package fppCameraParamSets

string[] setList = 
[
	"Default", "LockedHeading", "Workspot", "Slide", "Bike", "Vehicle", "VehiclePassenger", "VehicleTransitions", "VehicleTransitionsSwitchSeats", "VehicleCombat", "DriverCombat", "DriverCombatAiming", "VehicleGunner", "VehicleTurret", "Cover", "LadderEnter", "LadderDefault", "LadderCameraReset", "LadderExit", "Climb", "Vault", "GrappleWalk", "GrappleStruggle", "Tier3Scene", "Tier4Scene", "ForceDownwardPitch", "ForcePitchToEyeLevel", "SuperheroLandRecovery", "WorkspotLocked", "WorkspotUnlockedCameraVerySmall", "WorkspotUnlocked", "Knockdown", "VehicleKnockdown", "BikeKnockdown", "VeryHardLand", "DeathLand", "SuperheroLand", "DeathGround", "BodyPickUp", "BodyCarry", "UseConsumable", "SpaceShuttleInterior", "BodyCarryFriendly", "BodyCarryWoundedSoldier", "HoverJump", "Felled"
];
Default
{
	bool headingLocked = false;
	bool maintainWorldSpaceHeading = false;
	bool normalizeYaw = true;
	float pitchMin = -80.f;
	float pitchMax = 80.f;
	float yawMaxLeft = 180.f;
	float yawMaxRight = -180.f;
	float headingResetSpeed = 0.f;
	float headingResetTimeout = 0.f;
	bool headingResetOnlyWhenMoving = false;
	float sensitivityMultX = 1.f;
	float sensitivityMultY = 1.f;
	float fov = 51.f;
	bool overrideFovSetting = false;
	bool toggleOverrideFovSetting = false;
	float fovSmoothingDuration = 1.0f;
	bool maintainFovSmoothingDuration = false;
	float overrideFovMin = 0.f;
	float overrideFovMax = 0.f;
	float fovMin = 40.f;
	float fovMax = 100.f;
	float zoom = 1.f;
	bool planeOverrideEnable = true;
	float nearPlaneOverride = 0.f;
	float farPlaneOverride = 0.f;
	float yawRubberBandLimit = 0.0f;
	float yawRubberOnStretchSlowdown = 0.0f;
	float yawRubberReturnMultiplier = 0.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandLimit = 0.0f;
	float pitchRubberOnStretchSlowdown = 0.0f;
	float pitchRubberReturnMultiplier = 0.0f;
	float pitchRubberBandInputDamping = 0.0f;
}

LockedHeading : Default
{
	bool headingLocked = true;
	float yawMaxLeft = 89.f;
	float yawMaxRight = -89.f;
	float yawRubberBandLimit = 5.0f;
	float yawRubberOnStretchSlowdown = 0.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandLimit = 2.5f;
	float pitchRubberOnStretchSlowdown = 0.1f;
	float pitchRubberReturnMultiplier = 30.0f;
	float pitchRubberBandInputDamping = 0.0f;
}

Slide : Default
{
	bool headingLocked = true;
	float pitchMin = -15.f;
	float pitchMax = 70.f;
}

Climb : LockedHeading
{
	float yawMaxLeft = 50.f;
	float yawMaxRight = -50.f;
	float pitchMin = -15.f;
	float pitchMax = 60.f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 5.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 5.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
}

Workspot : LockedHeading
{
	float yawMaxLeft = 15.f;
	float yawMaxRight = -15.f;
	float pitchMin = -15.f;
	float pitchMax = 0.f;
}

WorkspotLocked : Workspot
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	float yawRubberBandLimit = 0.0f;
	float pitchRubberBandLimit = 0.0f;
}

WorkspotUnlockedCameraVerySmall : Workspot
{
	float yawMaxLeft = 0.01f;
	float yawMaxRight = -0.01f;
	float pitchMin = -0.01f;
	float pitchMax = 0.01f;
}

