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  1. // CONFIGURATION VALUES FOR TPW MODS
  2. //><
  3.  
  4. // STARTUP HINT
  5. tpw_hint_active = 1; // 0 = inactive
  6. //><
  7.  
  8. // AIR
  9. tpw_air_active = 1; // 0 = inactive
  10. tpw_air_delay = 10; // delay before flybys start (sec)
  11. tpw_air_time = 300; // maximum time between flybys
  12. tpw_air_max = 2; // maximum aircraft at a given time
  13. tpw_air_heights[] = {50,250,500}; // randomly chosen aircraft flying heights
  14. tpw_air_exclude = 1; // exclusion. 0 = all aircraft, 1 = civilian aircraft excluded, 2 = military aircraft excluded
  15. //><
  16.  
  17. // ANIMALS
  18. tpw_animal_active = 1; // 0 = inactive
  19. tpw_animal_delay = 10; // delay before animals start spawning (sec)
  20. tpw_animal_max = 15; // maximum animals near player. 0 = ambient animals disabled
  21. tpw_animal_maxradius = 200; // distance beyond which animals will be removed
  22. tpw_animal_minradius = 75; // minimum distance from player to spawn animals
  23. tpw_animal_noisetime = 60; // maximum time between dog/cat noises
  24. //><
  25.  
  26. // BLEEDOUT
  27. tpw_bleedout_active = 0; // 0 = inactive
  28. tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec
  29. tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead)
  30. tpw_bleedout_heartbeat = 1; // Player heartbeat visible as slight screen shake (0 = no heartbeat shake)
  31. tpw_bleedout_selfheal = 1; // AI units will automatically try to stop their own bleeding if equipped with First Aid Kits (0 = no self heal)
  32. tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' spped/skill unaffected by injury)
  33. //><
  34.  
  35. // BOATS
  36. tpw_boat_active = 1; // 0 = inactive
  37. tpw_boat_delay = 10; // delay before boats start spawning (sec)
  38. tpw_boat_radius = 1000; // radius (m) around player to check for water spawn boats
  39. tpw_boat_waypoints = 5; // how many waypoints to give each boat
  40. tpw_boat_num = 3; // max number of boats to spawn around player. 0 = ambient boats disabled
  41. //><
  42.  
  43. // CARS
  44. tpw_car_active = 1; // 0 = inactive
  45. tpw_car_delay = 10; // delay before cars start spawning (sec)
  46. tpw_car_waypoints = 15; // how many waypoints to give each car
  47. tpw_car_num = 3; // max number of cars to spawn around player. 0 = ambient cars disabled
  48. tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars
  49. tpw_car_nocombatspawn = 1; // cars will not be spawned during combat. 0 = cars continue to spawn during combat
  50. tpw_car_include[] = {"RDS","LOP_","CIV"}; // strings to select classnames of custom cars
  51. //><
  52.  
  53. // CIVS
  54. tpw_civ_active = 1; // 0 = inactive
  55. tpw_civ_delay = 5; // delay (sec) until civ spawning starts
  56. tpw_civ_radius = 150; // radius (m) around player to check for house and spawn civs
  57. tpw_civ_waypoints = 15; // how many waypoints to assign each civ
  58. tpw_civ_density = 5; // how many houses per civ. 0 = ambient civs disabled
  59. tpw_civ_maxsquadcas = 4; // maximum number of civilian casualties that can be inflicted by squad
  60. tpw_civ_maxallcas = 50; // maximum number of total civilian casualties
  61. tpw_civ_casdisplay = 0; // what to do if casualty threshold exceeded (0 -nothing, 1 - popup message, 2 - end mission)
  62. tpw_civ_maxciv = 20; // maximum number of civs to spawn regardless of tpw_civ_density
  63. tpw_civ_interact = 0; // civilian interaction radius. Civs closer than this to other civs will stop and talk (15 - default, 0 - no interaction).
  64. tpw_civ_nocombatspawn = 1; // civilians will not be spawned during combat. 0 = civilians continue to spawn during combat
  65. tpw_civ_blacklist[] = {}; // civilians with these strings in their classnames will be excluded
  66. //><
  67.  
  68. // CROWDS
  69. tpw_crowd_active = 1; // 0 = inactive
  70. tpw_crowd_max = 20; // maximum number of civs
  71. tpw_crowd_density = 2; // civs per house
  72. tpw_crowd_radius = 120; // radius to scan around player to spawn civs
  73. tpw_crowd_animradius = 80; // units closer than this will animate
  74. tpw_crowd_moveradius = 40; // units closer than this will disperse
  75. tpw_crowd_scantime = 1.5; // time (sec) between scanning, spawning and visibility checks
  76. //><
  77.  
