<root>
<Table>
	<Camera>
		<Name>Camera</Name>
		<panning_group>
			<fast_pan_horizontal_multiplier>7.5</fast_pan_horizontal_multiplier>
			<fast_pan_vertical_multiplier>4</fast_pan_vertical_multiplier>
			<slow_pan_horizontal_multiplier>0.7</slow_pan_horizontal_multiplier>
			<slow_pan_vertical_multiplier>0.3</slow_pan_vertical_multiplier>
			<zoom_scale_min>0.02</zoom_scale_min>
			<fast_pan_input_threshold>0.70</fast_pan_input_threshold>
			<Notes>The idea is to try to divide panning into a fine-aiming circle and a fast movement circle. Within the fine aiming circle, the slow-pan constants are used. Within the fast movement circle, the fast-pan constants are used. To make this seem smoother for the user, we adjust the equations involved so that the user input  at the maximum amount of slow-panning speed gives us the same desired speed as the minimum amount of fast-panning speed.</Notes>
			<accel_scale>.75</accel_scale>
			<decel_scale>10.0</decel_scale>
			<hpan_threshold>0.15</hpan_threshold>
			<vpan_threshold>0.30</vpan_threshold>
			<fine_aim_accel_scale>0.25</fine_aim_accel_scale>
			<fine_aim_decel_scale>10</fine_aim_decel_scale>
			<fine_aim_vert_dampening>0.3</fine_aim_vert_dampening>
			<zoom_scale_max>0.19</zoom_scale_max>
			<interior_h_dampening>0.9</interior_h_dampening>
			<interior_v_dampening>0.5</interior_v_dampening>
			</panning_group>
		<asvct_group>
			<default_time>3.0</default_time>
			<stationary_time>0.5</stationary_time>
			<stationary_threshold>1.0</stationary_threshold>
			</asvct_group>
		<crouch_group>
			<crouch_y_offset>0.45</crouch_y_offset>
			<crouch_damping>0.25</crouch_damping>
			<dead_crouch_damping>0.75</dead_crouch_damping>
			<crouch_max_accel>3.0</crouch_max_accel>
			<Notes>In any given frame of processing, we're trying to approach the desired crouch amount by the difference between our current value and our desired multiplied by crouch_damping. So at .25, we're trying to approach the ideal crouch offset by 1/4th of the difference between where we are and where we want to be. This effect is capped by the crouch_max_vel. So while damping effects how badly we _want_ to be there, the max_vel effects how quickly we _can_ be there.</Notes>
			</crouch_group>
		<follow_aggression_group>
			<default_swing_rate>0.045</default_swing_rate>
			<Notes>ALTER THIS VALUE AT YOUR OWN RISK!

This will scale all follow aggression effects in the game, and the math is very sensitive...</Notes>
			</follow_aggression_group>
		<hill_tracking_group>
			<default_aggression>0.95</default_aggression>
			</hill_tracking_group>
		<miscellany_group>
			<pitch_reset_time>1.3</pitch_reset_time>
			<backaway_speed>3.0</backaway_speed>
			<Manual_Aim_Elevation_Angle>3.5</Manual_Aim_Elevation_Angle>
			<Helicopter_Landing_Pitch>0.6</Helicopter_Landing_Pitch>
			<Helicopter_Landing_Max_Speed>6</Helicopter_Landing_Max_Speed>
			<Helicopter_Landing_Max_Altitude>20</Helicopter_Landing_Max_Altitude>
			<Chainsaw_swing_angle>45</Chainsaw_swing_angle>
			<Exterior_Interior_Blend_Time>2</Exterior_Interior_Blend_Time>
			</miscellany_group>
		<_Editor>
			<Category>Entries</Category>
			</_Editor>
		<submodes>
			<submode>
				<name>exterior close</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.7</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>58</base_fov>
				<z_dist>4</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>sprint</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.7</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>56</base_fov>
				<z_dist>4</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>0.3</blend_time>
				<override_exit_blend_time>True</override_exit_blend_time>
				<x_shift>0.0</x_shift>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>interior close</name>
				<Aspect>all</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.7</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>50</base_fov>
				<z_dist>3.5</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>1.0</blend_time>
				<override_exit_blend_time>False</override_exit_blend_time>
				<x_shift>0.25</x_shift>
				</submode>
			<submode>
				<name>interior sprint</name>
				<Aspect>all</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.7</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>48</base_fov>
				<z_dist>3.5</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>0.3</blend_time>
				<override_exit_blend_time>True</override_exit_blend_time>
				<x_shift>0.25</x_shift>
				</submode>
			<submode>
				<name>fine aim</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.5</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>40</base_fov>
				<z_dist>1.29</z_dist>
				<y_dist>0.5</y_dist>
