// These are variables to play with to tune the gameplay or try alternative designs.
//
// The length of the field. The units are 16ths of a foot.
FIELD_LENGTH = 5760
// The width of the field the units are 16th of a foot.
FIELD_WIDTH = 3840
// 0 is the original pass model (auto targeting to players).
// 1 is the new prototype pass model (powered and directed passing).
// 2 is the new passing model with wall passes on L3...
// 3 is the new assisted pass model with wall passes on L3...
PASS_MODEL = 2
DIGITAL_SNAPTOANGLE = 46
// 0 is the original sprint model (rapid press to sprint, frequency dependent).
// 1 is the new prototype pass model (hold to sprint)
HOLD_SPRINT = 1
// 0 is the original functionality of the L2 and R2 buttons (dekes)
// 1 is the new prototype functionality of the L2 and R2 buttons (curving passes)
L2R2 = 1
// 60 is the original default value. Values from 40 to 80 are "reasonable".
GAME_SPEED = 50
// 19 is the original default value. Values from 10 to 25 are "reasonable".
POWERUP_RATE = 19
// Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog)
FLAT_POWERUP = 0
// Defensive tactics on L2&R2 (attacking press and offside trap), 0=disabled 1=enabled
DEFENSIVE_TACTICS = 0
// If this is turned off then you will have more control over your player when the ball is loose instead of being automatically drawn to it.
AUTOSEEK = 1
// Button remapping. WARNING: use this at your own risk. If you fail to assign a button, or assign something twice, then the controls won't work properly.
// Remapping a button switches ALL functionality for that button, so for example, changing LOB and SHOOT will also reverse SLIDE TACKLE and TACKLE.
// SPELLING COUNTS! If you need help remapping buttons ask Jason.
// pretty much just sprint (and icon passing)
BUTTON_SPRINT = TRIANGLE
// shooting and tackling
BUTTON_SHOOT = CIRCLE
// pass and switch player, also powerup on free kicks.
BUTTON_PASS = CROSS
// lob and slide tackle
BUTTON_LOB = SQUARE
// through pass (triggered run with new pass model), goalie charge and goalie drop ball.
BUTTON_PASS2 = L1
// shielding and professional foul
BUTTON_SHIELD = R1
// dekes (or curve) and defensive tactics
BUTTON_AUX1 = L2
// dekes (or curve) and defensive tactics
BUTTON_AUX2 = R2
// Each time you sprint your stamina drops this much and is recovery per frame (stamina is 0-100)
STAMINA_DROP_MULTIPLIER = 0.03
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
REFEREE_STRICTNESS = 0
// 0 = no one timer passes and lobs.
ONETIMERPASSES = 1
// 0 = none
// 1 = R1
// 2 = idle (no dpad movement)
SHIELDING = 2
// 0 = old
// 1 = new
SHOTMODEL = 1
// 0 = off 1 = movement direction is locked while powering up (and aiming) kick.
POWERUPHEADINGLOCK = 1
//render the player heading
RENDERPLAYERHEADING = 0
// 0 = no crazy CPU through passes 1 = crazy CPU through passes
CPUTHROUGHPASSES = 1
// 0 = normal 1 = cpu tries to keep the ball away
// new cpu dribble and keep away mode enabled
CPUKEEPAWAY=1
// 0 = turn off new cpu shots 1 = turn on new cpu shots
CPUSHOTS = 1
// 0 = turn off cpu dribble 1 = turn on cpu dribble
CPUDRIBBLE = 1
CPUWALLPASS = 1
CPUCLEARANCE = 1
CPUMINDRIBBLETIME = 50
//how much the worst shooter can miss his target by