[enu default]

STARTUP1 = "\c[WHITE]Operative Codename: \c[GREEN]'HYENA'\n\c[WHITE]Operative Number: \c[GREEN]091193 \n\c[WHITE]Operative Status: \c[GREEN]ACTIVE\n\c[WHITE]Operative Surveillance Access: \c[GREEN]GRANTED";

OB_SUICIDE = "%o couldn't handle the anxiety of a neckbomb.";
OB_FALLING = "%o underwent a leg shortening procedure.";
OB_CRUSH = "%o became the kind of woman Frank Cho doesn't draw.";
OB_EXIT = "%o tried one of various methods of escape.";
OB_WATER = "%o fell into the great below.";
OB_SLIME = "%o went Toxie.";
OB_LAVA = "%o gargled on hot magma.";
OB_BARREL = "%o was flayed alive.";
OB_KILLEDSELF = "%o got hurt today.";
OB_VOODOO = "%o messed with the voodoo people.";
OB_MONTELEFRAG = "%o was chunked by a teleporting thing.";
OB_DEFAULT = "%o died mysteriously.";
OB_FRIENDLY1 = "%k cancelled Season 6.";
OB_FRIENDLY2 = "%k made sure %o wouldn't see the sequel.";

SECRETMESSAGE = "";
STSTR_DQDON = "\c[White][ Plot Armor Mode: \c[Green]ON\c[White] ]";
STSTR_DQDOFF = "\c[White][ Plot Armor Mode: \c[Red]OFF\c[White] ]";
STSTR_DQD2ON = "\c[White][ Plot Armor Mode: \c[Green]ON\c[White] ]";
STSTR_DQD2OFF = "\c[White][ Plot Armor Mode: \c[Red]OFF\c[White] ]";
STSTR_KFAADDED = "\c[White][ WARNING: \c[Red]ARMORY UNLOCKED, ALL LOCKS DISABLED\c[White] ]";
STSTR_FAADDED = "\c[White][ WARNING: \c[Red]ARMORY UNLOCKED\c[White] ]";
STSTR_NCON = "\c[White][ Un-gentlegal Ghost Mode: \c[Green]ON\c[White] ]";
STSTR_NCOFF = "\c[White][ Un-gentlegal Ghost Mode: \c[Red]OFF\c[White] ]";
STSTR_NC2ON = "\c[White][ Un-gentlegal Ghost Mode: \c[Green]ON\c[White] ]";
STSTR_NC2OFF = "\c[White][ Un-gentlegal Ghost Mode: \c[Red]OFF\c[White] ]";
STSTR_BEHOLD = "\c[White][ \c[DarkRed]Y'know, ya' could just IDDQD and be done with it.\c[White] ]";
STSTR_BEHOLDX = "\c[White][ \c[DarkRed]OK, whatever, i guess.\c[White] ]";
STSTR_CHOPPERS = "\c[White][ \c[DarkRed]Y'know i can't keep no secrets.\c[White] ]";
STSTR_CLEV = "\c[White][ \c[DarkRed]BACK OFF, CREEPS! ]";
TXT_BUDDHAON = "\c[White][ Die Hard Mode: \c[Green]ON\c[White] ]";
TXT_BUDDHAOFF = "\c[White][ Die Hard Mode: \c[Red]OFF\c[White] ]";
TXT_BUDDHA2ON = "\c[White][ Die Hard Mode: \c[Green]ON\c[White] ]";
TXT_BUDDHA2OFF = "\c[White][ Die Hard Mode: \c[Red]OFF\c[White] ]";

PD_BLUEO =	"\c[White]Stupid freakin' \c[Blue]blue\c[White] pass...";
PD_REDO	= "\c[White]Stupid freakin' \c[Red]red\c[White] pass...";
PD_YELLOWO = "\c[White]Stupid freakin' \c[Yellow]yellow\c[White] pass...";

PD_BLUEK =	"\c[White]Stupid freakin' \c[Blue]blue\c[White] pass...";
PD_REDK	= "\c[White]Stupid freakin' \c[Red]red\c[White] pass...";
PD_YELLOWK = "\c[White]Stupid freakin' \c[Yellow]yellow\c[White] pass...";

