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@REVISION = %u
@%s-HEAD-VALUE = %#x
@AUTO-ID = %u
# KCL-FALL (automatic height correction)
# Define the following values here or at any place between the points.
# They are valid until re-defined. Disable this feature by @KCL-FALL-WIDTH=0.
@KCL-FALL-WIDTH = 0 # set to a value >0 (e.g. 200) to enable KCL falling
@KCL-FALL-PRE-ADD = 0 # add this height or vector before falling
@KCL-FALL-POST-ADD = 0 # add this height or vector after success
@KCL-FALL-TYPES = KCL$DRIVE # bit field of recognized KCL types
# Best values are:
# - KCL$BORDER: All KCL types except effects.
# - KCL$DRIVE: All driveable types like road, boost, ramp, water, ...
# Snap to nearest point of the enemy route and add the vector.
# Activate it with something like: vy(200) => 200 units higher than the enemy point
@HSNAP-TO-ENPT = $NONE # horizontal snap without adjust, y-rotation
@SNAP-TO-ENPT = $NONE # 3D snap, y-rotation
@SNAP2-TO-ENPT = $NONE # 3D snap, x- and y-rotation
# Show points in the track by using objects
# Values: 0=off, -1=use default (block of ghost value), >0=force object with 'id'
@ROUTE-OBJECT = mode$showrt & %u ? -1 : 0
@ROUTE-OBJECT-SHIFT = $NONE # v3(0) # add vector to position
@ROUTE-OBJECT-SCALE = $NONE # v3(1) # define vector scale
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