Sandbox_EN = {

    Sandbox_Advanced_trajectory = "Advanced Trajectory (MAIN)",
	Sandbox_Advanced_trajectory_movement = "Advanced Trajectory (MOVEMENT)",
	Sandbox_Advanced_trajectory_damage = "Advanced Trajectory (DAMAGE)",
	Sandbox_Advanced_trajectory_recoil = "Advanced Trajectory (RECOIL)",
	Sandbox_Advanced_trajectory_shotgun = "Advanced Trajectory (SHOTGUN)",
	Sandbox_Advanced_trajectory_moodles = "Advanced Trajectory (MOODLES)",
	Sandbox_Advanced_trajectory_hitOrMiss = "Advanced Trajectory (HIT OR MISS)",
	Sandbox_Advanced_trajectory_crosshair = "Advanced Trajectory (CROSSHAIR)",
	Sandbox_Advanced_trajectory_debug = "Advanced Trajectory (DEBUG / DONT TOUCH)",
	Sandbox_Advanced_trajectory_XP = "Advanced Trajectory (EXP)",

	Sandbox_Advanced_trajectoryaimpoint = "Enable The Aimpoint",
	Sandbox_Advanced_trajectoryaimpoint_tooltip = "Show or hide crosshair.",
	Sandbox_Advanced_trajectoryhideTracer = "Hide Tracer (DO NOT ENABLE)",
	Sandbox_Advanced_trajectoryshowOutlines = "Show Outlines (need vanilla outlines checked)",

	Sandbox_Advanced_trajectoryenableAutoAimZLevel = "Enable Auto Aim Z Level",
	Sandbox_Advanced_trajectoryenableAutoAimZLevel_tooltip = "Check this if you don't want ot manually set which Z level you want to shoot at. Be aware that this will reduce FPS a lot when aiming.",
	
	Sandbox_Advanced_trajectorycallshot = "Report Attacking Part / Callshot",
	Sandbox_Advanced_trajectorycallshot_tooltip = "For debugging, character says what body part was shot.",
	
	Sandbox_Advanced_trajectoryenableCarAimLimit = "Limit aiming to a cone in car"
	Sandbox_Advanced_trajectoryenableCarAimLimit_tooltip = "Nerfs shooting in cars. Player aim is limited to a cone."
	Sandbox_Advanced_trajectoryenableBulletIgnoreCarFromHighLevel = "Bullets ignore cars below when shooting from a higher level"
	Sandbox_Advanced_trajectoryenableBulletIgnoreCarFromHighLevel_tooltip = "If enabled, bullet will ignore car when shooting from a higher level." 
	
	Sandbox_Advanced_trajectoryEnablerange = "Enable Ranged Weapon",
	Sandbox_Advanced_trajectoryEnablethrow = "Enable Throwed Weapon",
	Sandbox_Advanced_trajectoryIgnorePVPSafety = "Ignore PVP Safety (PVP)",
	Sandbox_Advanced_trajectoryIgnorePVPSafety_tooltip = "Need to check this if you want gun PVP with safety features OFF. UNCHECK IF YOU HAVE PVP OFF AND DO NOT WANT GUN PVP!",

	Sandbox_ATblood = "Number Of Bleeding",
	Sandbox_ATvd = "Bullets Damage To Vehicle",
	Sandbox_ATvdenable = "Bullets Damage To Vehicle",
	Sandbox_ATY_safezone_protect = "Enable Safezone Protection",
	Sandbox_ATY_nonpvp_protect = "Enable NonPVPzone Protection",
	Sandbox_ATY_damagedisplay =  "Enable Damage Display",
	Sandbox_Advanced_trajectoryATY_damage = "Damage Multipler / ATY damage",
	Sandbox_Advanced_trajectoryATY_damage_tooltip = "Multiplies base damage of bullet.",
	Sandbox_Advanced_trajectorymaxDefenseReduction = "Max Defense (Max Damage Reduction Multiplier | PVP)",
	Sandbox_Advanced_trajectorymaxDefenseReduction_tooltip = "ex. 0.9 means reduces incoming damage by 90% when armor is maxed; applies to armor",

	Sandbox_Advanced_trajectoryheadShotIncChance = "Increased Headshot Chance (PVP)",
	Sandbox_Advanced_trajectoryheadShotIncChance_tooltip = "If dealt headshot, increase chance of wounding head. (ex. 20 means percentage of wounding head is 30% (20 + 10))",

