#
# 	Make sure that this file only contains a) valid data lines, or b) comment lines, or c) *completely empty* lines.
#
#	~~~~~~~~~~~~~~~~~~
# 	VC:Weather Globals
#	~~~~~~~~~~~~~~~~~~
#	A: weather generation type (0=Weather Table (as in Vice), 1=Random Weather)
#	B: default weather table (0=Table2, 1=Table1 (as in Vice)), default=1 (to switch in-game use opcode 057C with reversed parameter 
#	   values: 0=use table2, 1=use table1)
#	C: activate tint values (0=Not Used(as in Vice), 1=Used(as in GTA3)), see segment below
#	D: initial weather state(mainly for use with random weather, see states below; settings likely to be overridden by opcodes in 
#	   your main.scm though)
#	A	B	C	D
	0	0	0	00	
#
#
#
#
#
#
#	~~~~~~~~~~~~~~~~~~~
# 	Weather Table1 Data (0nly used if above globals set accordingly)
#	~~~~~~~~~~~~~~~~~~~
#	64 byte values, corresponding to the weather values in Vice, that is:
#	00 = sunny
#	01 = cloudy
#	02 = rainy
#	03 = foggy
#	04 = extra sunny
#	05 = stormy (more wind, trees bend more, etc)
#	06 = interior (do not use)
#
#	(You *must* keep the 12|12|12|12|12|4 format below!)
#	(Btw, these are the original Vice values used as VC:Weather defaults)
#	Additional remark: this table is the weather table used after finishing GTA:VC - it has a bit less rain and doesn't use 
#	the 05 stormy state, only 02 rainy
#
	04 04 04 04 04 04 04 04 00 00 00 04
	04 04 00 00 00 04 04 04 04 00 00 04
	04 04 04 04 04 04 04 04 04 04 00 00
	00 00 00 00 00 00 00 01 02 02 02 02
	01 00 00 00 00 04 04 04 04 04 04 04
	04 04 04 04	
#
#	~~~~~~~~~~~~~~~~~~~
# 	Weather Table2 Data (0nly used if above globals set accordingly)
#	~~~~~~~~~~~~~~~~~~~
#	64 byte values, corresponding to the weather values in Vice, that is:
#	00 = sunny
#	01 = cloudy
#	02 = rainy
#	03 = foggy
#	04 = extra sunny
#	05 = stormy (more wind, trees bend more, etc)
#	06 = interior (do not use)
#
#	(You *must* keep the 12|12|12|12|12|4 format below!)
#	(Btw, these are the original Vice values used as VC:Weather defaults)
#
#	04 04 04 04 04 04 04 04 00 00 00 04
#	04 04 00 00 00 04 04 01 05 05 01 00
#	04 04 04 04 04 04 04 04 04 04 00 00
#	00 00 00 00 00 00 00 00 01 05 05 05
#	01 00 00 00 00 04 04 04 04 04 04 04
#	04 04 04 04	
# 	(Just for reference - these are GTA3's values, it has only one table and does not support x-sunny or stormy weather states:)
	00 00 00 00 00 00 00 00 00 00 00 00
	00 00 00 00 01 01 05 05 01 00 00 00
	01 03 03 01 00 00 01 01 00 00 00 00
	00 00 00 00 01 01 05 05 01 05 01 00
	00 00 00 00 00 00 00 00 00 03 03 00
	00 00 05 01	
#
#
#
#
#
#
#
#
#	~~~~~~~~~~~~~~~~~~
#	Precipitation Data (formerly Misc Weather Data)
#	~~~~~~~~~~~~~~~~~~
#	The first line is for the weather state 02 (rainy), the second is for 05 (normally stormy). Only these two lines and weather 
#	states are supported. Also note that the term Rain in these descriptions is any longer for convenience only - if you use VC:Snow 