  78. // EBS
  79. tpw_ebs_active = 0; // 0 = inactive
  80. tpw_ebs_thresh = 5; // unit is suppressed if this many bullets pass by in 5 secs
  81. tpw_ebs_delay = 1; // how long until suppression functions start (sec)
  82. tpw_ebs_debug = 0; // 1 = debugging will colour the suppressed unit's uniform (green = own side, yellow = enemy <5 bullets, red = enemy >5 bullets)
  83. tpw_ebs_radius = 500; // units must be closer to player than this (m) for suppression to work
  84. tpw_ebs_playersup = 1; // suppression effects applied to player. 0 = no player suppression
  85. tpw_ebs_aisup = 1; // suppression effects applied to AI. 0 = no AI suppression
  86. tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover
  87. tpw_ebs_suptype = 0; // Suppression type. 0 = bullet centric, 1 = suppression shell object
  88. //><
  89.  
  90. // FALL
  91. tpw_fall_active = 1; // 0 = inactive
  92. tpw_fall_sensitivity = 100; // sensitivity of unit to falls (%). 50 = unit half as likely to fall over from a given height.
  93. tpw_fall_threshold = 300; // distance threshold (m). Unit must be closer than this to player to realistically react to falls.
  94. tpw_fall_delay = 10; // delay until fall functions start
  95. tpw_fall_ragdoll = 2; // ragdoll type: 0 = no ragdoll, 1 = use old style physx and unit replacement ragdoll kludges, 2 = use setunconscious ragdolling (build > 137290)
  96. tpw_fall_falltime = 45; // Maximum time on ground (sec) after falling from bullet hit. Animated fall: 0 to tpw_fall_falltime. Ragdoll fall: tpw_fall_falltime to 2x tpw_fall_falltime.
  97. tpw_fall_player = 1; // Player can fall from bullet hits and large drops. 0 = player will not fall.
  98. tpw_fall_bullet = 0.2; // Randomised damage threshold above which ragdolling will occur (0 - 1, 0 = no reaction to bullet hits, 0.01 = will almost never use animated falls, only ragdolling)
  99. //><
  100.  
  101. // FIREFLIES
  102. tpw_firefly_active = 1; // 0 = inactive
  103. tpw_firefly_window =4; // How many hours after sunset will fireflies appear
  104. tpw_firefly_temp =18; // Minimum temperature (deg C) for fireflies to be active, if running TPW FOG
  105. tpw_firefly_trees = 5 ; // Number of trees needed within tpw_firefly_radius of player in order to spawn fireflies. 0 = fireflies everywhere
  106. tpw_firefly_radius = 25; // Firefies will be spawned within this distance (m) of player
  107. tpw_firefly_time = 5; // Max seconds between spawning each firefly/swarm
  108. tpw_firefly_maxflies = 50; // Maximum number of fireflies around player
  109. tpw_firefly_swarmsize = 5; // Maximum number of fireflies per swarm (must be less than tpw_firefly_maxflies)
  110. tpw_firefly_largeswarm = 0.1; // Chance of a large swarm (5 X tpw_firefly_swarmsize) spawning near player. 0 = never, 1 = always
  111. tpw_firefly_colour[] = {250,220,100}; // Firefly glow colour
  112. tpw_firefly_brightness = 0.8; // Brightness of each firefly (0 - 1)
  113. tpw_firefly_size = 0.05; // Apparent size of each firefly (0.01 - 0.2)
  114. tpw_firefly_blink = 1; // Flashing enabled. 0 = no flashing, 1 = brief flash with ~1 sec between flashes
  115. tpw_firefly_speed = 0.075; // Max time (sec) between firefly animation "frames". Larger = slower moving fireflies
  116. //><
  117.  
  118. // FOG
  119. tpw_fog_active = 1; // 0 = inactive
  120. tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled
  121. tpw_fog_delay = 0; // delay before fog functions start (sec)
  122. tpw_fog_breath = 1; // foggy breath enabled. 0 = disabled
  123. tpw_fog_groundfog = 1; // ground fog enabled. 0 = disabled
  124. tpw_fog_rainfog = 1; // rain fog enabled. 0 = disabled
  125. tpw_fog_heathaze = 1; // heat haze enabled. 0 = disabled
  126. tpw_fog_cansnow = 1; // snow enabled. 0 = disabled
  127. tpw_fog_mist = 0.05; // ground steam/mist fx in tropical/jungle and cold environments. 0 = no mist, 1 = extremely thick mist. Recommended = 0.05
  128. //><
  129.  