PD_BLUECO =	"\c[White]Stupid freakin' \c[Blue]blue\c[White] pass...";
PD_REDCO	= "\c[White]Stupid freakin' \c[Red]red\c[White] pass...";
PD_YELLOWCO = "\c[White]Stupid freakin' \c[Yellow]yellow\c[White] pass...";

PD_REDSO	= "\c[White]Stupid freakin' \c[Red]red\c[White] rune...";
PD_BLUESO =	"\c[White]Stupid freakin' \c[Blue]blue\c[White] rune...";
PD_YELLOWSO = "\c[White]Stupid freakin' \c[Yellow]yellow\c[White] rune...";

PD_ANY = "\c[Yellow]Any key? [White]Where's the 'any' key?";
PD_ALL3 = "\c[Yellow]Three keys? \c[White]Holy opsec...";
PD_ALL6 = "\c[White]Six keys? \c[Red]Geez louise...";

SKILLSURE_5 = "\c[White]*Enemies are more aggressive. \n*Nightmare spawns. \n\c[Red]Are you ready to die?";
SKILLSURE_6 = "\c[White]*Enemies are more aggressive and \c[Red]never infight.\n"
		      "\c[White]*All damage is multiplied by \c[Red]four.\n"
		      "\c[White]*\c[Red]Nightmare \c[White]spawns.\n"
		      "\c[White]*Cheats are \c[Red]disabled.\n"
		      "\c[White]*Armor is \c[Red]removed entirely.\n"
		      "\c[White]*Health is replaced by a \c[Red]draining timer.\n"
		      "\c[DarkRed]Consider your choice wisely.";

GGSAVED = "\c[White][\c[Red]*\c[White]REC]\c[Gray]:\c[White] Assignment documented.";
GGLOADED = "\c[White][\c[Green]*\c[White]PLAY]\c[Gray]:\c[White] Assignment recovered.";
SAVEDEAD = "\c[Red][ERR]: \c[White]Can't document outside of a mission.";
TXT_DEFAULTPICKUPMSG = "[ Unidentified Object ]";

TXT_YES = "Yes";
TXT_NO = "No";

//Doom 1
E1TEXT =
	"[ENTRY_1]\n"
	"How's that for a warm welcome, huh?\n"
	"First we get shot off the air by some stupid\n"
	"defense mechanism those creeps hot-wired, then i\n"
	"get ambushed by two jacked-up murder-goats, then\n"
	"i get jumped by a bunch of zombies.\n"
	"I just ran into the first light i saw, and i THINK i'm\n"
	"safe now.\n"
	"\n"
	"Man, this ain't even my first team wipe-out, but\n"
	"it still stings. I don't even think those guys were\n"
	"even that bad to begin with.\n"
	"\n"
	"Signal is going crazy, and i'm hearing some chatter\n"
	"in the next room. I'll move onwards and catch up later.\n"
	"Hyena out.";
E2TEXT =
	"[ENTRY_2]\n"
	"Deimos secured. Guardian down.\n"
	"They must be worried if they needed this much\n"
	"firepower to stop him.\n"
	"No sign of Delta-Gemini anywhere, just a trail of\n"
	"bodies and empty guns.\n"
	"\n"
	"The computers point to some weird, fuzzy spot right\n"
	"below this planet.\n"
	"Looks like some kind of infernal base.\n"
	"Stinks like one, too.\n"
	"I'll load up on bullets, fetch some more stims\n"
	"and rappel down to see what i can find.\n"
	"Hyena out.";
E3TEXT =
	"[ENTRY_3]\n"
	"It ain't a Squad mission if SOMETHING doesn't go\n"
	"terribly wrong.\n"
	"The Mastermind was guarding a beacon of sorts.\n"
	"Leading directly to Earth.\n"
	"I tried to destroy it, but as soon as the explosives\n"
	"went off, the beacon began swallowing everything in\n"
	"sight.\n"
	"Before i knew it, the beacon spit me out.\n"
	"I was home again.\n"
	"Not a cold military base. Home. Earth. Freedom.\n"
	"But somehow, it felt... off.\n"
	"\n"
	"Almost as if something bad had come with me...";
E4TEXT =
	"[ENTRY_4]\n"
	"That fucking spider thought ahead.\n"
	"Planned for our whole operation.\n"
	"The beacon, the airstrike, the Survivor's escape.\n"
	"The murder of the pet.\n"
	"We were supposed to open the portal for them.\n"
	"Shit.\n"
	"\n"
	"The least i could do is try to fix this.\n"
	"Find a way to put a stop to this and save\n"
	"everyone.\n"
	"\n"
	"See you at the Entryway. Hyena out.";
E5TEXT = 
	"[ENTRY_5]\n"
	"It's much bigger than her.\n"
	"There's something else pulling the strings\n"
	"in all of this.\n"
	"Something nasty. Something sinful.\n"
	"\n"
	"I felt that presence.\n"
	"I know i'm crazy, but last i saw i wasn't\n"
	"delusional.\n"
	"\n"
	"I can't stop now. Not when i'm this close.\n"
	"I'll check back at the hangar.\n"
	"\n"
	"Hyena out.";
	
