user bool rl_player_shadows = true;
user bool rl_player_shadows_on_self = true;
user bool rl_player_shadows_on_sprites = true;

user bool rl_missile_shadows = true;
user int rl_missile_max_shadows = 0;
user bool rl_missile_lights = true;
user int rl_missile_light_size = 10;
user float rl_missile_light_scale = 1.1;
user int rl_missile_light_limit = 3;

user bool rl_monster_shadows = true;
user bool rl_monster_shadows_on_sprites = true;
user bool rl_monster_lights = true;
user int rl_monster_light_size = 5;
user int rl_monster_max_shadows = 0;
user float rl_monster_light_scale = 0.5;

user bool rl_gldefs_shadows = true;
user bool rl_pickup_shadows = true;
user bool rl_solid_shadows = true;
user bool rl_other_shadows = true;

user int rl_other_max_shadows = 0;
user bool rl_other_lights = true;
user int rl_other_light_size = 5;
user float rl_other_light_scale = 0.5;

user int rl_lifespan = 3;
user bool rl_interpolate = true;
user bool rl_blocking_actors = true;

user bool rl_ghost_lights = true;
user color rl_ghost_color = "#333333";
user bool rl_pitch_shadows = true;
user bool rl_dual_shadows = true;
user bool rl_long_shadows = true;
user bool rl_blur_shadows = true;
user bool rl_wall_shadows_alert = true;
user bool rl_anim_reflections = true;
user bool rl_floor_reflections = true;
user int rl_floor_value = 20;
user int rl_floor_seed = 0;

user bool rl_window_lights = true;
user bool rl_death_lights = true;
user bool rl_texture_lights = true;
user float rl_texture_light_factor = 1.025;
user bool rl_sector_lights = true;
user bool rl_decorative_lights = true;
user int rl_sector_area_min = 128;
user int rl_sector_area_max = 0;
user int rl_sector_light_min = 192;
user int rl_sector_light_size = 8;
user float rl_sector_light_scale = 1.0;
user int rl_sidedef_add = 100;
user int rl_sidedef_subtract = 50;
user bool rl_subtractive_lighting = true;

user int rl_sprite_min = 5;
user int rl_sprite_max = 125;
user int rl_shadow_distance = 2048;
user float rl_shadow_scale = 4.0;
user bool rl_sectors = true;
user bool rl_smart_lighting = true;
user bool rl_distance3D = true;

user int rl_center_algorithm = 2;
user bool rl_sector_fog = true;
user bool rl_colored_sectors = true;
user int rl_colored_perceived = 128;
user int rl_colored_howred = 176;
user int rl_colored_howgreen = 128;
user int rl_colored_howblue = 196;
user bool rl_color_bleeding = true;
user bool rl_dim_sectors = true;
user bool rl_vol_adj_sectors = true;
user float rl_dim_min = 0.85;
user float rl_shadow_alpha = 0.3;
user float rl_shadow_walpha = 0.3;

user bool rl_shader = true;
user float rl_gamma = 0.90;
user float rl_saturation = 1.25;
user float rl_bleeding = 0.25;
user bool rl_rg_bleeding = true;

user bool rl_reset = false;
user int rl_dynamic_lights_preset = 0;
user int rl_sector_lights_preset = 0;
user int rl_sector_light_options_preset = 0;
user int rl_shadows_preset = 0;
user int rl_shadow_options_preset = 0;
user int rl_color_preset = 0;
user int rl_shader_preset = 0;
user int rl_misc_preset = 0;
