NameSpace "Settings" DataComponentTypes[ 2 ] { DataComponent { Type Int NumComponents 17 } DataComponent { Type Real NumComponents 4 } } DataRegistry[ 21 ] { // manual save refers to automatically saving if there's space when a save point is encountered. // if this value is 0, manual save is off and it will automatically save at the current media // otherwise if the value is 1, it will pop the save screen and ask the user. DataLink { Name "ManSave" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "DEFAULT0" Type Int Floor 0 Ceiling 5 Data 0 } DataLink { Name "DEFAULT1" Type Int Floor 0 Ceiling 5 Data 0 } DataLink { Name "DEFAULT2" Type Int Floor 0 Ceiling 5 Data 0 } DataLink { Name "DEFAULT3" Type Int Floor 0 Ceiling 5 Data 0 } // the next few are rumble settings settable on the gameplay options screen DataLink { Name "P1Rumble" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "P2Rumble" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "P3Rumble" Type Int Floor 0 Ceiling 1 Data 1 } DataLink { Name "P4Rumble" Type Int Floor 0 Ceiling 1 Data 1 } // blood effects DataLink { Name "Blood" Type Int Floor 0 Ceiling 1 Data 1 } // friendly fire settings DataLink { Name "FrFire" Type Int Floor 0 Ceiling 10 Data 0 } // Language setting DataLink { Name "Language" Type Int Floor 0 Ceiling 10 Data 0 } // Music setting DataLink { Name "Music" Type Real Floor 0.0 Ceiling 1.0 Data 0.85 } // Sound FX DataLink { Name "SoundFX" Type Real Floor 0.0 Ceiling 1.0 Data 0.85 } // Speech FX DataLink { Name "Voice" Type Real Floor 0.0 Ceiling 1.0 Data 0.85 } // Brightness DataLink { Name "Britness" Type Real Floor 0.0 Ceiling 1.0 Data 0.0 } // Has the game been completed? DataLink { Name "Complete" Type Int Floor 0 Ceiling 1 Data 0 } // Are the alternate Hunters selected? DataLink { Name "AltHunt" Type Int Floor 0 Ceiling 1 Data 0 } // Nightmare mode active DataLink { Name "Nitemare" Type Int Floor 0 Ceiling 1 Data 0 } // Are the alternate Hunters available? DataLink { Name "AltHntA" Type Int Floor 0 Ceiling 1 Data 0 } // Nightmare mode avaialable? DataLink { Name "NMareA" Type Int Floor 0 Ceiling 1 Data 0 } }