#Movement configurations [movement] #turns off/on the quake-style movement for the client (essentially the saved value of the ingame toggle keybind) enabled = true #if enabled, the soft and hard caps will not be applied at all uncappedBunnyhopEnabled = false #if enabled, holding jump while swimming at the surface of water allows you to glide sharkingEnabled = true #if enabled, holding sneak while jumping will convert your horizontal speed into vertical speed trimpEnabled = false #a higher value means you can turn more sharply in the air without losing speed #Range: 0.0 ~ 1.7976931348623157E308 airAccelerate = 18.0 #a higher value means faster air acceleration #Range: 0.0 ~ 1.7976931348623157E308 maxAirAccelerationPerTick = 0.045 #a higher value means you accelerate faster on the ground #Range: 0.0 ~ 1.7976931348623157E308 groundAccelerate = 10.0 #see uncappedBunnyhopEnabled; if you ever jump while above the hard cap speed (moveSpeed*hardCapThreshold), your speed is set to the hard cap speed #Range: 0.0 ~ 1.7976931348623157E308 hardCapThreshold = 16.0 #see uncappedBunnyhopEnabled and softCapDegen; soft cap speed = (moveSpeed*softCapThreshold) #Range: 0.0 ~ 1.7976931348623157E308 softCapThreshold = 14.0 #the modifier used to calculate speed lost when jumping above the soft cap #Range: 0.0 ~ 1.7976931348623157E308 softCapDegen = 0.4 #amount of friction while sharking (between 0 and 1) #Range: 0.0 ~ 1.0 sharkingWaterFriction = 0.4 #amount of downward momentum you lose while entering water, a higher value means that you are able to shark after hitting the water from higher up #Range: 0.0 ~ 1.7976931348623157E308 sharkingSurfaceTension = 0.2 #a lower value means less horizontal speed converted to vertical speed and vice versa #Range: 0.0 ~ 1.7976931348623157E308 trimpMultiplier = 1.0 #increases the distance needed to fall in order to take fall damage; this is a server-side setting #Range: 0.0 ~ 1.7976931348623157E308 fallDistanceThresholdIncrease = 0.0