// AUTODOC generated file
//
// Note that a * means that a tag can be used more than once

//Do we create a unicode window
Unicode,  0

//Run in windowed mode?
Windowed,  0

//Debug Mode switch
DebugMode,  0

//Toggle the display of debug info such as damage in battle
DebugDisplay,  0

//Do we try and test the assets we can on startup?
DebugTest,  0

//Do we build assets (if needed)
BuildAssets,  0

//Should we not preload the units, and load on demand for faster startup?
QuickStart,  0

//Do we build any autodocs (all go into AUTODOCS directory)
AutoDocs,  0

//Do we run in a slim, less memory intensive mode, for debug?  Looks worse
DebugSlim,  0

//Set to 1 to do a save at the beginning of each turn
DebugSaves,  1

//Set to 1 to enable extra debug output
MaxDebug,  0

//Enters single step mode when any anim starts and SHIFT is down
AnimDebug,  0

//AI Debug Setting
AITest,  0

//Enable shadows?
Shadows,  1

//Screen horizontal resolution
RezX,  1024

//Screen vertical resolution
RezY,  768

//Bit depth for fullscreen
Depth,  32

//Enable playback recording
Recording,  0

//Disable the water?
NoWater,  0

//Disable the sound?
NoSound,  0

//Disable the bloom effect?
NoBloom,  0

//Disable shader usage
NoShaders,  0

//Set up the gfx to allow screen capture
ScreenCapture,  0

//Force movie dump, use when playing back a recording
ForceMovie,  0

//Hide all the battle feedback (rising skulls, flanking etc)
HideFeedback,  0

//Delay before we show the won/lost popup, in 30ths of a second
BattleWinDelay,  40

//Ticks we wait at each new quest
NewQuestDelay,  10

//Initial repeat pause of gamepad keys
GamepadRepeatPause,  600

//repeating repeat pause of gamepad keys
GamepadRepeatRepeat,  150

//The steps we change the height of tiles in
HeightStep,  10

//
MovieDepthValue,  0

//
MovieDepthRender,  0

//
DustShift,  0

//Unit menu button width
LayoutUnitButtonWidth,  64

//Unit menu button height
LayoutUnitButtonHeight,  32

//Unit menu button width when expanded
LayoutUnitButtonWidthEx,  128

//Unit menu button height when expanded
LayoutUnitButtonHeightEx,  64

//Bonus button width.  These are the images on the battle screen
LayoutBonusButtonWidth,  128

//Bonus button height
LayoutBonusButtonHeight,  48

//X pos on 1024x768 screen of top left of bonus button area
LayoutBonusAreaX,  512

//Y pos on 1024x768 screen of top left of bonus button area
LayoutBonusAreaY,  668

//How many buttons across the bonus area is
LayoutBonusButtonsAcross,  3

//How many buttons deep the bonus area is
LayoutBonusButtonsDown,  2

//Left of force selection block
LayoutForceAreaLeft,  60

//Top of force selection block
LayoutForceAreaTop,  100

//Area width in buttons (max 32 buttons currently)
LayoutForceAreaWidth,  3

//Area height in buttons (max 32 buttons currently)
LayoutForceAreaHeight,  8

//Width of force selection buttons
LayoutForceButtonWidth,  200

//Width of force selection buttons
LayoutForceButtonHeight,  48

//Left of card type list
LayoutCardTypeLeft,  0

//Top of card type list
LayoutCardTypeTop,  0

//Width of card type buttons
LayoutCardTypeButtonWidth,  256

//Height of card type buttons
LayoutCardTypeButtonHeight,  256

//How many buttons wide is the type area
LayoutCardTypeWidth,  1

//How many buttons high is the type area
LayoutCardTypeHeight,  3

//How many campaign entry lines are shown on screen at one time
LayoutCampaignListCount,  8

//campaign list icon width
LayoutCampaignListIconWidth,  40

//campaign list icon height
LayoutCampaignListIconHeight,  40

//campaign list - how far is the icon from the left edge
LayoutCampaignListIconLeft,  0

//campaign list - how far is the icon from the top edge
LayoutCampaignListIconTop,  2

//campaign list - how far from the left edge does the text start
LayoutCampaignListTextLeft,  56

//left of my kills
LayoutKillsMeX,  100

//top of my kills
LayoutKillsMeY,  100

//left of enemy kills
LayoutKillsEnemyX,  612

//top of enemy kills
LayoutKillsEnemyY,  100

//icon size
LayoutKillsSize,  39

//vertical space between icons
LayoutKillsDeltaY,  34

//width a given set of kills can take up
LayoutKillsWidth,  100

//max spacing for icons on the same line
LayoutKillsDefault,  18

//Height we allow the list to go down to before it creates another row
LayoutKillsHeight,  300

