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October 14, 2025 17:40
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Epic Fight #2112 Shoulder Surfing Reloaded mod config
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[camera] | |
#The distance multiplier on whether or not to hide the player model if the camera gets too close to it. Set to 0 to disable. | |
# Default: 0.75 | |
# Range: 0.0 ~ 1.7976931348623157E308 | |
keep_camera_out_of_head_distance_multiplier = 0.75 | |
#Size of the camera adjustment per step. | |
# Default: 0.025 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
camera_step_size = 0.025 | |
#The speed multiplier at which the camera transitions between positions. | |
# Default: 0.25 | |
# Range: 0.05 ~ 1.0 | |
camera_transition_speed_multiplier = 0.25 | |
#The angle at which the camera will be centered when looking down. Set to 0 to disable. | |
# Default: 1.0 | |
# Range: 0.0 ~ 90.0 | |
center_camera_when_looking_down_angle = 1.0 | |
#Whether or not to dynamically adjust camera offsets depending on space constraints. | |
dynamically_adjust_offsets = true | |
#Whether or not to decouple the camera rotation from the player rotation. | |
decoupled_camera = true | |
#Whether or not to orient the camera rotation when the player is teleported. This includes passenger (dis-)mounting and traveling through portals. | |
orient_camera_on_teleport = true | |
[camera.offset] | |
#Third person camera x-offset. | |
# Default: -0.75 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
offset_x = -0.75 | |
#Third person camera y-offset. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
offset_y = 0.0 | |
#Third person camera z-offset. | |
# Default: 4.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
offset_z = 4.0 | |
[camera.offset.min] | |
#When x-offset is limited this is the minimum amount. | |
# Default: -3.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
min_offset_x = -3.0 | |
#When y-offset is limited this is the minimum amount. | |
# Default: -1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
min_offset_y = -1.0 | |
#When z-offset is limited this is the minimum amount. | |
# Default: -3.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
min_offset_z = -3.0 | |
[camera.offset.max] | |
#When x-offset is limited this is the maximum amount. | |
# Default: 3.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
max_offset_x = 3.0 | |
#When y-offset is limited this is the maximum amount. | |
# Default: 1.5 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
max_offset_y = 1.5 | |
#When z-offset is limited this is the maximum amount. | |
# Default: 5.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
max_offset_z = 5.0 | |
[camera.offset.limits] | |
#Whether or not x-offset adjustment has limits. | |
unlimited_offset_x = false | |
#Whether or not y-offset adjustment has limits. | |
unlimited_offset_y = false | |
#Whether or not z-offset adjustment has limits. | |
unlimited_offset_z = false | |
[camera.offset.multiplier.passenger] | |
#x-offset multiplier for when the player is a passenger. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_x = 1.0 | |
#y-offset multiplier for when the player is a passenger. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_y = 1.0 | |
#z-offset multiplier for when the player is a passenger. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_z = 1.0 | |
[camera.offset.multiplier.sprint] | |
#x-offset multiplier for when the player is sprinting. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_x = 1.0 | |
#y-offset multiplier for when the player is sprinting. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_y = 1.0 | |
#z-offset multiplier for when the player is sprinting. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_z = 1.0 | |
[camera.offset.multiplier.aiming] | |
#x-offset multiplier for when the player is aiming. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_x = 1.0 | |
#y-offset multiplier for when the player is aiming. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_y = 1.0 | |
#z-offset multiplier for when the player is aiming. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_z = 1.0 | |
[camera.offset.multiplier.fall_flying] | |
#x-offset multiplier for when using Elytra. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_x = 1.0 | |
#y-offset multiplier for when using Elytra. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_y = 1.0 | |
#z-offset multiplier for when using Elytra. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_z = 1.0 | |
[camera.offset.multiplier.climbing] | |
#x-offset multiplier for when the player is climbing. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_x = 0.0 | |
#y-offset multiplier for when the player is climbing. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_y = 1.0 | |
#z-offset multiplier for when the player is climbing. | |
# Default: 1.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
multiplier_offset_z = 1.0 | |
[camera.offset.modifiers.passenger] | |
#x-offset modifier for when the player is a passenger. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_x = 0.0 | |
#y-offset modifier for when the player is a passenger. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_y = 0.0 | |
#z-offset modifier for when the player is a passenger. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_z = 0.0 | |
[camera.offset.modifiers.sprint] | |
#x-offset modifier for when the player is sprinting. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_x = 0.0 | |
#y-offset modifier for when the player is sprinting. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_y = 0.0 | |
#z-offset modifier for when the player is sprinting. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_z = 0.0 | |
[camera.offset.modifiers.aiming] | |
#x-offset modifier for when the player is aiming. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_x = 0.0 | |
#y-offset modifier for when the player is aiming. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_y = 0.0 | |
#z-offset modifier for when the player is aiming. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_z = 0.0 | |
[camera.offset.modifiers.fall_flying] | |
#x-offset modifier for when using Elytra. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_x = 0.0 | |
#y-offset modifier for when using Elytra. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_y = 0.0 | |