#	what is being referred to as Rain might actually supposed to be/look like Snow (weather state 05).
#	
#	A: Distant Rain Spawn Frequency, default: 0x0F00; handles how much distant rain gets spawn within a certain time.
#	Remark: This one deserves an explanation - it's actually a bit mask with values between 0x0000 and 0x7FFF. The more bits are set,
#	the *less likely* distant rain is to get spawned. If you can't make any sense of that, just understand this: if you want less 
#	distant (aka world) rain, use 0xFF00, 0xFFF0, or even 0xFFFF; if you want more use 0x700, 0x300, 0x100 - or 0x000 to get plenty of 
#	world rain. Note: this rain is the rain that gets spawned at a fixed place on the map until it finishes its animation and doesn't 
#	move with the player. Perhaps it's best to not change this line at all unless you want extremely sparse precipitation.
#	B: Distant Rain Size (ATTENTION! To adjust Rain Size, it's preferable to now use <I> in combination with an according texture to 
#	   achieve your desired appearance.)
#	C: Distant Rain Drop Distance, float; default -12.0f (downwards). This can also be considered the DOWNFALL SPEED.
#	D: Adder to Distant Rain Despawn Time in seconds, float; with slow speed/little fall distance (to produce snow, for example) this
#	   may need to be increased by a few seconds. Default time is 4.0f, this value gets added to it, so make sure it doesn't go below,
#	   say, -3.0f. (Low values also lead to more frequent open slots for new geometry to be spawned into!)
#	E: Distant Rain Drop Starting Height, float; default: 8.0f.
#	F: Near (aka Camera) Rain Speed Multiplier, float; this is the part of the rain that moves with the camera.
#	G: World Rain Spawn Distance Multiplier, float; default: 2.0f. By varying this value you can change the distance in which the rain 
#	   is spawned.
#	H: Spawn Threshold Multiplier, float; default: 1.75f. At high speeds, rain doesn't get spawned anymore - increase this value to 
#	   keep the distant rain being spawned.
#	I: World Rain Geometry Model Scale, float; default: 1.0f. World rain is rendered onto a rectangle that gets placed into the cam's
#	   direction. Increase the scale factor to increase the geometry size. Adapt texture to new size as necessary.
#	J: World Rain Speed Influence Randomizer, float; default: 1.0f. Distance in which World Rain gets spawned is strongly influenced 
#	   by the speed of the player/player vehicle. If due to that World Rain gets spawned too far away from the cam for your taste,
#	   reduce the value (0.0f means it has normal, fixed VC influence, 1.0f means rain can get spawned at any distance from 0 to what 
#	   the speed factor would normally cause; 0.5 would mean it would get spawned at some point between half the speed influence and
#	   full speed influence.)
#	K: World Rain Spawn Dispersion, float; default: 0.4f. On top of all position calculations done by the engine comes a random factor; 
#	   by changing this value, you increase or decrease the dispersion of World Rain spawn positions in all directions.
#	L: Reflection Intensity Multiplier, float; default: 1.0f. Controls the intensity of reflections on wet roads, etc.
#	M: Surface Grip Multiplier, float; default: 1.0f. Can be used to manipulate the influence of the weather state on the grip of
