[general]
Platform = cop                         ; Platform mode. Supported values: cop (Call of Pripyat), cs (Clear Sky)
title = st_ixray_title                 ; Mod name
SaveImageSize = 128, 128               ; Size of saved thumbnail image

[shaders_options]
USE_LEGACY_LIGHT = 1                   ; 1 - legacy pipeline, 0 - PBR pipeline

; Hozar: Use brga skycolor format
; USE_BGRA_SKYCOLOR = 1;

; Hozar: Use original GSC format for sky ToneMapping
; USE_LEGACY_SKY_TONEMAP = 1

; CGIM2 compatibility
; USE_CGIM_SKY_TWEAK = 1
; USE_CGIM_WHITE_TWEAK = 1
; USE_CGIM_COLOR_TWEAK = 1
; USE_CGIM_BLOOM_TWEAK = 1

; Hozar: Use normal on Hemi calc
; USE_NORMAL_HEMI_DISTRIBUTION = 1

; Hozar: For PBS pipeline
; IBL_FAKE_IRRADANCE = 1
; IBL_REMAP_IRRADANCE = 1
; IBL_REMAP_REFLECTIONS = 1
; IBL_REMAP_POSITIVE_Y = 1
; IBL_MAX_LOD = 10
; USE_FULL_SKY_SPHERE = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Engine features

[ui]
DisableCharacterInfo = false            ; Disable character information
DisableInventoryGrid = false            ; Uses ui\ui_grid_alt.dds instead of ui\ui_grid.dds
WeaponIconScale = 0.8                   ; Scale factor for static_wpn_icon in maingame.xml. For CoP it's 0.8, for CS - 0.65, for SoC - 0.9
ShowLoadingStages = true               ; Loading stages from CS/SoC
DisableMotionIcon = false               ; Disable motion icon
PdaRearrangeTabButtons = false          ; for CS style buttons, where their size depends on text
UseSavedGameStatic = true               ; Use custom static for save games
DisableHudRenderingOnMaster = false     ; Disable HUD on Master difficulty. Gunslinger Mod style

[physics]
DeadBodyRagdoll = false                 ; Enable ragdoll body
DisableCameraMagicField = true          ; Disable camera magic field

[gameplay]
EnableThirst = false                    ; Thirst
EnableSleepiness = false                ; Sleepiness
EnableAiDieInAnomaly = false            ; Ai Die In Anomaly
EnableNPCLookAtActor = true             ; NPC Look at actor
EnableAutoreload = false                ; Enable automatic weapon reloading
EnableMonstersInventory = true          ; Enable monsters inventory
EnableWeaponInertion = true             ; Gunslinger Mod Style
EnableWeaponCollision = false           ; Shoker Mod Style
EnableActorStepWallmarks = false        ; Actor step wallmarks AIW Style
EnableAlternateZoomFovCalc = false      ; Don't turn it on unnecessarily! Breaks the original weapon system.
EnableInventoryPistolSlot = false       ; 2nd slot for pistols only (like in CS/SoC)
EnableImproveWeaponMisfire = false      ; Gunslinger Mod Style
EnableDelayedWeaponActions = false      ; Gunslinger Mod Style
EnableLegacyUpgradeSystem = false		; Use upgrade system from Clear Sky

; Dialogs
DialogFovScale = 0.75                   ; Increasing fov during dialogue
TalkDof = 0.0, 0.5, 5.0, 0.0            ; Degree of background blurring in dialogue
; Sprint
EnableBlockSprintInReload = true        ; Enable block sprint in reload
DisableSprintWhileOverweight = false    ; Disable Sprint while overweight
SprintFovFactor = 3.0                   ; FOV magnification power while running

[render]
DisableLoadScreenTips = false           ; Disable load screen tips
UseDynamicSnowMask = false              ; Use dynamic snow mask
FontAtlasSize = 4096                    ; Texture atlas size value. Must be in the order of two

[environment]
ReadSunConfig = false                   ; Enable sun movement in configurations

[localization]
PreferedFallbackLanguage = eng

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Extended sections

[player_hud]
PlayerHudOmfAdditional = dynamics\weapons\hud_hands_animation\*.omf ; Place your omf file pathes 

; Need [gameplay]:EnableActorStepWallmarks
[step_wallmark] 
materials = earth, test1                ; Material names
left_mark = l_foot                      ; left foot wallmark section
right_mark = r_foot                     ; right foot wallmark section