WorkspotUnlocked : Workspot
{
	float yawMaxLeft = 15.f;
	float yawMaxRight = -15.f;
	float pitchMin = -15.f;
	float pitchMax = 15.f;
}

Bike : LockedHeading
{
	float yawMaxLeft = 177.5f;
	float yawMaxRight = -177.5f;
	float pitchMin = -10.f;
	float pitchMax = 25.f;
	float headingResetSpeed = 3.f;
	float headingResetTimeout = 1.f;
	bool headingResetOnlyWhenMoving = true;
	float yawRubberBandLimit = 5.0f;
	float yawRubberOnStretchSlowdown = 0.5f;
	float yawRubberReturnMultiplier = 30.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandLimit = 2.0f;
	float pitchRubberOnStretchSlowdown = 0.5f;
	float pitchRubberReturnMultiplier = 50.0f;
	float pitchRubberBandInputDamping = 0.0f;
	bool overrideFovSetting = true;
	float fov = 51.f;
}

Vehicle : LockedHeading
{
	float yawMaxLeft = 177.5f;
	float yawMaxRight = -177.5f;
	float pitchMin = -20.f;
	float pitchMax = 25.f;
	float headingResetSpeed = 3.f;
	float headingResetTimeout = 1.f;
	bool headingResetOnlyWhenMoving = true;
	float yawRubberBandLimit = 5.0f;
	float yawRubberOnStretchSlowdown = 0.5f;
	float yawRubberReturnMultiplier = 30.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandLimit = 10.0f;
	float pitchRubberOnStretchSlowdown = 0.5f;
	float pitchRubberReturnMultiplier = 50.0f;
	float pitchRubberBandInputDamping = 0.0f;
	bool overrideFovSetting = true;
	float fov = 51.f;
}

VehiclePassenger : LockedHeading
{
	float yawMaxLeft = 134.f;
	float yawMaxRight = -134.f;
	float pitchMin = -15.f;
	float pitchMax = 35.f;
	float yawRubberBandLimit = 5.0f;
	float yawRubberOnStretchSlowdown = 0.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandLimit = 3.0f;
	float pitchRubberOnStretchSlowdown = 0.1f;
	float pitchRubberReturnMultiplier = 30.0f;
	float pitchRubberBandInputDamping = 0.0f;
	bool overrideFovSetting = true;
	float fov = 51.f;
}

VehicleTransitions : LockedHeading
{
	float yawMaxLeft = 1.f;
	float yawMaxRight = -1.f;
	float pitchMin = -1.f;
	float pitchMax = 1.f;
	bool headingResetOnlyWhenMoving = false;
	float headingResetSpeed = 3.f;
	float headingResetTimeout = 0.0f;
	bool toggleOverrideFovSetting = true;
	float fov = 51.f;
	float fovSmoothingDuration = 1.0f;
}

VehicleTransitionsSwitchSeats : VehicleTransitions
{
	bool toggleOverrideFovSetting = false;
	bool overrideFovSetting = true;
}

VehicleCombat : LockedHeading
{
	bool maintainWorldSpaceHeading = true;
	float yawMaxLeft = 180.f;
	float yawMaxRight = -180.f;
	float pitchMin = -21.f;
	float yawRubberBandLimit = 0.0f;
	float pitchRubberBandLimit = 0.0f;
}

DriverCombat : LockedHeading
{
	float yawMaxLeft = 177.5f;
	float yawMaxRight = -177.5f;
	float pitchMin = -20.f;
	float pitchMax = 60.f;
	float headingResetSpeed = 3.f;
	float headingResetTimeout = 1.5f;
	bool headingResetOnlyWhenMoving = true;
	float yawRubberBandLimit = 2.5f;
	float yawRubberOnStretchSlowdown = 0.5f;
	float yawRubberReturnMultiplier = 15.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandLimit = 0.0f;
	float pitchRubberOnStretchSlowdown = 0.0f;
	float pitchRubberReturnMultiplier = 0.0f;
	float pitchRubberBandInputDamping = 0.0f;
	bool overrideFovSetting = true;
	float fov = 51.f;
}