	Sandbox_Advanced_trajectoryfootShotIncChance = "Increased Footshot Chance (PVP)",
	Sandbox_Advanced_trajectoryfootShotIncChance_tooltip = "If dealt footshot, increase chance of wounding legs/groin. (ex. 10 means percentage of wounding foot is 20% (10 + 10))",

	Sandbox_Advanced_trajectoryheadShotDmgZomMultiplier = "Headshot Damage Multiplier (PVE)",
	Sandbox_Advanced_trajectoryheadShotDmgZomMultiplier_tooltip = "Multiplier on base damage for headshot",
	Sandbox_Advanced_trajectorybodyShotDmgZomMultiplier = "Bodyshot Damage Multiplier (PVE)",
	Sandbox_Advanced_trajectorybodyShotDmgZomMultiplier_tooltip = "Multiplier on base damage for bodyshot",
	Sandbox_Advanced_trajectoryfootShotDmgZomMultiplier = "Footshot Damage Multiplier (PVE)",
	Sandbox_Advanced_trajectoryfootShotDmgZomMultiplier_tooltip = "Multiplier on base damage for footshot",
	Sandbox_Advanced_trajectoryheadShotDmgPlayerMultiplier = "Headshot Damage Multiplier (PVP)",
	Sandbox_Advanced_trajectoryheadShotDmgPlayerMultiplier_tooltip = "Multiplier on base damage for headshot",
	Sandbox_Advanced_trajectorybodyShotDmgPlayerMultiplier = "Bodyshot Damage Multiplier (PVP)",
	Sandbox_Advanced_trajectorybodyShotDmgPlayerMultiplier_tooltip = "Multiplier on base damage for bodyshot",
	Sandbox_Advanced_trajectoryfootShotDmgPlayerMultiplier = "Footshot Damage Multiplier (PVP)",
	Sandbox_Advanced_trajectoryfootShotDmgPlayerMultiplier_tooltip = "Multiplier on base damage for footshot",

	Sandbox_Advanced_trajectoryminDamageToGetHitReaction = "Minimum Damage for Zombie to React to Projectile Hit"
	Sandbox_Advanced_trajectoryminDamageToGetHitReaction_tooltip = "Minimum damage that needs to be done to zombie for it to react to projectile hit."

	Sandbox_Advanced_trajectoryenableBulletPenFlesh = "Enable Bullet Penetration Through Flesh",
	Sandbox_Advanced_trajectorypenDamageReductionMultiplier = "Bullet Penetration Reduction Multiplier",
	Sandbox_Advanced_trajectorypenDamageReductionMultiplier_tooltip = "Ex: 0.1 means nerf bullet damage by 90% after penetrating through first zombie/player.",

	Sandbox_Advanced_trajectoryfractureChance = "Gunshot Fracture Chance (PVP)",
	Sandbox_Advanced_trajectoryfractureChance_tooltip = "Chance that a gunshot wound will cause a fracture",

	Sandbox_Advanced_trajectorythroughChance = "Gunshot Clean Through Chance (PVP)",
	Sandbox_Advanced_trajectorythroughChance_tooltip = "Chance that a gunshot wound will not inflict a lodged bullet",
	
	Sandbox_Advanced_trajectorycritChanceModifier = "Critchance Modifier",
	Sandbox_Advanced_trajectorycritChanceModifier_tooltip = "Bloom affects crit chance. This is a multiplier to that. Set to 0 for better chances of crit.",

	Sandbox_Advanced_trajectoryshotgunDamageMultiplier = "Damage Multiplier (Shotguns)",

	Sandbox_Advanced_trajectorycritChanceModifierShotgunsOnly = "Critchance Modifier (Shotguns)",
	Sandbox_Advanced_trajectorycritChanceModifierShotgunsOnly_tooltip = "Shotguns crit chance is only affected by their stat and aiming level (not bloom). Default value is 10 meaning the game decides a random value from 1 to (100 - 10) and if value is <= crit stat, then crit.",


	
	Sandbox_Advanced_trajectoryrecoilModifier = "Recoil Modifier",
	Sandbox_Advanced_trajectoryrecoilModifier_tooltip = "Multiplier of gun's max dmg added as recoil to crosshair (adds bloom when shooting).",