				<blend_time>0.2</blend_time>
				<x_shift>0.65</x_shift>
				<override_exit_blend_time>True</override_exit_blend_time>
				<Aspect>widescreen</Aspect>
				</submode>
			<submode>
				<name>fine aim</name>
				<Aspect>standard</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.55</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>40.0</base_fov>
				<z_dist>1.29</z_dist>
				<y_dist>0.5</y_dist>
				<blend_time>0.2</blend_time>
				<override_exit_blend_time>True</override_exit_blend_time>
				<x_shift>0.45</x_shift>
				</submode>
			<submode>
				<name>fine aim crouch</name>
				<Aspect>widescreen</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.5</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>40.0</base_fov>
				<z_dist>1.0</z_dist>
				<y_dist>0.65</y_dist>
				<blend_time>0.2</blend_time>
				<override_exit_blend_time>True</override_exit_blend_time>
				<x_shift>0.55</x_shift>
				</submode>
			<submode>
				<name>fine aim crouch</name>
				<Aspect>standard</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.55</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-85</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>40.0</base_fov>
				<z_dist>1.0</z_dist>
				<y_dist>0.65</y_dist>
				<blend_time>0.2</blend_time>
				<override_exit_blend_time>True</override_exit_blend_time>
				<x_shift>0.45</x_shift>
				</submode>
			<submode>
				<name>zoom</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.6</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-37.5</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>60.0</base_fov>
				<z_dist>0.01</z_dist>
				<y_dist>0.0</y_dist>
				<blend_time>0.2</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>True</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>human shield</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.75</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-37.5</min_elevation>
				<max_elevation>65</max_elevation>
				<base_fov>50</base_fov>
				<z_dist>3.25</z_dist>
				<y_dist>0.3</y_dist>
				<blend_time>0.75</blend_time>
				<x_shift>0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>melee lock</name>
				<lookat_offset>
					<X>0</X>
					<Y>1.45</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-90</min_elevation>
				<max_elevation>90</max_elevation>
				<base_fov>50</base_fov>
				<z_dist>3.5</z_dist>
				<y_dist>0.45</y_dist>
				<blend_time>0.45</blend_time>
				<x_shift>0</x_shift>
				<override_exit_blend_time>True</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>vehicle driver</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-35</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>8</z_dist>
				<y_dist>1.5</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>widescreen</Aspect>
				</submode>
			<submode>
				<name>vehicle driver</name>
				<Aspect>standard</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-35</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>50</base_fov>
				<z_dist>8</z_dist>
				<y_dist>1.5</y_dist>
				<blend_time>1.0</blend_time>
				<override_exit_blend_time>False</override_exit_blend_time>
				<x_shift>0.0</x_shift>
				</submode>
			<submode>
				<name>vehicle driver alt</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-35</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>6</z_dist>
				<y_dist>1.2</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>widescreen</Aspect>
				</submode>
			<submode>
				<name>vehicle driver alt</name>
				<Aspect>standard</Aspect>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-35</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>60.0</base_fov>
				<z_dist>6</z_dist>
				<y_dist>1.2</y_dist>
				<blend_time>1.0</blend_time>
				<override_exit_blend_time>False</override_exit_blend_time>
				<x_shift>0.0</x_shift>
				</submode>
			<submode>
				<name>watercraft driver</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-30</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>60.0</base_fov>
				<z_dist>8</z_dist>
				<y_dist>1.5</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>helicopter driver</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-37.5</min_elevation>
				<max_elevation>75</max_elevation>
				<base_fov>60.0</base_fov>
				<z_dist>8</z_dist>
				<y_dist>1.5</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>airplane driver</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.3</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-15</min_elevation>
				<max_elevation>75</max_elevation>
				<base_fov>60.0</base_fov>
				<z_dist>8</z_dist>
				<y_dist>1.5</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>vehicle fine aim</name>
