package TimeBetweenHits

float storyModeMultiplier = 1;
float easyModeMultiplier = 1;
float normalModeMultiplier = 1;
float hardModeMultiplier = 1;
float HMGGroupMultiplier = 0.5f;
float coverVsNormalWeaponsMultiplier = 2.5;
float coverVsSmartWeaponsMultiplier = 1.5;
missShotOffset
{
	Vector3[] startPointsToTest = 
	[
		( 0.0f, 0.0f, 0.0f ), ( -0.1f, 0.0f, 0.7f ), ( 0.1f, 0.0f, 0.7f ), ( -0.1f, 0.0f, -0.7f ), ( 0.1f, 0.0f, -0.7f )
	];
	float spreadDistance = 0.f;
	float defaultSpreadAngle = 3.f;
	float specialSpreadAngle = 1.f;
	float minimumDistanceAroundTarget = 1.f;
	Vector2 additionalSpreadRandZOffset = ( 0.f, 0.6f );
	Vector2 intersectionPointRandMul = ( 1.1f, 1.2f );
	bool useSurroundingTargets = true;
}

vehicleMissShotOffset
{
	Vector3[] startPointsToTest = 
	[
		( 0.0f, 0.0f, 0.0f ), ( -0.1f, 0.0f, 0.7f ), ( 0.1f, 0.0f, 0.7f ), ( -0.1f, 0.0f, -0.7f ), ( 0.1f, 0.0f, -0.7f )
	];
	float spreadDistance = 0.0f;
	float defaultSpreadAngle = 1.0f;
	float specialSpreadAngle = 1.f;
	float minimumDistanceAroundTarget = 0.4f;
	Vector2 additionalSpreadRandZOffset = ( 0.2f, 0.2f );
	Vector2 intersectionPointRandMul = ( 1.1f, 1.2f );
	bool useSurroundingTargets = false;
}