	Sandbox_Advanced_trajectoryXPKillModifier = "Additional Flat XP From Zombie Kill",
	Sandbox_Advanced_trajectoryXPHitModifier = "Flat XP From Zombie Hit",

	Sandbox_Advanced_trajectorybowBreakChance = "Chance of arrow/bolt breaking (Brita's) when bloom is 0",
	
	Sandbox_Advanced_trajectoryMaxProjCone = "Max Projectile Cone (All guns but shotguns)",
	Sandbox_Advanced_trajectorymaxaimnum = "Max bloom / Maxaimnum",
	Sandbox_Advanced_trajectorymaxaimnum_tooltip = "Value that limits how much bloom is added to crosshair. Higher means larger possible bloom.",
	Sandbox_Advanced_trajectoryminaimnumModifier = "Minaimnum Modifier",
	Sandbox_Advanced_trajectoryminaimnumModifier_tooltip = "Value that affects crosshair's minimum bloom. Characters with low aiming level (0-2) will never be accurate (always has bloom). Set to 0 if you want to be OP or unlock focus mechanic at level 3.",
	Sandbox_Advanced_trajectoryfocusLevel = "Focus Level",
	Sandbox_Advanced_trajectoryfocusLevel_tooltip = "Aiming level in which player unlocks the focus mechanic.",
	
	Sandbox_Advanced_trajectoryenableDistanceLimitPenalty = "Enable Distance Limit Penalty",
	Sandbox_Advanced_trajectoryenableDistanceLimitPenalty_tooltip = "Player loses accuracy when trying to shoot targets past their distance limit. Uncheck to disable.",
	Sandbox_Advanced_trajectorydistanceFocusPenalty = "Distance Penalty Scaling",
	Sandbox_Advanced_trajectorydistanceFocusPenalty_tooltip = "Affects when the penalty will be applied. The lower the value, the lesser the distance that the crosshair needs to be from the player to activate the penalty.",
	Sandbox_Advanced_trajectorydistanceFocusPenalty = "Distance Bloom Penalty",
	Sandbox_Advanced_trajectorydistanceFocusPenalty_tooltip = "Higher means more punishing bloom scaling the further away the crosshair is from your character.",

	Sandbox_Advanced_trajectoryrunNGunLv = "Level with Run and Gun Unlocked",
	Sandbox_Advanced_trajectoryrunNGunLv_tooltip = "When aiming moving and turnin.",

	Sandbox_Advanced_trajectoryrunNGunBuff = "Run and Gun Buff",
	Sandbox_Advanced_trajectoryrunNGunBuff_tooltip = "Multiplier that reduces penalty for moving and turning. 0.25 means 75% reduction to penalty.",

	Sandbox_Advanced_trajectorymoveeffect = "Moving Effect",
	Sandbox_Advanced_trajectorymoveeffect_tooltip = "Value that adds bloom when moving.",

	Sandbox_Advanced_trajectoryturningeffect = "Turning Effect",
	Sandbox_Advanced_trajectoryturningeffect_tooltip = "Value that adds bloom when physically turning your feet, not hips.",

	Sandbox_Advanced_trajectoryreducespeed = "Ballistic Concentrated Speed / Reduce Speed",
	Sandbox_Advanced_trajectoryreducespeed_tooltip = "Value that affects how fast your crosshair tightens. Higher means faster.",

	Sandbox_Advanced_trajectorybulletspeed = "Ballistic Speed / Bullet Speed",

	Sandbox_Advanced_trajectorybulletdistance = "Ballistic Distance / Bullet Distance",
	Sandbox_Advanced_trajectorymaxBulletDist = "Max Bullet Distance",
	Sandbox_Advanced_trajectorymaxBulletDist_tooltip = "After certain distance, bullet will be removed from the world. Purpose is to prevent error when bullet is removed in an unrendered tile/chunk",

	Sandbox_Advanced_trajectoryshotgunnum = "Shotgun Projectile Count",
	Sandbox_Advanced_trajectoryshotgunnum_tooltip = "Amount of pellots shot",

	Sandbox_Advanced_trajectorymaxShotgunProjCone = "Max Projectile Cone (Shotguns)",
	Sandbox_Advanced_trajectorymaxShotgunProjCone_tooltip = "Shotgun has a max independent projectile cone.",