//Doom 2
C1TEXT =
	"[ENTRY 1]\n"
	"Oy, this place's a damn warzone.\n"
	"The deeper i get, the worse it becomes.\n"
	"It seems like whatever they're doing\n"
	"is coming out of the nearby outpost.\n"
	"They're hijacking it to send a signal to\n"
	"other beacons in Hell, and holding the\n"
	"escape pod for the rest of mankind hostage.\n"
	"If i can just push forward a little bit,\n"
	"i think i can disable it.\n"
	"\n"
	"I'll load up on resources and report back\n"
	"when i'm done.\n"
	"Anyways, Hyena out.";
	
C2TEXT =
	"\n"
	"Outpost disabled!\n"
	"Whatever source of evil there is now gone for\n"
	"good. And humanity's safe, too.\n"
	"With a push of a button, humanity was safely evac'd\n"
	"in a shiny WayneTech rocket.\n"
	"And that now leaves just me, a busted comm-link,\n"
	"a loaded shotgun, and Hell's absolute worse.\n"
	"The GPS in my phone blared out, a signal pointing\n"
	"to the heart of it all.\n"
	"\n"
	"Or rather, the big rotten core of it all-\n"
	"Nestled in the middle of the Big Apple.\n";
	
C3TEXT =
	"\n"
	"Brooklyn looked worse than it usually does.\n"
	"The gore and guts strewn all over now serving\n"
	"as a sick 'welcome back' sign for the\n"
	"bleached-blonde, acid-washed thorn in their boot.\n"
	"The factories bustled, feeding the armies of Hell\n"
	"with fresh meat for the reprocessing.\n"
	"Like, a really, REALLY messed up deli.\n"
	"I reloaded my piece, and got on with it,\n"
	"pushing the stench of dead bodies and urine\n"
	"to the back of my dome.\n"
	"\n"
	"Whatever evil is responsible for this is about to\n"
	"pay back in blood.";

C4TEXT =
	"The demon fell, pulling everything alongside\n"
	"it.\n"
	"I tried to take cover, but the thing exploded\n"
	"into a black, swirling abyss.\n"
	"I was pulled right into the warp, being sent\n"
	"into... somewhere. Someplace strange.\n"
	"I felt my weapons being pulled right out of\n"
	"me, my bat and pistols the only i could cling to.\n"
	"The signal went haywire, before the bomb fizzed out,\n"
	"probably overloaded by Hell's energy.\n"
	"I braced for impact, and stood before a door.\n"
	"Hopefully it's not another damn outpost.\n";

C5TEXT =
	"Well, this certainly isn't a starpost.\n"
	"But it sure is a base.\n"
	"A VERY evil base.\n"
	"Full of stupid fucking no-good shitbirds.\n"
	"\n"
	"Time to paint Berlin red.\n"
	"\n"
	"Time to make great-granny Quinzel proud.";

C6TEXT =
	"Loaded up on ratzi scalps.\n"
	"Moving on to collect more ratzi scalps.\n"
	"\n"
	"See you at the Factory.\n"
	"\n"
	"Hyena out.";

// Footsteps
// Language Definitions

// This is where the footstep sounds for each texture are defined.
// The definition MUST be STEP_<texturename>