DriverCombatAiming : LockedHeading
{
	bool maintainWorldSpaceHeading = true;
	float yawMaxLeft = 180.f;
	float yawMaxRight = -180.f;
	float pitchMin = -20.f;
	float pitchMax = 60.f;
	float yawRubberBandLimit = 0.0f;
	float pitchRubberBandLimit = 0.0f;
}

VehicleGunner : LockedHeading
{
	bool maintainWorldSpaceHeading = true;
	float yawMaxLeft = 90.f;
	float yawMaxRight = -90.f;
	float pitchMin = -25.f;
	float pitchMax = 60.f;
	float yawRubberBandLimit = 0.0f;
	float pitchRubberBandLimit = 0.0f;
}

VehicleTurret : LockedHeading
{
	bool maintainWorldSpaceHeading = true;
	float yawMaxLeft = 180.f;
	float yawMaxRight = -180.f;
	float pitchMin = -15.f;
	float yawRubberBandLimit = 0.0f;
	float pitchRubberBandLimit = 0.0f;
}

Cover : LockedHeading
{
	float yawMaxLeft = 89.f;
	float yawMaxRight = -89.f;
}

LadderEnter : LockedHeading
{
	float yawMaxLeft = 89.f;
	float yawMaxRight = -89.f;
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 0.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 2.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
}

LadderDefault : LockedHeading
{
	float yawMaxLeft = 160.f;
	float yawMaxRight = -160.f;
	float pitchMin = -50.f;
	float pitchMax = 60.f;
}

LadderCameraReset : LockedHeading
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	float yawRubberBandLimit = 5.0f;
	float pitchRubberBandLimit = 5.0f;
	float pitchRubberReturnMultiplier = 50.0f;
	float yawRubberBandInputDamping = 0.0f;
	float pitchRubberBandInputDamping = 0.0f;
	float yawRubberReturnMultiplier = 120.0f;
}

LadderExit : LadderCameraReset
{
}

Vault : Default
{
	float yawMaxLeft = 50.f;
	float yawMaxRight = -50.f;
	float pitchMin = -15.f;
	float pitchMax = 60.f;
}

Knockdown : LockedHeading
{
	float yawMaxLeft = 50.f;
	float yawMaxRight = -50.f;
	float pitchMin = -30.f;
	float pitchMax = 60.f;
}

VehicleKnockdown : LockedHeading
{
	float yawMaxLeft = 30.f;
	float yawMaxRight = -30.f;
	float pitchMin = 0.f;
	float pitchMax = 60.f;
}

BikeKnockdown : LockedHeading
{
	float yawMaxLeft = 20.f;
	float yawMaxRight = -20.f;
	float pitchMin = -20.f;
	float pitchMax = 30.f;
}

Tier3Scene : LockedHeading
{
	bool normalizeYaw = false;
	float yawMaxLeft = 90.f;
	float yawMaxRight = -90.f;
	float yawRubberBandLimit = 7.0f;
	float pitchRubberBandLimit = 7.0f;
	float pitchRubberReturnMultiplier = 50.0f;
	float yawRubberBandInputDamping = 20.0f;
	float pitchRubberBandInputDamping = 20.0f;
	float yawRubberReturnMultiplier = 50.0f;
	bool planeOverrideEnable = false;
	bool overrideFovSetting = true;
	float fov = 51.f;
	float fovSmoothingDuration = 1.0f;
}

Tier4Scene : Tier3Scene
{
	bool normalizeYaw = true;
}

ForceDownwardPitch : LockedHeading
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = -70.f;
	float pitchMax = -70.f;
	float pitchRubberBandLimit = 2.5f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