				<lookat_offset>
					<X>0</X>
					<Y>1.6</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-75</min_elevation>
				<max_elevation>55</max_elevation>
				<base_fov>60.0</base_fov>
				<z_dist>0.1</z_dist>
				<y_dist>0.0</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>fine aim vehicle</name>
				<lookat_offset>
					<X>-1.0</X>
					<Y>0.4</Y>
					<Z>-0.2</Z>
					</lookat_offset>
				<min_elevation>-60</min_elevation>
				<max_elevation>43</max_elevation>
				<base_fov>36</base_fov>
				<z_dist>1.95</z_dist>
				<y_dist>0.411</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>leaping</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>0.2</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>4</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>swimming</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>0.4</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>0.0</min_elevation>
				<max_elevation>60</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>4</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>spectator</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>2.0</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>60</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>6.5</z_dist>
				<y_dist>1.5</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>fence</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.8</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>60</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>4</z_dist>
				<y_dist>0.63</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>ragdoll</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>0.2</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>60</max_elevation>
				<base_fov>50.0</base_fov>
				<z_dist>4</z_dist>
				<y_dist>1</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>falling</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.25</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>85</max_elevation>
				<base_fov>65</base_fov>
				<z_dist>4</z_dist>
				<y_dist>1.1</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>freefall</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>1.65</Y>
					<Z>0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>60</max_elevation>
				<base_fov>75</base_fov>
				<z_dist>4</z_dist>
				<y_dist>3</y_dist>
				<blend_time>1.3</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			<submode>
				<name>parachute</name>
				<lookat_offset>
					<X>0.0</X>
					<Y>2.25</Y>
					<Z>0.0</Z>
					</lookat_offset>
				<min_elevation>-45</min_elevation>
				<max_elevation>60</max_elevation>
				<base_fov>90.0</base_fov>
				<z_dist>7</z_dist>
				<y_dist>4</y_dist>
				<blend_time>1.0</blend_time>
				<x_shift>0.0</x_shift>
				<override_exit_blend_time>False</override_exit_blend_time>
				<Aspect>all</Aspect>
				</submode>
			</submodes>
		<vehicle_fallbacks>
			<vehicle_fallback>
				<name>nitrous</name>
				<distance>2.0</distance>
				<duration>1000</duration>
				<return>1000</return>
				<rampin>0</rampin>
				</vehicle_fallback>
			<vehicle_fallback>
				<name>burnout</name>
				<distance>2.5</distance>
				<duration>500</duration>
				<return>500</return>
				<rampin>0</rampin>
				</vehicle_fallback>
			<vehicle_fallback>
				<name>stunt cam 1</name>
				<distance>7</distance>
				<duration>750</duration>
				<return>500</return>
				<rampin>2000</rampin>
				</vehicle_fallback>
			<vehicle_fallback>
				<name>stunt cam 3</name>
				<distance>2</distance>
				<duration>2500</duration>
				<return>1000</return>
				<rampin>0</rampin>
				</vehicle_fallback>
			<vehicle_fallback>
				<name>stunt cam 4</name>
				<distance>2</distance>
				<duration>2500</duration>
				<return>1000</return>
				<rampin>0</rampin>
				</vehicle_fallback>
			<vehicle_fallback>
				<name>parachute open</name>
				<distance>-1</distance>
				<rampin>750</rampin>
				<duration>1500</duration>
				<return>1500</return>
				</vehicle_fallback>
			<vehicle_fallback>
				<name>chainsaw</name>
				<distance>-2</distance>
				<rampin>500</rampin>
				<duration>1650</duration>
				<return>750</return>
				</vehicle_fallback>
			</vehicle_fallbacks>
		<melee_lock_group>
			<Max_COC_Radius>16.0</Max_COC_Radius>
			<Preblur_Radius>8.0</Preblur_Radius>
			<Near_Dist>0.075</Near_Dist>
			<Ideal_Near_Dist>2</Ideal_Near_Dist>
			<Ideal_Far_Dist>6</Ideal_Far_Dist>
			<Far_Dist>50.0</Far_Dist>
			<Vertical_Rotation>0.25</Vertical_Rotation>
			<Horizontal_Rotation>-0.3</Horizontal_Rotation>
			<Vertical_Rotation_Finisher>-0.25</Vertical_Rotation_Finisher>
			<Horizontal_Rotation_Finisher>0.5</Horizontal_Rotation_Finisher>
			<Vertical_Rotation_Zombie>-0.25</Vertical_Rotation_Zombie>