// Flats
// This is a list of flats that have footstep sounds associated with them.
// Items are separated by a colon ( : )
// If a flat/texture is not present in this list, then only the default sound will be
// played when it is walked on.
STEP_FLATS = "FWATER1:FWATER2:FWATER3:FWATER4:"
			"FLOOR0_1:FLOOR0_3:FLOOR1_7:FLOOR4_1:"
			"FLOOR4_5:FLOOR4_6:TLITE6_1:TLITE6_5:"
			"CEIL3_1:CEIL3_2:CEIL4_2:CEIL4_3:"
			"CEIL5_1:FLAT2:FLAT5:FLAT18:"
			"FLOOR0_2:FLOOR0_5:FLOOR0_7:FLAT5_3:"
			"CRATOP1:CRATOP2:FLAT9:FLAT17:"
			"FLAT19:COMP01:GRNLITE1:FLOOR1_1:"
			"FLAT14:FLAT5_5:FLOOR1_6:CEIL4_1:"
			"GRASS1:GRASS2:RROCK16:RROCK19:"
			"FLOOR6_1:FLOOR6_2:FLAT10:MFLR8_3:"
			"MFLR8_4:RROCK17:RROCK18:FLOOR0_6:"
			"FLOOR4_8:FLOOR5_1:FLOOR5_2:FLOOR5_3:"
			"FLOOR5_4:TLITE6_4:TLITE6_6:FLOOR7_1:"
			"MFLR8_1:CEIL3_5:CEIL5_2:CEIL3_6:"
			"FLAT8:SLIME13:STEP1:STEP2:"
			"GATE1:GATE2:GATE3:CEIL1_2:"
			"CEIL1_3:SLIME14:SLIME15:SLIME16:"
			"FLAT22:FLAT23:CONS1_1:CONS1_5:"
			"CONS1_7:GATE4:FLAT4:FLAT1:"
			"FLAT5_4:MFLR8_2:FLAT1_1:FLAT1_2:"
			"FLAT1_3:FLAT5_7:FLAT5_8:GRNROCK:"
			"RROCK01:RROCK02:RROCK03:RROCK04:"
			"RROCK05:RROCK06:RROCK07:RROCK08:"
			"RROCK09:RROCK10:RROCK11:RROCK12:"
			"RROCK13:RROCK14:RROCK15:RROCK20:"
			"SLIME09:SLIME10:SLIME11:SLIME12:"
			"FLAT5_6:FLOOR3_3:FLAT20:CEIL3_3:"
			"CEIL3_4:FLAT3:FLOOR7_2:DEM1_1:"
			"DEM1_2:DEM1_3:DEM1_4:DEM1_5:"
			"DEM1_6:CEIL1_1:FLAT5_1:FLAT5_2:"
			"NUKAGE1:NUKAGE2:NUKAGE3:BLOOD1:"
			"BLOOD2:BLOOD3:SLIME01:SLIME02:"
			"SLIME03:SLIME04:SLIME05:SLIME06:"
			"SLIME07:SLIME08:SFLR6_1:SFLR6_4:"
			"SFLR7_1:SFLR7_4:LAVA1:LAVA2:"
			"LAVA3:LAVA4:F_SKY1";

// Sounds
STEP_DEFAULT = "step/default";

// Water
STEP_FWATER1 = "step/water";
STEP_FWATER2 = "step/water";
STEP_FWATER3 = "step/water";
STEP_FWATER4 = "step/water";

// Ground
STEP_FLOOR0_1 = "step/default";
STEP_FLOOR0_3 = "step/default";
STEP_FLOOR1_7 = "step/default";
STEP_FLOOR4_1 = "step/default";
STEP_FLOOR4_5 = "step/default";
STEP_FLOOR4_6 = "step/default";
STEP_TLITE6_1 = "step/default";
STEP_TLITE6_5 = "step/default";
STEP_CEIL3_1 = "step/default";
STEP_CEIL3_2 = "step/default";
STEP_CEIL4_2 = "step/default";
STEP_CEIL4_3 = "step/default";
STEP_CEIL5_1 = "step/default";
STEP_FLAT2 = "step/default";
STEP_FLAT5 = "step/default";
STEP_FLAT18 = "step/default";
STEP_FLOOR0_2 = "step/default";
STEP_FLOOR0_5 = "step/default";
STEP_FLOOR0_7 = "step/default";
STEP_FLAT5_3 = "step/default";
STEP_CRATOP1 = "step/default";
STEP_CRATOP2 = "step/default";
STEP_FLAT9 = "step/default";
STEP_FLAT17 = "step/default";
STEP_FLAT19 = "step/default";
STEP_COMP01 = "step/default";
STEP_GRNLITE1 = "step/default";