ForcePitchToEyeLevel : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	float pitchRubberBandLimit = 2.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

SuperheroLandRecovery : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	float pitchRubberBandLimit = 10.1f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

HoverJump : Default
{
	float pitchMax = 80.f;
	float pitchMin = -60.f;
}

GrappleWalk : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = -3f;
	float pitchMax = 2.f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 5.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 5.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
	bool overrideFovSetting = true;
	float overrideFovMin = 40.f;
	float overrideFovMax = 65.f;
	float fovSmoothingDuration = 0.1f;
	bool maintainFovSmoothingDuration = true;
}

GrappleStruggle : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	bool overrideFovSetting = true;
	float overrideFovMin = 40.f;
	float overrideFovMax = 65.f;
	float fovSmoothingDuration = 0.1f;
	bool maintainFovSmoothingDuration = true;
}

VeryHardLand : LockedHeading
{
	float yawMaxLeft = 20.f;
	float yawMaxRight = -20.f;
	float pitchMin = -10.f;
	float pitchMax = -10.f;
	float pitchRubberBandLimit = 2.5f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

DeathLand : LockedHeading
{
	float yawMaxLeft = 20.f;
	float yawMaxRight = -20.f;
	float pitchMin = -10.f;
	float pitchMax = -10.f;
	float pitchRubberBandLimit = 2.5f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

SuperheroLand : LockedHeading
{
	float pitchMin = -50.f;
	float pitchRubberBandLimit = 2.5f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

DeathGround : LockedHeading
{
	float pitchMin = 0.f;
	float pitchMax = 0.f;
	float pitchRubberBandLimit = 2.5f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 20.0f;
}

BodyPickUp : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = -10f;
	float pitchMax = 10.f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 5.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 5.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
	bool overrideFovSetting = true;
	float overrideFovMin = 40.f;
	float overrideFovMax = 65.f;
}

BodyCarry : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = -60f;
	float pitchMax = 60.f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 5.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 5.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
	bool overrideFovSetting = true;
	float overrideFovMin = 40.f;
	float overrideFovMax = 65.f;
}

BodyCarryFriendly : Default
{
	float yawMaxLeft = 0.f;
	float yawMaxRight = 0.f;
	float pitchMin = -20f;
	float pitchMax = 20.f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 5.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 5.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
	bool overrideFovSetting = true;
	float overrideFovMin = 40.f;
	float overrideFovMax = 65.f;
}

BodyCarryWoundedSoldier : Default
{
	float yawMaxLeft = 22.f;
	float yawMaxRight = -22f;
	float pitchMin = -20f;
	float pitchMax = 20.f;
	float sensitivityMultX = 0.3f;
	float yawRubberBandLimit = 10.0f;
	float yawRubberOnStretchSlowdown = 5.1f;
	float yawRubberReturnMultiplier = 30.0f;
	float pitchRubberBandLimit = 5.3f;
	float pitchRubberOnStretchSlowdown = 0.2f;
	float pitchRubberReturnMultiplier = 5.0f;
	bool overrideFovSetting = true;
	float overrideFovMin = 40.f;
	float overrideFovMax = 65.f;
}

UseConsumable : Default
{
	float pitchMin = -60.f;
	float pitchMax = 60.f;
}

SpaceShuttleInterior : Default
{
	float pitchMax = 60.f;
	float pitchMin = -55.f;
	float pitchRubberBandLimit = 15.0f;
	float pitchRubberOnStretchSlowdown = 0.5f;
	float pitchRubberReturnMultiplier = 50.0f;
	float pitchRubberBandInputDamping = 0.0f;
}

Felled : LockedHeading
{
	bool maintainWorldSpaceHeading = true;
	float yawMaxLeft = 180.f;
	float yawMaxRight = -180.f;
	float pitchMin = -60.f;
	float yawRubberBandLimit = 0.0f;
	float pitchRubberBandLimit = 0.0f;
}