	Sandbox_Advanced_trajectoryshotgunDistanceModifier = "Shotgun Distance Modifier",
	Sandbox_Advanced_trajectoryshotgunDistanceModifier_tooltip = "Multiplier on base stat (range) of shotgun. Default value is 0.75 which means 75% of vanilla's range.",

	Sandbox_Advanced_trajectoryreloadEffectModifier = "Reload Effect Modifier",
	Sandbox_Advanced_trajectoryreloadEffectModifier_tooltip = "Value affects how much bloom is added when reloading and racking firearm.",

	Sandbox_Advanced_trajectoryfocusCounterSpeed = "Focus Counter Speed (Overall)",
	Sandbox_Advanced_trajectoryfocusCounterSpeed_tooltip = "Driving part of the focus mechanic. Determines time it takes for the crosshair to begin its process of reducing aimnum to 0 (max accuracy). This is a flat value. Set to 0 to disable if you want to remove ability to gain max accuracy without waiting.",

	Sandbox_Advanced_trajectoryfocusCounterSpeedScaleModifier = "Focus Counter Speed (Level Scaling)",
	Sandbox_Advanced_trajectoryfocusCounterSpeedScaleModifier_tooltip = "Multiplier that determines how much focus counter/timer should be shorten based off of aiming level. ",


	Sandbox_Advanced_trajectorymaxFocusSpeed = "Max Focus Speed",
	Sandbox_Advanced_trajectorymaxFocusSpeed_tooltip = "Part of the focus mechanic. Determines speed of crosshair reducing aimnum to 0 once process has begun.",

	Sandbox_Advanced_trajectoryrecoilDelayModifier = "Recoil Delay Modifier",
	Sandbox_Advanced_trajectoryrecoilDelayModifier_tooltip = "Linked to Focus Counter Speed. Part of the focus mechanic. Weapon's recoil delay affects how long it takes for character to recover from recoil and this is a multiplier of that. Set to 0 to ignore weapon's recoil delay stat.",

	Sandbox_Advanced_trajectoryrecoilScaleModifier = "Recoil Control Modifier",
	Sandbox_Advanced_trajectoryrecoilScaleModifier_tooltip = "Affects exponential growth of recoil (how much bloom is added depending on the previous bloom value the player shot at). Lower means less added bloom as you continue spraying.",

	Sandbox_Advanced_trajectoryproneRecoilBuff = "Prone Recoil Buff",
	Sandbox_Advanced_trajectoryproneRecoilBuff_tooltip = "Multiplier reduction to gun recoil.",

	Sandbox_Advanced_trajectoryproneExpoRecoilBuff = "Prone Recoil Control Buff",
	Sandbox_Advanced_trajectoryproneExpoRecoilBuff_tooltip = "Multiplier that affects how much bloom is added depending on the previous bloom value the player shot at. Lower means less added bloom as you continue spraying.",

	Sandbox_Advanced_trajectorycrouchRecoilBuff = "Crouch Recoil Buff",
	Sandbox_Advanced_trajectorycrouchRecoilBuff_tooltip = "Multiplier reduction to gun recoil.",

	Sandbox_Advanced_trajectorycrouchExpoRecoilBuff = "Crouch Recoil Control Buff",
	Sandbox_Advanced_trajectorycrouchExpoRecoilBuff_tooltip = "Multiplier that affects how much bloom is added depending on the previous bloom value the player shot at. Lower means less added bloom as you continue spraying.",




	Sandbox_Advanced_trajectoryshotgundivision = "Shotgun Splitting Angle",
	Sandbox_Advanced_trajectoryshotgundivision_tooltip = "Value affects shotgun spread. The lower the value, the more narrow the spread.",




	Sandbox_Advanced_trajectorycrouchFocusLimitBuff = "Crouch Buff: Reduce minimum bloom limit",
	Sandbox_Advanced_trajectorycrouchFocusLimitBuff_tooltip = "Reduces minimum bloom limit by a percentage; lower means smaller crosshair",
	Sandbox_Advanced_trajectoryproneFocusLimitBuff = "Prone Buff: Reduce minimum bloom limit",
	Sandbox_Advanced_trajectoryproneFocusLimitBuff_tooltip = "Reduces minimum bloom limit by a percentage; lower means smaller crosshair"",

