#include <trx/config/map.def>

X_CFG_BOOL(audio.fix_speeches_killing_music,         false)
X_CFG_BOOL(gameplay.enable_back_slope_stumble,       true)
X_CFG_BOOL(gameplay.enable_binoculars,               false)
X_CFG_BOOL(gameplay.enable_boulder_shake,            true)
X_CFG_BOOL(gameplay.enable_bouncy_grenades,          true)
X_CFG_BOOL(gameplay.enable_continuous_pushblocks,    false)
X_CFG_BOOL(gameplay.enable_corner_shimmying,         false)
X_CFG_BOOL(gameplay.enable_fast_pickups,             false)
X_CFG_BOOL(gameplay.enable_multiple_pickups,         true)
X_CFG_BOOL(gameplay.enable_slow_ledge_swing,         true)
X_CFG_BOOL(gameplay.enable_snap_interactions,        false)
X_CFG_BOOL(gameplay.enable_soft_statics,             false)
X_CFG_BOOL(gameplay.enable_step_roll_boost,          false)
X_CFG_BOOL(gameplay.enable_timer_in_inventory,       true)
X_CFG_BOOL(gameplay.enable_walk_to_items,            false)
X_CFG_BOOL(gameplay.fix_water_exit,                  false)
X_CFG_BOOL(ui.enable_smooth_bars,                    false)
X_CFG_BOOL(visuals.enable_droplets,                  true)
X_CFG_BOOL(visuals.enable_fog_bulbs,                 false)
X_CFG_DYNAMIC_ENUM(ui.bar_look,                      "tr3_ps1")
X_CFG_ENUM(gameplay.jump_lock_mode,                  JUMP_LOCK_LEGACY, JUMP_LOCK_MODE)
X_CFG_ENUM(gameplay.projectile_area_damage,          PROJECTILE_AREA_DAMAGE_MULTI_SWEEP, PROJECTILE_AREA_DAMAGE)
X_CFG_ENUM(gameplay.save_crystal_mode,               SAVE_CRYSTAL_HEAL, SAVE_CRYSTAL_MODE)
X_CFG_ENUM(gameplay.target_mode,                     TARGET_LOCK_MODE_FULL, TARGET_LOCK_MODE)
X_CFG_ENUM(ui.inventory_background_style,            BK_MONOCHROME, BACKGROUND_TYPE)
X_CFG_ENUM(ui.pause_background_style,                BK_TRANSPARENT_DARK, BACKGROUND_TYPE)
X_CFG_ENUM(ui.stats_background_style,                BK_MONOCHROME, BACKGROUND_TYPE)
X_CFG_ENUM(visuals.breeze_mode,                      BREEZE_MODE_TR3, BREEZE_MODE)
X_CFG_ENUM(visuals.camera_mode,                      CAMERA_MODE_TR3, CAMERA_MODE)
X_CFG_ENUM_RANGE(visuals.shadow_type,                SHADOW_TYPE_SPRITE, SHADOW_TYPE, 0, SHADOW_TYPE_NUMBER_OF - 1)
X_CFG_FLOAT(flow.demo_delay,                         30.0f)
X_CFG_INT32_RANGE(gameplay.maximum_quick_save_slots, 1, 0, 1000)
X_CFG_INT32_RANGE(gameplay.maximum_save_slots,       24, 1, 1000)
X_CFG_RGB888(visuals.water_color,                    0x80, 0xE0, 0xFF)
