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https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
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245 lines
9.1 KiB
JSON
245 lines
9.1 KiB
JSON
{
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//////////////////////////////////// Fixed Cameras
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//"Strategic_View"
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"fixed_camera0": {
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//This is the distance of the camera from Steve.
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"distance": 90.0,
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//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle of the camera.
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"pitch": 90,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 80.0,
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//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
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"lerp": 0.05,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//"fixed_fov55_p47_d22.5"
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"fixed_camera1_UNUSED": {
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//This is the distance of the camera from Steve.
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"distance": 22.5,
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//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle of the camera.
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"pitch": 47.0,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 55.0,
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//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
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"lerp": 0.05,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//////////////////////////////////// Free Cameras
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//"orbit_fov70_p35_p55_d15"
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"free_camera2_UNUSED": {
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//This is the distance of the camera from Steve.
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"distance": 15,
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//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle the orbit camera is initalized with.
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"pitch": 45.0,
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//This is the maximum downward angle the player can look at (MC default is -90.0).
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"pitch_min": 35.0,
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//This is the maximum upward angle the player can look at (MC default is 90.0).
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"pitch_max": 55.0,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 70.0,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//"Far_fov65_p20_p65_d18"
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"free_camera0": {
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//This is the distance of the camera from Steve.
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"distance": 18,
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//This is the tranaslation offset of the cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle the orbit camera is initialized with.
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"pitch": 45,
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//This is the maximum downward angle the player can look at (MC default is -90.0).
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"pitch_min": 20,
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//This is the maximum upward angle the player can look at (MC default is 90.0).
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"pitch_max": 65,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 65.0,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//"free_fov70_d12.5"
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"free_camera3_UNUSED": {
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//This is the distance of the camera from Steve.
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"distance": 12.5,
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//This is the tranaslation offset of the cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle the orbit camera is initalized with.
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"pitch": 40.0,
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//This is the maximum downward angle the player can look at (MC default is -90.0).
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"pitch_min": 0.0,
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//This is the maximum upward angle the player can look at (MC default is 90.0).
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"pitch_max": 85.0,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 70.0,
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//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
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"lerp": 0.05,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//"Close_fov55_p15_p70_d16.5"
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"free_camera1": {
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//This is the distance of the camera from Steve.
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"distance": 16.5,
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//This is the tranaslation offset of the cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle the orbit camera is initalized with.
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"pitch": 45.0,
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//This is the maximum downward angle the player can look at (MC default is -90.0).
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"pitch_min": 15.0,
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//This is the maximum upward angle the player can look at (MC default is 90.0).
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"pitch_max": 70.0,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 55.0,
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//This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick)
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"lerp": 0.05,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//////////////////////////////////// Follow Cameras
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//"follow_fov70_d10"
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"follow_camera0_UNUSED": {
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//This is the distance of the camera from Steve.
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"distance": 10,
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//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle the camera will try to approach.
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"pitch": 40.0,
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//This is the maximum downward angle the player can look at (MC default is -90.0).
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"pitch_min": 0.0,
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//This is the maximum upward angle the player can look at (MC default is 90.0).
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"pitch_max": 85.0,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 70.0,
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//Below are a bunch of tweaks for manipulating the follow camera
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// +/- max angle in degrees per frame that the camera offset can swing about the player
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"follow_clamp": 1.0,
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// The fractional rate per frame that the swing (from above) rate to zero
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"follow_rate": 1,
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// The fractional rate per second that the camera tries to get behind the player (0.1 == 90% swing offset, 10% right behind the player)
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"follow_lerp": 0.002,
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// The velocity Steve has to travel in order for the camera to try and swing behind him
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"follow_velocity": 0.1,
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// The delay in seconds before the camera attempts to swing behind the player after some movement AND the right stick is released
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"follow_delay": 0.5,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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},
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//"follow_fov55_d17.5"
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"follow_camera1_UNUSED": {
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//This is the distance of the camera from Steve.
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"distance": 17.5,
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//This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras.
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"offset": [0.0, 0.0, 0.0],
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//This is the downward angle the camera will try to approach.
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"pitch": 40.0,
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//This is the maximum downward angle the player can look at (MC default is -90.0).
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"pitch_min": 0.0,
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//This is the maximum upward angle the player can look at (MC default is 90.0).
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"pitch_max": 85.0,
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//This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras.
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"head_pitch": 35.0,
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//This is the FOV that this camera will use (overrides the default value)
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"fov": 55.0,
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//Below are a bunch of tweaks for manipulating the follow camera
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// +/- max angle in degrees per frame that the camera offset can swing about the player
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"follow_clamp": 1.0,
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// The fractional rate per frame that the swing (from above) rate to zero
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"follow_rate": 1,
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// The fractional rate per second that the camera tries to get behind the player (0.1 == 90% swing offset, 10% right behind the player)
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"follow_lerp": 0.002,
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// The velocity Steve has to travel in order for the camera to try and swing behind him
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"follow_velocity": 0.1,
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// The delay in seconds before the camera attempts to swing behind the player after some movement AND the right stick is released
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"follow_delay": 0.5,
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//This controls whether the left stick allows the player to move a placement cursor around when holding a structure
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"follow_structure_placement": true
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}
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}
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