// Carpet
STEP_FLOOR1_1 = "step/carpet";
STEP_FLAT14 = "step/carpet";
STEP_FLAT5_5 = "step/carpet";
STEP_FLOOR1_6 = "step/carpet";
STEP_CEIL4_1 = "step/carpet";
STEP_GRASS1 = "step/carpet";
STEP_GRASS2 = "step/carpet";

// Dirt
STEP_RROCK16 = "step/dirt";
STEP_RROCK19 = "step/dirt";

// Gravel
STEP_FLOOR6_1 = "step/gravel";
STEP_FLOOR6_2 = "step/gravel";
STEP_FLAT10 = "step/gravel";
STEP_MFLR8_3 = "step/gravel";
STEP_MFLR8_4 = "step/gravel";
STEP_RROCK17 = "step/gravel";
STEP_RROCK18 = "step/gravel";

// Hard
STEP_FLOOR0_6 = "step/hard";
STEP_FLOOR4_8 = "step/hard";
STEP_FLOOR5_1 = "step/hard";
STEP_FLOOR5_2 = "step/hard";
STEP_FLOOR5_3 = "step/hard";
STEP_FLOOR5_4 = "step/hard";
STEP_TLITE6_4 = "step/hard";
STEP_TLITE6_6 = "step/hard";
STEP_FLOOR7_1 = "step/hard";
STEP_MFLR8_1 = "step/hard";
STEP_CEIL3_5 = "step/hard";
STEP_CEIL5_2 = "step/hard";
STEP_CEIL3_6 = "step/hard";
STEP_FLAT8 = "step/hard";
STEP_SLIME13 = "step/hard";

// Metal A
STEP_STEP1 = "step/metal/a";
STEP_STEP2 = "step/metal/a";
STEP_GATE1 = "step/metal/a";
STEP_GATE2 = "step/metal/a";
STEP_GATE3 = "step/metal/a";
STEP_CEIL1_2 = "step/metal/a";
STEP_CEIL1_3 = "step/metal/a";
STEP_SLIME14 = "step/metal/a";
STEP_SLIME15 = "step/metal/a";
STEP_SLIME16 = "step/metal/a";

// Metal B
STEP_FLAT22 = "step/metal/b";
STEP_FLAT23 = "step/metal/b";
STEP_CONS1_1 = "step/metal/b";
STEP_CONS1_5 = "step/metal/b";
STEP_CONS1_7 = "step/metal/b";
STEP_GATE4 = "step/metal/b";
STEP_FLAT4 = "step/metal/b";

// Rock
STEP_FLAT1 = "step/rock";
STEP_FLAT5_4 = "step/rock";
STEP_MFLR8_2 = "step/rock";
STEP_FLAT1_1 = "step/rock";
STEP_FLAT1_2 = "step/rock";
STEP_FLAT1_3 = "step/rock";
STEP_FLAT5_7 = "step/rock";
STEP_FLAT5_8 = "step/rock";
STEP_GRNROCK = "step/rock";
STEP_RROCK01 = "step/rock";
STEP_RROCK02 = "step/rock";
STEP_RROCK03 = "step/rock";
STEP_RROCK04 = "step/rock";
STEP_RROCK05 = "step/rock";
STEP_RROCK06 = "step/rock";
STEP_RROCK07 = "step/rock";
STEP_RROCK08 = "step/rock";
STEP_RROCK09 = "step/rock";
STEP_RROCK10 = "step/rock";
STEP_RROCK11 = "step/rock";
STEP_RROCK12 = "step/rock";
STEP_RROCK13 = "step/rock";
STEP_RROCK14 = "step/rock";
STEP_RROCK15 = "step/rock";
STEP_RROCK20 = "step/rock";
STEP_SLIME09 = "step/rock";
STEP_SLIME10 = "step/rock";
STEP_SLIME11 = "step/rock";
STEP_SLIME12 = "step/rock";