			<Horizontal_Rotation_Zombie>-1</Horizontal_Rotation_Zombie>
			</melee_lock_group>
		<Vehicle_Fine_Aims>
			<Vehicle_Fine_Aim>
				<Name>Yacht Primary</Name>
				<Lookat_Offset>
					<X>-1.1</X>
					<Y>1.8</Y>
					<Z>-7.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-45</Min_Pitch>
				<Max_Pitch>25</Max_Pitch>
				<X_Shift>0.65</X_Shift>
				<Heading_Range>0</Heading_Range>
				<Heading_Center>270</Heading_Center>
				<base_fov>40.0</base_fov>
				<z_dist>1.5</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>turn_player_toward_camera</Flag>
					</flags>
				<Aspect>widescreen</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Yacht Primary</Name>
				<Lookat_Offset>
					<X>-1.1</X>
					<Y>1.8</Y>
					<Z>-7.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-45</Min_Pitch>
				<Max_Pitch>25</Max_Pitch>
				<X_Shift>0.65</X_Shift>
				<Heading_Range>0</Heading_Range>
				<Heading_Center>270</Heading_Center>
				<base_fov>50.0</base_fov>
				<z_dist>1.5</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>turn_player_toward_camera</Flag>
					</flags>
				<Aspect>standard</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Yacht Secondary</Name>
				<Lookat_Offset>
					<X>1.3</X>
					<Y>1.75</Y>
					<Z>-7.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-45</Min_Pitch>
				<Max_Pitch>25</Max_Pitch>
				<X_Shift>0.6</X_Shift>
				<Heading_Range>0</Heading_Range>
				<Heading_Center>90</Heading_Center>
				<base_fov>40.0</base_fov>
				<z_dist>1.5</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>turn_player_toward_camera</Flag>
					</flags>
				<Aspect>widescreen</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Yacht Secondary</Name>
				<Lookat_Offset>
					<X>1.3</X>
					<Y>1.75</Y>
					<Z>-7.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-45</Min_Pitch>
				<Max_Pitch>25</Max_Pitch>
				<X_Shift>0.6</X_Shift>
				<Heading_Range>0</Heading_Range>
				<Heading_Center>90</Heading_Center>
				<base_fov>50.0</base_fov>
				<z_dist>1.5</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>turn_player_toward_camera</Flag>
					</flags>
				<Aspect>standard</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Fireworks Truck</Name>
				<Lookat_Offset>
					<X>0.0</X>
					<Y>0.35</Y>
					<Z>-1.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-10</Min_Pitch>
				<Max_Pitch>25</Max_Pitch>
				<X_Shift>0</X_Shift>
				<Heading_Range>40</Heading_Range>
				<Heading_Center>180</Heading_Center>
				<base_fov>40</base_fov>
				<z_dist>0.25</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>limit_heading_range</Flag>
					<Flag>turn_camera_with_vehicle</Flag>
					</flags>
				<Aspect>widescreen</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Fireworks Truck</Name>
				<Lookat_Offset>
					<X>0</X>
					<Y>0.35</Y>
					<Z>-1.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-10</Min_Pitch>
				<Max_Pitch>25</Max_Pitch>
				<X_Shift>0</X_Shift>
				<Heading_Range>40</Heading_Range>
				<Heading_Center>180</Heading_Center>
				<base_fov>50</base_fov>
				<z_dist>0.25</z_dist>
				<y_dist>0</y_dist>
				<flags>
					<Flag>limit_heading_range</Flag>
					<Flag>turn_camera_with_vehicle</Flag>
					</flags>
				<Aspect>standard</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Heli Primary</Name>
				<Lookat_Offset>
					<X>0.45</X>
					<Y>-0.2</Y>
					<Z>0.4</Z>
					</Lookat_Offset>
				<Min_Pitch>-35</Min_Pitch>
				<Max_Pitch>65</Max_Pitch>
				<X_Shift>0.45</X_Shift>
				<Heading_Range>120</Heading_Range>
				<Heading_Center>90</Heading_Center>
				<base_fov>60</base_fov>
				<z_dist>0.85</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>limit_heading_range</Flag>
					</flags>
				<Aspect>widescreen</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Heli Primary</Name>
				<Lookat_Offset>
					<X>0.45</X>
					<Y>-0.15</Y>
					<Z>0.4</Z>
					</Lookat_Offset>
				<Min_Pitch>-35</Min_Pitch>
				<Max_Pitch>65</Max_Pitch>
				<X_Shift>0.3</X_Shift>
				<Heading_Range>130</Heading_Range>
				<Heading_Center>90</Heading_Center>
				<base_fov>60</base_fov>
				<z_dist>0.75</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>limit_heading_range</Flag>
					</flags>
				<Aspect>standard</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Heli Secondary</Name>
				<Lookat_Offset>
					<X>0.35</X>
					<Y>0.1</Y>
					<Z>-0.8</Z>
					</Lookat_Offset>
				<Min_Pitch>-30</Min_Pitch>
				<Max_Pitch>55</Max_Pitch>
				<X_Shift>-0.45</X_Shift>
				<Heading_Range>115</Heading_Range>
				<Heading_Center>90</Heading_Center>
				<base_fov>60</base_fov>
				<z_dist>0.65</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>limit_heading_range</Flag>