  130. // FURNITURE
  131. tpw_furniture_active = 1; // 0 = inactive
  132. tpw_furniture_radius = 50 ; // radius (m) around player to scan for houses to furnish
  133. tpw_furniture_scantime = 5; // time (sec) in between house scans
  134. //><
  135.  
  136. // HOUSELIGHTS
  137. tpw_houselights_active = 1; // 0 = inactive
  138. tpw_houselights_delay = 10; // delay (sec) until houselights functions start
  139. //><
  140.  
  141. // HUD
  142. tpw_hud_active = 0; // 0 = inactive
  143. tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
  144. tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
  145. tpw_hud_colour[] = {1,1,1}; // HUD colour
  146. tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
  147. tpw_hud_civcolour[] = {1,1,1}; // civ colour
  148. tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
  149. tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour
  150. tpw_hud_alpha = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque
  151. tpw_hud_asl[] = {1,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
  152. tpw_hud_azt[] = {1,0.5,0.452,1}; // AZT = azimuth (direction of gaze).
  153. tpw_hud_grd[] = {1,0.4,0.45,1}; // GRD = GPS grid coordinates.
  154. tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
  155. tpw_hud_tmp[] = {1,0.6,0.51,1}; // TMP = temperature (from TPW FOG) .
  156. tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
  157. tpw_hud_rng[] = {1,0.5,0.56,1}; // RNG = range to centre of player's gaze.
  158. tpw_hud_vel[] = {1,0.6,0.57,1}; // VEL = speed of player (or player's vehicle).
  159. tpw_hud_prx[] = {1,0.5,0.505,1}; // PRX = display numbers of nearby units.
  160. tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 1 = active ( 0 = inactive), 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
  161. tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5
  162. tpw_hud_scale = 0.9; // HUD scale. > 1 = larger
  163. tpw_hud_textscale = 1; // HUD text scale. > 1 = larger
  164. tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
  165. tpw_hud_thirdperson = 0; // no HUD in 3rd person. 1 = HUD in 3rd person
  166. tpw_hud_addtac = 1; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
  167. tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
  168. tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below
  169. /*ICONS
  170. {unit,hidden unit,vehicle, hidden vehicle, enemy unit, hidden enemy unit, enemy vehicle, hidden enemy vehicle,marker, predictor}
  171. 0: empty
  172. 1: 2px_cross
  173. 2: 2px_cross_open
  174. 3: 2px_cross_small
  175. 4: 2px_diamond
  176. 5: 2px_diamond_half
  177. 6: 2px_diamond_open
  178. 7: 2px_dot
  179. 8: 2px_line
  180. 9: 2px_line_open
  181. 10: 2px_square
  182. 11: 2px_square_half
  183. 12: 2px_square_open
  184. 13: 2px_x
  185. 14: 2px_x_open
  186. 15: 2px_x_small
  187. 16: 3px_circle
  188. 17: 3px_circle_half
  189. 18: 3px_circle_open
  190. 19: 3px_cross
  191. 20: 3px_cross_open
  192. 21: 3px_cross_small
  193. 22: 3px_diamond
  194. 23: 3px_diamond_half
  195. 24: 3px_diamond_open
  196. 25: 3px_dot
  197. 26: 3px_line
  198. 27: 3px_line_open
  199. 28: 3px_square
  200. 29: 3px_square_half
  201. 30: 3px_square_open
  202. 31: 3px_x
  203. 32: 3px_x_open
  204. 33: 3px_x_small
  205. */
  206.  
  207. tpw_hud_extragoggles[] = {}; // Classnames of additional goggles you want HUD to display on e.g. {"goggles1","goggles2"}
  208. tpw_hud_extraheadgear[] = {}; // Classnames of additional headgear you want HUD to display on e.g. {"headgear1","headgear2"}
  209.  