#	   vehicles.
#
#	A	(B)	C	D	E	F	G	H	I	J	K	L	M
	0x0F00	0.25	-12.0	0.0	8.0	1.0	2.0	1.75	1.0	0.0	0.04	1.0	1.0	//weather state 02
#	0x0F00	0.25	-12.0	0.0	8.0	1.0	2.0	1.75	1.0	0.0	0.04	1.0	1.0	//weather state 05
#	
#	Some sample values:
#	Original Vice Values (tantamount to stormy weather):
#	0x0F00	0.25	-12.0	0.0	8.0	1.0	2.0	1.75	1.0	0.0	0.04	1.0	1.0
#
#	Light Snow (use snow texture in boats_08 in particle.txd and activate VC:Snow below):
#	0x0F00	0.25	-2.0	-1.0	4.0	0.15	0.925	2.5	2.0	0.7	0.12	0.25	2.0
#
#	Medium Snow:
#	About the same as for Light Snow but with a texture with more snow in it.
#
#	Heavy Snow:
#	As Light Snow but use these values instead.
	0x0F00	0.25	-1.5	-2.0	4.0	0.15	0.5	2.5	2.0	0.6	0.08	0.25	2.0
#
#	Violent Rain:
#	0x0F00	0.6	-16.0	0.0	8.0	1.3333	0.6	2.5	1.0	0.0	0.04	1.25	1.25
#
#
#
#
#
#	~~~~~~~~~~~~~~~~~~~~
#	Wind Intensity Table 	(per weather state)
#	~~~~~~~~~~~~~~~~~~~~
#	A: Wind Intensity, float; VC:Weather uses Vice's values as default. Try 20.0f with Stormy for true hurricane weather.
#	B: Tree Bending Intensity, float, default: 1.0f. Use this to correct the excessive effect of high winds on trees; this value gets
#	   effectively used for tree bending purposes instead of the wind intensity. Should probably not exceed 2.0f too much.
#	C: Cloud Speed Intensity, float, default: 1.0f. Use this to correct the excessive effect of high winds on clouds; this value gets
#	   effectively used for cloud movement purposes instead of the wind intensity. 5.0f or 8.0f is pretty fast already.
#	
#	A	B	C
	0.25	0.25	0.25	//Sunny (default: 0.25f)
	0.7	0.7	0.7	//Cloudy (default: 0.7f)
	1.0	1.0	1.0	//Rainy	(default: 1.0f)
	0.0	0.0	0.0	//Foggy	(default: 0.0f)
	0.0	0.0	0.0	//Extra Sunny (default: 0.0f)
	1.0	1.0	1.0	//Stormy (default: 2.0f) - if using VC:Snow, reduce accordingly
	0.0	0.0	0.0	//Interiors (default: 0.0f)
#
#
#	~~~~~~~~~~~~
#	VC:Snow Data
#	~~~~~~~~~~~~
#	Note: Regardless whether you're using weather tables or random weather, best to make sure that rain and snow
#	don't follow each other as there is no smooth progression between the two.
#	A: Use VC:Snow (as weather state 05); turns off rain splashes, rain sound, 2DRain, etc. Make sure this is set to 0 if you don't
#	   want snow in your mod and 1 if you do want to use it.
#	B: VC:Snow Colour Red Value. (The colors can be used to make the snow more white or less white.
#	C: VC:Snow Colour Green Value
#	D: VC:Snow Colour Blue Value
#
#	A	B	C	D
	1	170	170	170
#
#
#
#
#	~~~~~~~~~~~~
#	Rainbow Data
#	~~~~~~~~~~~~
#	A: Rainbow Starting Hour, byte; default: 6. This signals after which hour rainbows may appear if weather conditions are right.
#	   A value of 6 means that rainbows may appear *from* 7:00 (ie, after *6*:59).
#	B: Rainbow Ending Hour, byte; default: 21. This signals before which hour rainbows may appear if weather conditions are right.
#	   A value of 21 means that rainbows may appear *until* 20:59 (ie, before *21*:00).
#
#	A	B
	6	21
#
#
#
#	~~~~~~~~~~~~~~~~~~~
# 	Random Weather Data (0nly used if above globals set accordingly)
#	~~~~~~~~~~~~~~~~~~~
#	//A: weather occurence probability in percent, byte; these must add up to 100 over all weather states
#	A: Weather State Duration Min in hours, byte; must be at least 1 hour
#	B: Weather State Duration Max in hours, byte
#
#	A	B
	1	10	//Sunny
	1	4	//Cloudy
	1	4	//Rainy	
	1	3	//Foggy	
	1	10	//Extra Sunny
	1	4	//Stormy
		
#
#	~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#	Weather Change Probabilities (per 1000, only for use with Random Weather)
#	~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#	(Every line should add up to 1000)
#	Sunny 	Cloudy 	Rainy	Foggy	X-Sunny	Stormy
	300	250	175	75	100	100	//Sunny	
	300	200	175	100	100	125	//Cloudy		
	150	300	250	75	75	150	//Rainy	
	100	400	250	150	50	50	//Foggy		