					</flags>
				<Aspect>widescreen</Aspect>
				</Vehicle_Fine_Aim>
			<Vehicle_Fine_Aim>
				<Name>Heli Secondary</Name>
				<Lookat_Offset>
					<X>0.3</X>
					<Y>0.15</Y>
					<Z>-0.7</Z>
					</Lookat_Offset>
				<Min_Pitch>-35</Min_Pitch>
				<Max_Pitch>55</Max_Pitch>
				<X_Shift>-0.3</X_Shift>
				<Heading_Range>115</Heading_Range>
				<Heading_Center>90</Heading_Center>
				<base_fov>60</base_fov>
				<z_dist>0.65</z_dist>
				<y_dist>0.0</y_dist>
				<flags>
					<Flag>limit_heading_range</Flag>
					</flags>
				<Aspect>standard</Aspect>
				</Vehicle_Fine_Aim>
			</Vehicle_Fine_Aims>
		</Camera>
	</Table>

<TableTemplates>
	</TableTemplates>

<TableDescription>
	<Name>Camera</Name>
	<Type>TableDescription</Type>
	<Description>Everything we can expose (so far) regarding camera 
behaviors.</Description>
	<Unique>true</Unique>
	<Element>
		<Name>Name</Name>
		<Type>String</Type>
		<Unique>true</Unique>
		<Default>Camera</Default>
		<MaxLength>6</MaxLength>
		</Element>
	<Element>
		<Name>panning_group</Name>
		<Type>Element</Type>
		<Description>Variables concerning the panning behavior of the 
camera.</Description>
		<Element>
			<Name>fast_pan_horizontal_multiplier</Name>
			<Type>Float</Type>
			<Description>When the stick is pegged, multiply horizontal movement 
by this amount.</Description>
			<Default>8.0</Default>
			</Element>
		<Element>
			<Name>fast_pan_vertical_multiplier</Name>
			<Type>Float</Type>
			<Description>When the stick is pegged, multiply vertical movement by 
this amount.</Description>
			<Default>4.0</Default>
			</Element>
		<Element>
			<Name>slow_pan_horizontal_multiplier</Name>
			<Type>Float</Type>
			<Description>Multiply horizontal movement by this amount.</Description>
			<Default>0.3</Default>
			</Element>
		<Element>
			<Name>slow_pan_vertical_multiplier</Name>
			<Type>Float</Type>
			<Description>Multiply vertical movement by this amount.</Description>
			<Default>0.7</Default>
			</Element>
		<Element>
			<Name>zoom_scale_min</Name>
			<Type>Float</Type>
			<Description>When zoomed, multiply all movement by an amount between this and zoom_scale_max based on the zoom magnification.</Description>
			<Default>0.4</Default>
			</Element>
		<Element>
			<Name>zoom_scale_max</Name>
			<Type>Float</Type>
			<Description>When zoomed, multiply all movement by an amount between this zoom_scale_min and this value based on the zoom magnification.</Description>
			<Default>0.02</Default>
			</Element>
		<Element>
			<Name>fast_pan_input_threshold</Name>
			<Type>Float</Type>
			<Description>How far off-center must the stick be before it is considered 
"pegged"?</Description>
			<Default>0.75</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>accel_scale</Name>
			<Type>Float</Type>
			<Description>Radians/sec/sec to accelerate the camera's 
movement by when in the "fast-pan" zone. Maximum 
speed will still be capped by the fast-pan multipliers.</Description>
			<Default>6.0</Default>
			</Element>
		<Element>
			<Name>decel_scale</Name>
			<Type>Float</Type>
			<Description>Radians/sec/sec to decelerate the camera by 
when in the fast-pan zone. (There is a small region of 
movement in the fast-pan zone, but this is mostly a relic 
from when all camera movement was based in 
acceleration/deceleration.)</Description>
			<Default>10.0</Default>
			</Element>
		<Element>
			<Name>fine_aim_accel_scale</Name>
			<Type>Float</Type>
			<Description>Radians/sec/sec to accelerate the camera's 
movement by when in fine-aim mode. Maximum 
speed will still be capped by the fast-pan multipliers.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>fine_aim_decel_scale</Name>
			<Type>Float</Type>
			<Description>Radians/sec/sec to decelerate the camera by 
when in fine-aim mode.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>hpan_threshold</Name>
			<Type>Float</Type>
			<Display_Name>pegged_horizontal_deadzone</Display_Name>
			<Description>If the stick is pegged, it must have at least this much 
horizontal input for the camera to move horizontally. 

Think of it like a plus-sign you can make with the stick which 
only allows either vertical or horizontal movement - outside 
of this plus sign you get both horizontal and vertical, but 
within this plus sign you only get one or the other. This 
value sets the width of the up-down bar of the plus-sign 
where there will only be vertical movement.</Description>
			<Default>0.04</Default>
			</Element>
		<Element>
			<Name>vpan_threshold</Name>
			<Type>Float</Type>
			<Display_Name>pegged_vertical_deadzone</Display_Name>
			<Description>If the stick is pegged, it must have at least this much 
vertical input for the camera to move vertically.

