_SCALE = fCUR_BLIP_SCALE
fNEXT_BLIP_SCALE = fNEXT_BLIP_SCALE
iTARGET_RED = iTARGET_RED
iTARGET_GREEN = iTARGET_GREEN
iTARGET_BLUE = iTARGET_BLUE
iTARGET_ALPHA = iTARGET_ALPHA
iGATE_REWARD = iGATE_REWARD
iFINISH_REWARD_BASE = iFINISH_REWARD_BASE
// UI values
fINPUT_DELAY = fINPUT_DELAY
fPOST_WIN_TIMEOUT = fPOST_WIN_TIMEOUT
fPOST_LOSS_TIMEOUT = fPOST_LOSS_TIMEOUT
iLAUNCH_FADE_OUT_TIME = iLAUNCH_FADE_OUT_TIME
iFADE_OUT_TIME = iFADE_OUT_TIME
iFADE_IN_TIME = iFADE_IN_TIME
ENDPROC
#ENDIF