  210. // HUD LAYOUT - ONLY EDIT THESE IF YOU KNOW WHAT YOU'RE DOING WITH STRUCTURED TEXT
  211. tpw_hud_asl_txt = "%1<t size='0.5'><br />ASL</t>"; // ASL
  212. tpw_hud_azt_txt = "%1<t size='0.5'><br />AZT %2</t>"; // AZT
  213. tpw_hud_grd_txt = "%1<t size='0.5'><br />GRD</t>"; // GRD
  214. tpw_hud_lmt_txt = "%1%2<t size='0.5'><br />LMT</t>"; // LMT
  215. tpw_hud_tmp_txt = "%1<t size='0.5'><br />TMP</t>"; // TMP
  216. tpw_hud_hlt_txt = "%2<t size='0.5'><br />BPM %1</t>"; // HLT
  217. tpw_hud_rng_txt = "%1<t size='0.5'><br />RNG</t>"; // RNG
  218. tpw_hud_vel_txt = "%1<t size='0.5'><br />VEL</t>"; // VEL
  219. tpw_hud_airvel_txt = "%1<t size='0.5'><br />VEL KTS</t>"; // VEL IN AIRCRAFT
  220. tpw_hud_prx_txt = "<t color='%5'>%1</t> <t color='%6'>%2</t> <t color='%7'>%3</t> <t color='%8'>%4</t><t size='0.5'><br />PRX</t>"; // PRX
  221. //><
  222.  
  223. // LOS
  224. tpw_los_active = 0; // 0 = inactive
  225. tpw_los_debug = 0; // 1 = blue balls will appear above units with line of sight to a visible enemy
  226. tpw_los_maxdist = 100; // maximum distance (m). LOS stuff only works for units closer than this.
  227. tpw_los_mindist = 25; // minimum distance (m). Enemies are considered "visible" no matter what, if less than this distance.
  228. tpw_los_delay = 10; // delay until los functions start (sec)
  229. //><
  230.  
  231. //PARK
  232. tpw_park_active = 1; // 0 = inactive
  233. tpw_park_perc = 25; // percentage of houses with parked cars. 0 = no cars
  234. tpw_park_createdist = 300; // cars created within this distance, completely removed past it.
  235. tpw_park_hidedist = 150; // cars closer than this are shown, further than this are hidden
  236. tpw_park_simdist = 20; // cars closer than this have simulation enabled
  237. tpw_park_max = 15; // maximum cars to spawn regardless (not irregardless).
  238. tpw_park_include[] = {"RDS","LOP_","CIV"}; // strings to select classnames of custom cars
  239. //><
  240.  
  241. //PUDDLE
  242. tpw_puddle_active = 1; // 0 = inactive
  243. tpw_puddle_max = 8; // maximum puddles around player
  244. tpw_puddle_radius = 50; // max distance (m) from player to spawn puddles
  245. tpw_puddle_minradius = 10; // min distance (m) from player to spawn puddles
  246. tpw_puddle_gradient = 0.1; // how flat must spawn position be to spawn puddle 0 = absolutely flat, 1 = 45 degree gradient
  247. tpw_puddle_time = 600; // Sec after rain stops to continue spawning puddles
  248. tpw_puddle_rainthresh = 0.2; // rain threshold beyond which puddles will be spawned, -1 = puddles regardless
  249. tpw_puddle_ripple = 0; // 1 = use rippling water shader for puddles - will give visual anomolies
  250. //><
  251.  
  252. // RADIO
  253. tpw_radio_active = 1; // 0 = inactive
  254. tpw_radio_time = 90; // maximum time between messages (sec)
  255. tpw_radio_car = 1; // radio in/near vehicles (0 = no radio in vehicles)
  256. tpw_radio_foot = 1; // radio on foot (0 = no radio on foot)
  257. //><
  258.  
  259. // RAIN FX
  260. tpw_rain_active = 1; // 0 = inactive
  261. //><
  262.  