Picking up from the description of the 
pegged_horizontal_deadzone, this value adjusts the height of 
the left-right bar of the plus-sign where there will only 
be horizontal movement.</Description>
			<Default>0.04</Default>
			</Element>
		<Element>
			<Name>fine_aim_vert_dampening</Name>
			<Type>Float</Type>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		<Element>
			<Name>interior_h_dampening</Name>
			<Type>Float</Type>
			<Description>multiplier applied to camera heading rotation when in interiors</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		<Element>
			<Name>interior_v_dampening</Name>
			<Type>Float</Type>
			<Description>multiplier applied to camera pitch rotation when in interiors (overridden by the fine aim dempening)</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		<Element>
			<Name>Notes</Name>
			<Type>String</Type>
			<Description>Notes about the variables here.</Description>
			<Required>false</Required>
			</Element>
		</Element>
	<Element>
		<Name>asvct_group</Name>
		<Type>Element</Type>
		<Description>Variables concerning the Alvan's Special Vehicle 
Camera Timestamp, one of our worst-named variables ever, 
and the timestamp that is responsible for determining 
how long we make the camera "stick" in a position 
relative to the vehicle after it has been moved by the user.</Description>
		<Element>
			<Name>default_time</Name>
			<Type>Float</Type>
			<Description>The default time (seconds) that we stick the camera 
in-place after the user has moved it.</Description>
			<Default>3.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>stationary_time</Name>
			<Type>Float</Type>
			<Description>Time (seconds) that we stick the camera in-place when the 
user moves it around a stationary vehicle.</Description>
			<Default>0.5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>stationary_threshold</Name>
			<Type>Float</Type>
			<Description>Maxmimum velocity (meters/second) squared at 
which a vehicle is considered stationary for the sake of 
choosing how long to stick the camera in place after the user 
has moved it around the
vehicle.</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Notes</Name>
			<Type>String</Type>
			<Description>Notes about the variables here.</Description>
			<Required>false</Required>
			</Element>
		</Element>
	<Element>
		<Name>crouch_group</Name>
		<Type>Element</Type>
		<Description>Variables concerning the camera following the player as 
they crouch.</Description>
		<Element>
			<Name>crouch_y_offset</Name>
			<Type>Float</Type>
			<Description>Maximum amount will we drop the camera by when it's at 
100% crouch.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>crouch_damping</Name>
			<Type>Float</Type>
			<Description>Damping constant for crouch offset. Larger values make us 
try to crouch faster.</Description>
			<Default>0.25</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>dead_crouch_damping</Name>
			<Type>Float</Type>
			<Description>Damping constant for crouching, like above but this one is used when the target is 
dead.</Description>
			<Default>0.75</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>crouch_max_accel</Name>
			<Type>Float</Type>
			<Display_Name>crouch_max_vel</Display_Name>
			<Description>The maximum amount we're allowed to move towards the 
goal crouch amount per second. This applies to the 
percentage towards the new value, not the value itself, so a 
value of 1 allows us to move fully to crouch over a minimum 
of 1 second, a value of 3 allows us to move fully to 
crouch over a minimum of 1/3 of a second, etc.</Description>
			<Default>3.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Notes</Name>
			<Type>String</Type>
			<Description>Notes about the variables here.</Description>
			<Required>false</Required>
			</Element>
		</Element>
	<Element>
		<Name>follow_aggression_group</Name>
		<Type>Element</Type>
		<Description>Variables concerning Flavin's follow aggression system.</Description>
		<Element>
			<Name>default_swing_rate</Name>
			<Type>Float</Type>
			<Description>The default swing rate of the camera as it tries to follow the 
target according to the follow aggression system.

Basically, this scales the efffects of the follow 
aggression system.</Description>
			<Default>0.02526</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Notes</Name>
			<Type>String</Type>
			<Description>Notes about the variables here.</Description>
			<Required>false</Required>
			</Element>
		</Element>
	<Element>
		<Name>hill_tracking_group</Name>
		<Type>Element</Type>
		<Description>Variables concerning hill-tracking when the player is 
in a vehicle.</Description>
		<Element>
			<Name>default_aggression</Name>
			<Type>Float</Type>
			<Description>Default hill tracking aggression. Larger values 
make the camera try harder to follow the slope of a hill, 
smaller values make the camera more lenient.</Description>
			<Default>0.95</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Notes</Name>
			<Type>String</Type>
			<Description>Notes about the variables here.</Description>
			<Required>false</Required>
			</Element>
		</Element>
	<Element>
		<Name>melee_lock_group</Name>
		<Type>Element</Type>
		<Element>
			<Name>Max_COC_Radius</Name>
			<Type>Float</Type>
			<Display_Name>Max COC Radius</Display_Name>
			<Default>16.0</Default>
			</Element>
		<Element>
			<Name>Preblur_Radius</Name>
			<Type>Float</Type>
			<Display_Name>Preblur Radius</Display_Name>