//try turning off all caching etc to deal with driver issues etc
SafeMode,  0

//test alternate recording approach
RecordTest,  0

//turn off zoom limiting
NoZoomLimit,  0

//look for beta patches
TestPatchServer,  0

//set to 1 to prevent the mousewheel from zooming.  Mainly for Magic Mouse Mac users.
DisableMouseZoom,  0

//should we force the minimap to update each frame
ForceMinimap,  0

//0 = tga, 1 = jpg, 2 = png
ScreenShotOutput,  0

//ms limit for how fast we allow a frame to be, make larger to lower the frame rate
FPSLimit,  10

//prevent loading and creation of s4f files when iterating gfx files
AssetMode,  0

//minimum year offered in skirmish setup UI
SkirmishMinYear,  41

//maximum year offered in skirmish setup UI
SkirmishMaxYear,  45

//default year offered in skirmish setup UI
SkirmishDefaultYear,  44

//default turn limit in skirmish setup UI
SkirmishDefaultTurns,  16

//should the skirmish UI allow force selection to be turned off when army lists are used (script dependent)
SkirmishArmyListAllowNoForceSel,  0

//set to 1 to allow callback to DRAW_UNIT_TILE_CALLBACK in the unit script
UseTileDrawCallback,  0

//Set to !=0 to use the win/loss music at the results screen
UseWinLoseMusic,  0

//Use to change position of minimap, leave as default for coded positioning. Sets right bound unless Y is negative.
MinimapPositionX,  -9999

//Use with X set minimap position. Sets bottom bound, unless set to negative of value to use position as center point.
MinimapPositionY,  0

//Can force a fixed minimap mode, 0 is normal, 1 off, 2 large (with no rotation)
ForceMinimapMode,  -1

//Set a bit to disable the appropriate minimap mode.  So 1 = normal, 4 is large.
MinimapMask,  0

//Set the max hear distance, all sfx fading is done over this range
MaxHearDistance,  2000

//Set to 1 if you want to prevent image bounds from being reset when textures change
KeepImageBounds,  0

//Set to 1 to keep the SetUnitIconMask icons visible on all units (other than the selected one when moving etc.
KeepUnitIconsVisible,  0

//Set to 1 to have left+right as the default UI mode
LeftRightDefaultUI,  0

//% multiplier on the speed of rotation
RotationSpeed,  100

//do we want to login to multiplayer automatically if we can?
Autologin,  0

//do we want to default to the BA1 ratings?
ShowRatings,  0

//Default shadows to lowest quality?
DefaultShadowsLow,  0

//Prevent the iPad version from hiding the movement tiles when scrolling.
iPadKeepTilesOnScroll,  0

//Always have a single unit list in the editor
SingleUnitList,  0

//Set to 1 to turn of drawing of craters
DisableCraters,  0

//Terrain smoothing factor x1000
TerrainSmoothing,  2000

//Does the editor default to loading units onto other units, or does it require CTRL+
EditorDefaultLoading,  1

//Do we also pick against the unit models in battle?
UseUnitPicking,  0

//Do we show the map edges in deploy
ShowSkirtInDeploy,  0

//Have a free camera during gameplay, doesn't automatically move to cover the action.
FreeCamera,  0

//Should we show the reaction ring around units.  Defaults to on.
DisplayReaction,  1

//Blend type for flying height
FlyBlend,  0

//Set to 1 to prevent scrolling of the campaign and mission entries
CampaignScreenNoScroll,  0

//Set to 1 to disable drawing of the terrain in the border region
NoBorderDraw,  0

//Set bit 0 = advanced toggle from options file setting, bit 1 = disable mappin P shortcut, bit 2 hide tiles without strings.
EditorAdvancedFlags,  0

//Default difficulty setting
DefaultDiffMode,  0

//Set to 1 to make AI turn affected by speed hack
FasterAITurn,  0

//Set to 1 to control music changes via scripting.
DisableDefaultMusic,  0

//Set to 1 to disable the bounce when you select a unit
DisableSelectionBounce,  0

//Set to 1 to disable output of SCENUI files from the editor wizard
NoScenUIOutput,  0

//Set to 1 to show completed games from both sides
CompletedMPSides,  0

//Set to the count of core squads to be used if the info is missing from the save file.
DefaultCoreSquads,  0

//Set to 1 to have the camera follow moving units in the MP replay
ReplayFollowCamera,  0

//Misc Flags
Slitherine,  0

//Set to 1 to disable automatic icon labelling of actionable targets
DisableOrderFlagging,  0

//Set to 1 to enable mesh instancing.  Ensure your shaders are correctly set up for this.
UseMeshInstancing,  0