	450	250	50	30	170	50	//X-Sunny	
	350	140	150	10	250	100	//Stormy
#
#
#
#
#
#
#	~~~~~~~~~~~
# 	Tint Tables (similar to the GTA3 lighting; see the last undocumented column in GTA3's timecyc.dat)
#	~~~~~~~~~~~
#	(all are *decimal* RGBA values; values are x0.6 premultiplied, as the GTA3 engine does internally)
#	A: Sunny
#	B: Cloudy
#	C: Rainy
#	D: Foggy
#	E: Extra Sunny (at present same as Sunny)
#	F: Stormy (at present same as Rainy)
#	G: Interior (*hours* are irrelevant, values correspond to the order of the 24 settings in timecyc.dat)
#
#	A:			B:			C:			D:			E:			F:			G:
# Midnight
	091  052  003  48	030  030  120  62	004  140  080  60	100  072  005  66	091  052  003  48	004  140  080  60	000  000  000  000
# 1AM
	031  052  123  48	012  090  150  68	004  140  080  60	100  072  005  66	031  052  123  48	004  140  080  60	000  000  000  000
# 2AM
	031  064  153  54	012  090  150  68	004  140  080  60	100  072  005  66	031  064  153  54	004  140  080  60	000  000  000  000
# 3AM
	031  064  153  54	012  090  150  68	004  140  080  60	100  072  005  66	031  064  153  54	004  140  080  60	000  000  000  000
# 4AM
	031  064  153  54	012  090  150  68	004  140  080  60	100  072  005  66	031  064  153  54	004  140  080  60	000  000  000  000
# 5AM
	031  064  135  60	012  090  150  68	004  140  080  60	100  072  005  66	031  064  135  60	004  140  080  60	000  000  000  000
# 6AM
	030  060  132  60	030  090  150  68	004  140  080  60	100  072  005  66	030  060  132  60	004  140  080  60	000  000  000  000
# 7AM	
	150  060  012  54	030  030  150  48	017  115  002  60	100  072  005  66	150  060  012  54	017  115  002  60	000  000  000  000
# 8AM
	030  030  120  60	030  030  120  48	030  090  060  54	100  072  005  66	030  030  120  60	030  090  060  54	000  000  000  000
# 9AM
	030  030  120  48	030  030  120  48	030  090  060  54	030  030  060  66	030  030  120  48	030  090  060  54	000  000  000  000
# 10AM
	030  030  120  48	030  030  120  48	030  090  060  54	030  030  060  66	030  030  120  48	030  090  060  54	000  000  000  000
# 11AM
	030  030  120  48	030  030  120  48	030  090  060  54	030  030  060  66	030  030  120  48	030  090  060  54	000  000  000  000
# Midday
	030  030  120  48	030  030  120  48	030  090  060  48	030  030  060  66	030  030  120  48	030  090  060  48	000  000  000  000
# 1PM
	030  030  120  48	030  030  120  48	030  090  060  42	030  030  060  66	030  030  120  48	030  090  060  42	000  000  000  000
# 2PM
	030  030  120  42	030  030  120  48	030  090  060  42	030  030  060  66	030  030  120  42	030  090  060  42	000  000  000  000
# 3PM	
	030  030  120  24	030  030  120  48	030  090  060  42	030  030  060  66	030  030  120  24	030  090  060  42	000  000  000  000
# 4PM	
	030  030  120  24	030  030  120  42	030  090  060  42	030  030  060  66	030  030  120  24	030  090  060  42	000  000  000  000
# 5PM
	030  030  120  24	030  030  120  42	030  090  060  42	030  030  060  66	030  030  120  24	030  090  060  42	000  000  000  000
# 6PM
	030  030  120  24	030  030  120  42	012  090  120  48	030  030  060  66	030  030  120  24	012  090  120  48	000  000  000  000
# 7PM
	030  030  120  30	030  030  120  48	012  090  120  48	030  030  060  66	030  030  120  30	012  090  120  48	000  000  000  000
# 8PM
	030  030  120  42	030  030  120  48	012  090  120  48	030  030  090  66	030  030  120  42	012  090  120  48	000  000  000  000
# 9PM
	030  030  120  48	030  030  120  48	012  090  120  48	030  030  120  66	030  030  120  48	012  090  120  48	000  000  000  000
# 10PM
	030  030  120  54	030  030  120  68	004  140  080  60	030  030  120  66	030  030  120  54	004  140  080  60	000  000  000  000
# 11PM
	030  030  120  48	030  030  120  68	004  140  080  60	030  030  120  66	030  030  120  48	004  140  080  60	000  000  000  000