			<Default>8.0</Default>
			</Element>
		<Element>
			<Name>Near_Dist</Name>
			<Type>Float</Type>
			<Display_Name>Near Dist</Display_Name>
			<Default>0.5</Default>
			</Element>
		<Element>
			<Name>Ideal_Near_Dist</Name>
			<Type>Float</Type>
			<Display_Name>Ideal Near Dist</Display_Name>
			<Default>3.5</Default>
			</Element>
		<Element>
			<Name>Ideal_Far_Dist</Name>
			<Type>Float</Type>
			<Display_Name>Ideal Far Dist</Display_Name>
			<Default>4.5</Default>
			</Element>
		<Element>
			<Name>Far_Dist</Name>
			<Type>Float</Type>
			<Display_Name>Far Dist</Display_Name>
			<Default>50.0</Default>
			</Element>
		<Element>
			<Name>Vertical_Rotation</Name>
			<Type>Float</Type>
			<Display_Name>Vertical Rotation Melee</Display_Name>
			<Description>How far (in radians) to rotate the camera vertically.</Description>
			<Default>0.3</Default>
			</Element>
		<Element>
			<Name>Horizontal_Rotation</Name>
			<Type>Float</Type>
			<Display_Name>Horizontal Rotation Melee</Display_Name>
			<Description>How far (in radians) to rotate the camera horizontally.</Description>
			<Default>0.3</Default>
			</Element>
		<Element>
			<Name>Vertical_Rotation_Finisher</Name>
			<Type>Float</Type>
			<Display_Name>Vertical_Rotation_FC_Finisher</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Horizontal_Rotation_Finisher</Name>
			<Type>Float</Type>
			<Display_Name>Horizontal_Rotation_FC_Finisher</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Vertical_Rotation_Zombie</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Horizontal_Rotation_Zombie</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>miscellany_group</Name>
		<Type>Element</Type>
		<Description>Miscellaneous values.</Description>
		<Element>
			<Name>pitch_reset_time</Name>
			<Type>Float</Type>
			<Description>Time (seconds) for the camera to spend resetting its pitch 
from an arbitrary value.</Description>
			<Default>1.3</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>backaway_speed</Name>
			<Type>Float</Type>
			<Description>Speed (meters/sec) that the camera will try to back away from a target when an obstruction forced it to come closer to the target than the angle's ideal distance suggested.</Description>
			<Default>3.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Manual_Aim_Elevation_Angle</Name>
			<Type>Float</Type>
			<Display_Name>Manual Aim Elevation Angle</Display_Name>
			<Description>Degrees by which the players gunfire is redirected so it will hit the reticule.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Helicopter_Landing_Pitch</Name>
			<Type>Float</Type>
			<Description>The angle (0-1) percentage the landing camera rotates upwards to look down.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Helicopter_Landing_Max_Speed</Name>
			<Type>Float</Type>
			<Description>The maximum speed (m/s) the helicopter can be moving and have the landing camera engage.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Helicopter_Landing_Max_Altitude</Name>
			<Type>Float</Type>
			<Description>The max height(m) the helicopter can be from the nearest geometry directly below it and have the landing camera engage.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Chainsaw_swing_angle</Name>
			<Type>Float</Type>
			<Display_Name>Chainsaw swing angle</Display_Name>
			<Description>Angle the chainsaw swings to either to the left or right from the player's forward angle</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>180</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		<Element>
			<Name>Notes</Name>
			<Type>String</Type>
			<Description>Notes about the variables here.</Description>
			<Required>false</Required>
			</Element>
		<Element>
			<Name>Exterior_Interior_Blend_Time</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>submodes</Name>
		<Type>Grid</Type>
		<Element>
			<Name>submode</Name>
			<Type>Element</Type>
			<Element>
				<Name>name</Name>
				<Type>String</Type>
				<Description>X= distance to the side of the player
Y= distance up from player
Z= distance back from player</Description>
				</Element>
			<Element>
				<Name>Aspect</Name>
				<Type>Selection</Type>
				<Default>all</Default>
				<Choice>widescreen</Choice>
				<Choice>standard</Choice>
				<Choice>all</Choice>
				</Element>
			<Element>
				<Name>lookat_offset</Name>
				<Type>Vector</Type>
				<Description>Pre-rotation offset from the player.</Description>
				<X>
					<Name>X</Name>
					<Type>Float</Type>
					<Default>0.0</Default>
					</X>
				<Y>
					<Name>Y</Name>
					<Type>Float</Type>
					<Default>0.0</Default>
					</Y>
				<Z>
					<Name>Z</Name>
					<Type>Float</Type>
					<Default>0.0</Default>
					</Z>
				</Element>
			<Element>
				<Name>min_elevation</Name>
				<Type>Float</Type>
				<Description>The lowest angle the camera can rotate down to.</Description>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>max_elevation</Name>
				<Type>Float</Type>
				<Description>The highest angle the camera can rotate up to.</Description>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>base_fov</Name>
				<Type>Float</Type>
				<Default>60.0</Default>
				</Element>
			<Element>
				<Name>z_dist</Name>
				<Type>Float</Type>
				<Description>Post-rotation distance from PC.
Higher is farther away.</Description>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>y_dist</Name>
				<Type>Float</Type>
				<Description>Post-rotation height from PC.