#z-offset modifier for when using Elytra. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_z = 0.0 | |
[camera.offset.modifiers.climbing] | |
#x-offset modifier for when the player is climbing. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_x = 0.0 | |
#y-offset modifier for when the player is climbing. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_y = 0.0 | |
#z-offset modifier for when the player is climbing. | |
# Default: 0.0 | |
# Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | |
modifier_offset_z = 0.0 | |
[perspective] | |
#The default perspective when you load the game. | |
#Allowed Values: FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT, SHOULDER_SURFING | |
default_perspective = "SHOULDER_SURFING" | |
#Whether or not to remember the last perspective used. | |
remember_last_perspective = true | |
#Whether or not to replace the default third person perspective. | |
replace_default_perspective = true | |
#Whether or not the first person perspective is enabled. | |
first_person_enabled = true | |
#Whether or not the third person front perspective is enabled. | |
third_person_front_enabled = false | |
#Whether or not the third person back perspective is enabled. | |
third_person_back_enabled = true | |
[player] | |
#Whether or not to adjust the player model transparency when view is obstructed. Changing this value may require a game restart to take full effect. | |
adjust_player_transparency = true | |
#The angle at which the player will no longer be rendered when looking up. Set to 0 to disable. | |
# Default: 0.0 | |
# Range: 0.0 ~ 90.0 | |
hide_player_when_looking_up_angle = 0.0 | |
#Whether the x-rot of the player should follow the camera x-rot. This config option only applies when camera is decoupled. | |
player_x_rot_follows_camera = false | |
#Whether the y-rot of the player should follow the camera y-rot. This config option only applies when camera is decoupled. | |
player_y_rot_follows_camera = false | |
#The maximum angle to which the player y-rot follows the camera y-rot. This config option only applies when player y-rot follows camera option is enabled. | |
# Default: 90.0 | |
# Range: 0.0 ~ 180.0 | |
player_y_rot_follow_angle_limit = 90.0 | |
[player.turning] | |
#Whether to turn the player when using an item. This config option only applies when camera is decoupled. | |
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | |
when_using_item = "ALWAYS" | |
#Whether to turn the player when attacking. This config option only applies when camera is decoupled. | |
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | |
when_attacking = "ALWAYS" | |
#Whether to turn the player when interacting with blocks. This config option only applies when camera is decoupled. | |
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | |
when_interacting = "ALWAYS" | |
#Whether to turn the player when picking blocks or entities. This config option only applies when camera is decoupled. | |
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | |
when_picking = "ALWAYS" | |
#The time in ticks the player will remain turned after the interaction has ended. Set to 0 to disable. This config option only applies when camera is decoupled. | |
# Default: 4 | |
# Range: > 0 | |
turning_lock_time = 4 | |
[object_picker] | |
#The raytrace distance used for the dynamic crosshair. | |
# Default: 400.0 | |
# Range: 0.0 ~ 1.7976931348623157E308 | |
custom_raytrace_distance = 400.0 | |
#Whether or not to use the custom raytrace distance used for the dynamic crosshair. | |
use_custom_raytrace_distance = true | |
[object_picker.pick_origin] | |
#The origin where the entity pick starts when using the static crosshair. | |
#Allowed Values: PLAYER, CAMERA | |
entity_pick_origin = "PLAYER" | |
#The origin where the block pick starts when using the static crosshair. | |
#Allowed Values: PLAYER, CAMERA | |
block_pick_origin = "PLAYER" | |
[object_picker.pick_vector] | |
#The vector direction of the raytrace when picking objects. This config option only applies when using the dynamic crosshair. | |
#Allowed Values: PLAYER, CAMERA | |
pick_vector = "CAMERA" | |
[crosshair] | |
#Crosshair type to use for shoulder surfing. | |
#Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP | |
crosshair_type = "STATIC" | |
#Items that when held, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'. | |
adaptive_crosshair_hold_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"] | |
#Items that when used, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'. | |
adaptive_crosshair_use_items = [] | |
#Item properties of an item, that when held, trigger the dynamic crosshair in adaptive mode. | |
adaptive_crosshair_hold_item_properties = ["minecraft:charged"] | |
#Item properties of an item, that when used, trigger the dynamic crosshair in adaptive mode. | |
adaptive_crosshair_use_item_properties = ["minecraft:pull", "minecraft:throwing"] | |
[crosshair.obstruction] | |
#When the crosshair type is static, shows an additional indicator on obstacles that stand between you and your target. | |
show_obstruction_indicator = true | |
#Only show the obstruction indicator when using items that would trigger the adaptive crosshair. | |
only_when_aiming = true | |
#Hide the obstruction indicator when it is too close to the main crosshair. Distance measured in scaled pixels. | |
# Default: 8 | |
# Range: > 0 | |
min_distance_to_crosshair = 8 | |
#Ignore obstructions that are too far away from the player. Distance measured in blocks. Set to 0 to disable. | |
# Default: 20.0 | |
# Range: 0.0 ~ 1.7976931348623157E308 | |
max_distance_to_obstruction = 20.0 | |
[crosshair.visibility] | |
#Crosshair visibility for first person. | |
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | |
first_person = "ALWAYS" | |
#Crosshair visibility for third person back. | |
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | |
third_person_back = "NEVER" | |
#Crosshair visibility for third person front. | |
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | |
third_person_front = "NEVER" | |
#Crosshair visibility for shoulder surfing. | |
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | |
shoulder_surfing = "ALWAYS" | |
[audio] | |
#Whether to center sounds made by the player. | |
center_player_sounds = false |
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