// Snow
STEP_FLAT5_6 = "step/snow";

// Tile A
STEP_FLOOR3_3 = "step/tile/a";
STEP_FLAT20 = "step/tile/a";
STEP_CEIL3_3 = "step/tile/a";
STEP_CEIL3_4 = "step/tile/a";
STEP_FLAT3 = "step/tile/a";

// Tile B
STEP_FLOOR7_2 = "step/tile/b";
STEP_DEM1_1 = "step/tile/b";
STEP_DEM1_2 = "step/tile/b";
STEP_DEM1_3 = "step/tile/b";
STEP_DEM1_4 = "step/tile/b";
STEP_DEM1_5 = "step/tile/b";
STEP_DEM1_6 = "step/tile/b";

// Wood
STEP_CEIL1_1 = "step/wood";
STEP_FLAT5_1 = "step/wood";
STEP_FLAT5_2 = "step/wood";

// Slime
STEP_NUKAGE1 = "step/slime";
STEP_NUKAGE2 = "step/slime";
STEP_NUKAGE3 = "step/slime";
STEP_BLOOD1 = "step/slime";
STEP_BLOOD2 = "step/slime";
STEP_BLOOD3 = "step/slime";
STEP_SLIME01 = "step/slime";
STEP_SLIME02 = "step/slime";
STEP_SLIME04 = "step/slime";
STEP_SLIME05 = "step/slime";
STEP_SLIME06 = "step/slime";
STEP_SLIME07 = "step/slime";
STEP_SLIME08 = "step/slime";

// Slimy
STEP_SFLR6_1 = "step/slimy";
STEP_SFLR6_4 = "step/slimy";
STEP_SFLR7_1 = "step/slimy";
STEP_SFLR7_4 = "step/slimy";

// Lava
STEP_LAVA1 = "step/lava";
STEP_LAVA2 = "step/lava";
STEP_LAVA3 = "step/lava";
STEP_LAVA4 = "step/lava";

// None
STEP_F_SKY1 = "";

OPTMNU_TILTPLUSPLUS = "Customize Tilt";

TILTPLUSPLUSMNU_TITLE = "Screen tilt Options";

TILTPLUSPLUSMNU_STRAFETILT_TITLE = "Strafe Tilting";
TILTPLUSPLUSMNU_MOVETILT_TITLE = "Movement Tilting";
TILTPLUSPLUSMNU_TURNTILT_TITLE = "Turn Tilting";
TILTPLUSPLUSMNU_UNDERWATERTILT_TITLE = "Underwater Tilting";
TILTPLUSPLUSMNU_DEATHTILT_TITLE = "Death Tilting";

// Generic reusable labels
TILTPLUSPLUSMNU_ENABLED = "Enabled";
TILTPLUSPLUSMNU_SPEED = "Speed";
TILTPLUSPLUSMNU_ANGLE = "Angle";
TILTPLUSPLUSMNU_SCALAR = "Intensity";
TILTPLUSPLUSMNU_INVERT = "Invert";


// Help text
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT = "Enable strafe tilting.";
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_INVERT = "Invert the strafe tilting direction.";
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_SPEED = "How fast strafe tilting occurs.";
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_ANGLE = "Maximum angle to tilt the view while strafing.";

TILTPLUSPLUSMNU_HELPTEXT_MOVETILT = "Enable movement tilting.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_SPEED = "How fast to tilt the view while moving.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_ANGLE = "Maximum movement tilting angle.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_SCALAR = "Overall movement tilting intensity.";

TILTPLUSPLUSMNU_HELPTEXT_TURNTILT = "Enable horizontal-look tilting.";
TILTPLUSPLUSMNU_HELPTEXT_TURNTILT_INVERT = "Invert the turn tilting direction.";
TILTPLUSPLUSMNU_HELPTEXT_TURNTILT_SCALAR = "Overall turn tilting intensity.";

TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT = "Enable slow tilting while submerged underwater.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_SPEED = "How fast to tilt the view while underwater.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_ANGLE = "Maximum underwater tilting angle.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_SCALAR = "Overall underwater tilting intensity.";

TILTPLUSPLUSMNU_HELPTEXT_DEATHTILT = "Tilt the view when player is dead.";