	Sandbox_Advanced_trajectorycrouchReduceSpeedBuff = "Crouch Buff: Reduce Speed",
	Sandbox_Advanced_trajectorycrouchReduceSpeedBuff_tooltip = "When crouching, your crosshair reduces bloom faster. Helpful after intense cardio.",

	Sandbox_Advanced_trajectorycrouchCounterSpeed = "Time it takes to crouch (don't mess with this)",

	Sandbox_Advanced_trajectorycrouchPenaltyModifier = "Flat value of bloom added when Switching Crouch Stance",

	Sandbox_Advanced_trajectorycrouchTurnEffect = "Bloom addition rate when turning while crouch",

	Sandbox_Advanced_trajectorystaminaCrouchScale = "Stamina Consumption when Switching Crouch Stance (Overall)",

	Sandbox_Advanced_trajectorystaminaHeavyCrouchScale = "Stamina Consumption when Switching Crouch Stance (Heavy Moodle Scaling)",
	Sandbox_Advanced_trajectorystaminaHeavyCrouchScale_tooltip = "Multiplier that scales off of heavy moodle level",



	Sandbox_Advanced_trajectoryproneTurnEffect = "Bloom addition rate when turning while prone",

	Sandbox_Advanced_trajectoryproneFocusCounterSpeedBuff = "Prone Buff: Focus Counter Speed",
	Sandbox_Advanced_trajectoryproneFocusCounterSpeedBuff_tooltip = "When proning, you gain max accuracy faster (applies when focus mechanic is unlocked).",

	Sandbox_Advanced_trajectoryproneReduceSpeedBuff = "Prone Buff: Reduce Speed",
	Sandbox_Advanced_trajectoryproneReduceSpeedBuff_tooltip = "When proning, your crosshair reduces bloom faster. Helpful after intense cardio.",

	Sandbox_Advanced_trajectorystaminaCrawlScale = "Stamina Consumption when Switching Crawl Stance (Overall)",

	Sandbox_Advanced_trajectorystaminaHeavyCrawlScale = "Stamina Consumption when Switching Crawl Stance (Heavy Moodle Scaling)",
	Sandbox_Advanced_trajectorystaminaHeavyCrawlScale_tooltip = "Multiplier that scales off of heavy moodle level",




	Sandbox_Advanced_trajectoryheavyTurnEffectModifier = "Bloom amplifier on Turning/Moving (Heavy Moodle Scaling)",
	Sandbox_Advanced_trajectoryheavyTurnEffectModifier_tooltip = "This value adds more bloom when walking or turning (Heavy Moodle Scaling)",

	Sandbox_Advanced_trajectoryheavyLoadModifier = "Bloom amplifier on Crouch Switching (Heavy Moodle Scaling)",
	Sandbox_Advanced_trajectoryheavyLoadModifier_tooltip = "This value adds more bloom when switching stances between stand and crouch depending on heavy moodle level.",
	
	Sandbox_Advanced_trajectoryheavyMaxBloomModifier = "Max bloom limit (Heavy Moodle Scaling)",
	Sandbox_Advanced_trajectoryheavyMaxBloomModifier_tooltip = "This value increases max bloom limit dpeending on heavy moodle level.",



	Sandbox_Advanced_trajectorypainModifier = "Slower bloom reduction rate (Pain Moodle)",
	Sandbox_Advanced_trajectorypainModifier_tooltip = "This value must be very small as it affects how slow your crosshair reduces bloom.",

	Sandbox_Advanced_trajectorypainVisualModifier = "Shaky crosshair effect (Pain Moodle)",
	Sandbox_Advanced_trajectorypainVisualModifier_tooltip = "Makes crosshair shaky.",

	Sandbox_Advanced_trajectorypanicPenaltyModifier = "Increased Distance Penalty (Panic Moodle)",   
	Sandbox_Advanced_trajectorypanicPenaltyModifier_tooltip = "Multiplier that determines how much panic increases the penalty affect when aiming at farther targets.",

	Sandbox_Advanced_trajectorypanicVisualModifier = "Shaky crosshair effect (Panic Moodle)",
	Sandbox_Advanced_trajectorypanicVisualModifier_tooltip = "Makes crosshair shaky.",

	Sandbox_Advanced_trajectorystressBloomModifier = "Minimum bloom limit (Stress Moodle Scaling)",
	Sandbox_Advanced_trajectorystressBloomModifier_tooltip = "Multiplier that affects how much is added to minaimnum or minimum bloom.",