Higher is higher up.
This default position can be undone by the player changing the camera pitch.</Description>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>blend_time</Name>
				<Type>Float</Type>
				<Description>Time required to blend into/out of this camera mode.</Description>
				<Default>1.0</Default>
				</Element>
			<Element>
				<Name>override_exit_blend_time</Name>
				<Type>Selection</Type>
				<Display_Name>override exit blend time</Display_Name>
				<Description>Should this submode's blend time override the blend-in time of the next submode?</Description>
				<Default>False</Default>
				<Choice>True</Choice>
				<Choice>False</Choice>
				</Element>
			<Element>
				<Name>x_shift</Name>
				<Type>Float</Type>
				<Description>Amount the camera is shifted horizontally after each frame of processing.  The camra is shifted back at the beginning of each frame.</Description>
				<Default>0.0</Default>
				</Element>
			</Element>
		<Num_Display_Rows>8</Num_Display_Rows>
		</Element>
	<Element>
		<Name>vehicle_fallbacks</Name>
		<Type>Grid</Type>
		<Element>
			<Name>vehicle_fallback</Name>
			<Type>Element</Type>
			<Element>
				<Name>name</Name>
				<Type>String</Type>
				</Element>
			<Element>
				<Name>distance</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>rampin</Name>
				<Type>Int</Type>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>duration</Name>
				<Type>Int</Type>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>return</Name>
				<Type>Int</Type>
				<Default>0</Default>
				</Element>
			</Element>
		<Num_Display_Rows>8</Num_Display_Rows>
		</Element>
	<Element>
		<Name>Vehicle_Fine_Aims</Name>
		<Type>Grid</Type>
		<Display_Name>Vehicle Fine Aims</Display_Name>
		<Description>Vehicle fine-aim cameras used during activities.  The lookat offset is kept relative to the vehicle rather than the human.</Description>
		<Element>
			<Name>Vehicle_Fine_Aim</Name>
			<Type>Element</Type>
			<Display_Name>Vehicle Fine Aim</Display_Name>
			<Element>
				<Name>Name</Name>
				<Type>String</Type>
				</Element>
			<Element>
				<Name>Aspect</Name>
				<Type>Selection</Type>
				<Default>widescreen</Default>
				<Choice>standard</Choice>
				<Choice>widescreen</Choice>
				</Element>
			<Element>
				<Name>Lookat_Offset</Name>
				<Type>Vector</Type>
				<Display_Name>Lookat Offset</Display_Name>
				<X>
					<Name>X</Name>
					<Type>Float</Type>
					<Default>0.0</Default>
					</X>
				<Y>
					<Name>Y</Name>
					<Type>Float</Type>
					<Default>0.0</Default>
					</Y>
				<Z>
					<Name>Z</Name>
					<Type>Float</Type>
					<Default>0.0</Default>
					</Z>
				</Element>
			<Element>
				<Name>Min_Pitch</Name>
				<Type>Float</Type>
				<Display_Name>Min Pitch</Display_Name>
				<Default>-45</Default>
				</Element>
			<Element>
				<Name>Max_Pitch</Name>
				<Type>Float</Type>
				<Display_Name>Max Pitch</Display_Name>
				<Default>65</Default>
				</Element>
			<Element>
				<Name>X_Shift</Name>
				<Type>Float</Type>
				<Display_Name>X Shift</Display_Name>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>Heading_Range</Name>
				<Type>Float</Type>
				<Display_Name>Heading Range</Display_Name>
				<Description>Horizontal range of movement in vehicle fine aim mode</Description>
				<Default>85</Default>
				</Element>
			<Element>
				<Name>Heading_Center</Name>
				<Type>Float</Type>
				<Display_Name>Heading Center</Display_Name>
				<Description>The heading that the camera faces relative to the vehicle's forward vector</Description>
				<Default>90</Default>
				</Element>
			<Element>
				<Name>base_fov</Name>
				<Type>Float</Type>
				<Default>60.0</Default>
				</Element>
			<Element>
				<Name>z_dist</Name>
				<Type>Float</Type>
				<Description>Post-rotation distance from PC.
Higher is farther away.</Description>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>y_dist</Name>
				<Type>Float</Type>
				<Description>Post-rotation height from PC.
Higher is higher up.
This default position can be undone by the player changing the camera pitch.</Description>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>flags</Name>
				<Type>Flags</Type>
				<Flag>limit_heading_range</Flag>
				<Flag>turn_player_toward_camera</Flag>
				<Flag>turn_camera_with_vehicle</Flag>
				</Element>
			</Element>
		<Num_Display_Rows>8</Num_Display_Rows>
		</Element>
	</TableDescription>

<EntryCategories>
	<Category>
		<Name>Entries</Name>
		</Category>
	</EntryCategories>
</root>