  263. // SKIRMISH
  264. tpw_skirmish_active = 0; // 1 = active
  265. tpw_skirmish_friendlysquad_max = 2; // Maximum number of friendly squads around player
  266. tpw_skirmish_friendlyvehicles_max = 1; // Maximum number of friendly vehicles around player
  267. tpw_skirmish_enemysquad_max = 2; // Maximum number of enemy squads around player
  268. tpw_skirmish_enemyvehicles_max = 1; // Maximum number of enemy vehicles around player
  269. tpw_skirmish_resistsquad_max = 2; // Maximum number of friendly squads around player
  270. tpw_skirmish_resistvehicles_max = 1; // Maximum number of friendly vehicles around player
  271. tpw_skirmish_minspawnradius = 500; // Minimum distance from player to spawn units/vehicles
  272. tpw_skirmish_maxspawnradius = 2000; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance
  273. tpw_skirmish_support = 1; // NATO units can call support
  274. tpw_skirmish_enemy_support = 0; // CSAT enemy units can call support
  275. tpw_skirmish_resist_support = 0; // AAF units can call support
  276. tpw_skirmish_friendlytype[] = {1}; // BLUFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {0,1,7} will spawn user selected, NATO and FIA BLUFOR. Empty = NATO default
  277. tpw_skirmish_enemytype[] = {4}; // OPFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default
  278. tpw_skirmish_resisttype[] = {6}; // INDFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {-6,-7} will spawn FIA and AAF resistance, wearing Shemaghs. Empty = AAF default
  279. tpw_skirmish_spawntime = 30; // Time (sec) between spawning each enemy/friendly squad/vehicle
  280. tpw_skirmish_friendlyunitstring = ""; // Custom string to select friendly units from config
  281. tpw_skirmish_friendlyvehiclestring = ""; // Custom string to select friendly vehicles from config
  282. tpw_skirmish_enemyunitstring = ""; // Custom string to select enemy units from config
  283. tpw_skirmish_enemyvehiclestring = ""; // Custom string to select enemy vehicles from config
  284. tpw_skirmish_resistunitstring = ""; // Custom string to select resistance units from config
  285. tpw_skirmish_resistvehiclestring = ""; // Custom string to select resistance vehicles from config
  286. tpw_skirmish_casstring[] = {}; // Classname/s of custom friendly CAS aircraft. Empty = NATO default CAS
  287. tpw_skirmish_chsstring[] = {}; // Classname/s of custom friendly support heli. Empty = NATO default CHS
  288. tpw_skirmish_uavstring[] = {}; // Classname/s of custom friendly UAV. Empty = NATO default UAV
  289. tpw_skirmish_enemy_casstring[] = {}; // Classname/s of custom enemy CAS aircraft. Empty = CSAT default CAS
  290. tpw_skirmish_enemy_chsstring[] = {}; // Classname/s of custom enemy support heli. Empty = CSAT default CHS
  291. tpw_skirmish_enemy_uavstring[] = {}; // Classname/s of custom enemy UAV. Empty = CSAT default UAV
  292. tpw_skirmish_resist_casstring[] = {}; // Classname/s of custom resistance CAS aircraft. Empty = AAF default CAS
  293. tpw_skirmish_resist_chsstring[] = {}; // Classname/s of custom resistance support heli. Empty = AAF default CHS
  294. tpw_skirmish_resist_uavstring[] = {}; // Classname/s of custom resistance UAV Empty = AAF default UAV
  295. //><
  296.  
  297. // SONIC AMBIENCE
  298. tpw_soap_active = 1; // 0 = inactive
  299. tpw_soap_ambientvolume = 1; // Ambient sounds volume (0-2)
  300. tpw_soap_musicvolume = 1; // Music volume (0-2)
  301. tpw_soap_azanvolume = 1; // Azan volume (0-2)
  302. tpw_soap_housefxvolume = 1; // House fx volume (0-2)
  303. tpw_soap_screamvolume = 1; // Screams volume (0-2)
  304. tpw_soap_usermusic = 0; // Number of user supplied music files in @TPW_MODS\music. 0 = no user music
  305. tpw_soap_usersounds = 0; // Number of user supplied sound files in @TPW_MODS\sounds. 0 = no user sounds
  306. tpw_soap_region = 0; // Region specific sounds. 0 = autodetect, 1 = Greek, 2 = Mideast, 3 = Fijian
  307. //><
  308.  
  309. // STREETLIGHTS
  310. tpw_streetlights_active = 0; // 0 = inactive
  311. tpw_streetlights_factor = 10; // brightness factor. 3-15 should be ok for most maps
  312. tpw_streetlights_range = 1000; // radius (m) around player to scan for streetlights
  313. tpw_streetlights_colour = 0; // light colour. 0 = warm white incandescent, 1 = yellow sodium, 2 = blue/white fluorescent
  314. tpw_streetlights_moths = 1; // 0 = no moths around lights
  315. //><
  316.  
  317. //animationsActivePlaceholder = 1;
  318. #define run_rifle 0.6 //default 0.685
  319. #define tactical_rifleup 0.7 //default 0.786
  320. #define tactical_jog 1.35 //default 1.55
  321. #define unarmed_walkspeed 0.27 //default 0.35
  322. #define rifledown_walkspeed 0.20 //default 0.3
  323. #define rifleup_walkspeed 0.80 //default 0.85
  324. #define roll_left 0.6 //default 1.1
  325. #define roll_right 0.7 //default 1.2
  326. //><
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