	Sandbox_Advanced_trajectorystressVisualModifier = "Shaky crosshair effect (Stress Moodle Scaling)",
	Sandbox_Advanced_trajectorystressVisualModifier_tooltip = "Affects how intense the crosshair shaking affect is. Set to 0 to disable.",



	Sandbox_Advanced_trajectorydrunkActionEffectModifier = "Bloom amplifier on Turning/Moving (Drunk Moodle Scaling)",
	Sandbox_Advanced_trajectorydrunkActionEffectModifier_tooltip = "This value amplifies move and turning effect, which means more bloom when performing those actions. Set to 0 to disable.",

	Sandbox_Advanced_trajectorydrunkMaxBloomModifier = "Max bloom limit (Drunk Moodle Scaling)",
	Sandbox_Advanced_trajectorydrunkMaxBloomModifier_tooltip = "Multiplier that increases your maxaimnum or max bloom. Set to 0 to disable.",



	Sandbox_Advanced_trajectoryhyperHypoModifier = "Slower bloom reduction rate (Hyper/Hypo Moodle Scaling)",
	Sandbox_Advanced_trajectoryhyperHypoModifier_tooltip = "Multiplier that affects how slow your crosshair reduces bloom.",

	Sandbox_Advanced_trajectorytiredModifier = "Slower bloom reduction rate (Fatigue/Tired Moodle Scaling)",
	Sandbox_Advanced_trajectorytiredModifier_tooltip = "Multiplier that affects how slow your crosshair reduces bloom.",



	Sandbox_Advanced_trajectorycoughModifier = "Bloom added when coughing (Sick Moodle)",
	Sandbox_Advanced_trajectorycoughModifier_tooltip = "Value affects how much bloom is added when coughing.",



	Sandbox_Advanced_trajectoryenduranceBreathModifier = "Bloom addition rate when inhaling (Exhaustion/Endurance Moodle)",
	Sandbox_Advanced_trajectoryenduranceBreathModifier_tooltip = "Value affects the rate of bloom added when inhaling. Set to 0 to disable the whole endurance mechanic.",

	Sandbox_Advanced_trajectoryinhaleModifier1 = "Endurance level 1: Inhale time modifier (affects counter to how long char inhales)",
	Sandbox_Advanced_trajectoryinhaleModifier1_tooltip = "Value determines how long the characters inhales (adds bloom). Links to exhaleModifier1. Higher value means shorter timer, lower means longer.",
	Sandbox_Advanced_trajectoryexhaleModifier1 = "Endurance level 1: Exhale time modifier (affects counter to how long char exhales)",
	Sandbox_Advanced_trajectoryexhaleModifier1_tooltip = "Value determines how long the characters exhales (reduces bloom). Links to exhaleModifier1. Higher value means shorter timer, lower means longer.",

	Sandbox_Advanced_trajectoryinhaleModifier2 = "Endurance level 2: Inhale time modifier",
	Sandbox_Advanced_trajectoryexhaleModifier2 = "Endurance level 2: Exhale time modifier",
	Sandbox_Advanced_trajectoryinhaleModifier3 = "Endurance level 3: Inhale time modifier",
	Sandbox_Advanced_trajectoryexhaleModifier3 = "Endurance level 3: Exhale time modifier",
	Sandbox_Advanced_trajectoryinhaleModifier4 = "Endurance level 4: Inhale time modifier",
	Sandbox_Advanced_trajectoryexhaleModifier4 = "Endurance level 4: Exhale time modifier",





	Sandbox_Advanced_trajectoryenableHitOrMiss 					= "Enable Hit or Miss",
	Sandbox_Advanced_trajectoryenableHitOrMiss_tooltip 			= "If enabled, player will have a chance of missing depending on bloom. Bullet will pass through zombies without damaging them.",
	Sandbox_Advanced_trajectorypointBlankMaxDistance			= "Max Distance for Point Blank"
	Sandbox_Advanced_trajectorypointBlankMaxDistance_tooltip 	= "Max distance for point blank to register when projectile detects zombie in its proximity. Set to 0 to pretty much disable it."
	Sandbox_Advanced_trajectoryannounceHitOrMiss 				= "Say Hit or Miss (DEBUG)",
	Sandbox_Advanced_trajectoryannounceHitOrMiss_tooltip 		= "Player will announce if their bullet hit or missed with bloom value comparisons.",
	Sandbox_Advanced_trajectoryhitLevelScaling					= "Hitchance Level Scaling",
	Sandbox_Advanced_trajectoryhitLevelScaling_tooltip 			= "Affects how much aiming level will decrease the chances of not missing. Higher means lower chance of missing per level.",
	Sandbox_Advanced_trajectoryshotgunHitBuff 					= "Shotgun Hitchance Buff",
	Sandbox_Advanced_trajectoryshotgunHitBuff_tooltip 			= "A flat value that gives a flat increase in chances of hitting zombies with a shotgun.",
	Sandbox_Advanced_trajectorymissMin 							= "Min Miss",
	Sandbox_Advanced_trajectorymissMin_tooltip 					= "Must be less than max. Bullet misses if currentBloom > rand(minMiss + buff + aimLevel*hitScaling, maxMiss)",
	Sandbox_Advanced_trajectorymissMax 							= "Max Miss",
	Sandbox_Advanced_trajectorymissMax_tooltip 					= "Must be greater than min. Bullet misses if currentBloom > rand(minMiss + buff + aimLevel*hitScaling, maxMiss)",
	Sandbox_Advanced_trajectorymissMinTransparency 				= "Crosshair Transparency (Miss Min)",
	Sandbox_Advanced_trajectorymissMinTransparency_tooltip 		= "Makes crosshair slightly transparent when bloom reaches "Min Miss" value so players know when they'll start having a chance of missing.",








	Sandbox_Advanced_trajectorycrosshairMaxTransparency = "Crosshair Transparency",
	Sandbox_Advanced_trajectoryenableOgCrosshair = "Enable Original Crosshair",

	Sandbox_Advanced_trajectorycrosshairRedMain = "Crosshair Main [Red Value]",
	Sandbox_Advanced_trajectorycrosshairRedMain_tooltip = "Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectorycrosshairBlueMain = "Crosshair Main [Blue Value]",
	Sandbox_Advanced_trajectorycrosshairBlueMain_tooltip = "Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectorycrosshairGreenMain = "Crosshair Main [Green Value]",
	Sandbox_Advanced_trajectorycrosshairGreenMain_tooltip = "Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	
	Sandbox_Advanced_trajectorycrosshairRed = "Crosshair Focus [Red Value]",
	Sandbox_Advanced_trajectorycrosshairRed_tooltip = "Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectorycrosshairBlue = "Crosshair Focus [Blue Value]",
	Sandbox_Advanced_trajectorycrosshairBlue_tooltip = "Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectorycrosshairGreen = "Crosshair Focus [Green Value]",
	Sandbox_Advanced_trajectorycrosshairGreen_tooltip = "Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	
	Sandbox_Advanced_trajectorycrosshairRedLimit = "Crosshair Out of Range [Red Value]",
	Sandbox_Advanced_trajectorycrosshairRedLimit_tooltip = "Linked to color when crosshair is out of range. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectorycrosshairBlueLimit = "Crosshair Out of Range [Blue Value]",
	Sandbox_Advanced_trajectorycrosshairBlueLimit_tooltip = "Linked to color when crosshair is out of range. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectorycrosshairGreenLimit = "Crosshair Out of Range [Green Value]",
	Sandbox_Advanced_trajectorycrosshairGreenLimit_tooltip = "Linked to color when crosshair is out of range. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",

	Sandbox_Advanced_trajectoryisoCursorRed = "Iso Cursor [Red Value]",
	Sandbox_Advanced_trajectoryisoCursorRed_tooltip = "Linked to iso cursor color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectoryisoCursorBlue = "Iso Cursor [Blue Value]",
	Sandbox_Advanced_trajectoryisoCursorBlue_tooltip = "Linked to iso cursor color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectoryisoCursorGreen = "Iso Cursor [Green Value]",
	Sandbox_Advanced_trajectoryisoCursorGreen_tooltip = "Linked to iso cursor color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.",
	Sandbox_Advanced_trajectoryisoCursorTransparency = "Iso Cursor [Transparency]",
	Sandbox_Advanced_trajectoryisoCursorTransparency_tooltip = "Linked to iso cursor transparency. Must be from 0 to 1.",
}
