; ====================================================================
;    Custom Vehicle Lights
; ====================================================================
;
; [Veh_X]          X = section number, must be sequential (1,2,3...)
;
; Model            Vehicle model ID (191 = #PCJ600)
;
; To find vehicle model IDs: Open Sanny Builder, start typing the model name 
; after #, and the ID number will appear next to the name.
;
; === Main Lights (Left/Right/Middle) ===
; LeftLight_Offset       Position relative to vehicle center: X Y Z
; LeftLight_Color        RGB color (0-255 each)
; LeftLight_Type         0 = Steady (always on, OnTime/OffTime are ignored)
;                        1 = Blink (on/off instantly, uses OnTime/OffTime)
;                        2 = Fade (smooth pulse like breathing, uses OnTime/OffTime)
; LeftLight_OnTime       Time in milliseconds the light stays ON (ignored if Type=0)
; LeftLight_OffTime      Time in milliseconds the light stays OFF (ignored if Type=0)
;                        Total cycle = OnTime + OffTime
;                        Shorter cycle = faster blinking/fading
; LeftLight_Size         Size of the light corona (default 1.0 if not specified)
; LeftLight_HourOn       Game hour when the light turns on (0-23, -1 = always on)
; LeftLight_HourOff      Game hour when the light turns off (0-23, -1 = always on)
;                        The light will only work between HourOn and HourOff
;                        If HourOn is greater than HourOff, the range wraps around midnight
;                        Example: HourOn=20 HourOff=6 = light works from 8PM to 6AM
; LeftLight_PointLightBrightness   Brightness of the point light for this light (0 = disabled)
; LeftLight_StartDelay   Delay in milliseconds before the light starts working (NEW)
;
; === Custom Extra Lights (use any number, e.g., 1-CustomLight, 2-CustomLight...) ===
; X-CustomLight_Offset   Position relative to vehicle center: X Y Z
; X-CustomLight_Color    RGB color (0-255 each)
; X-CustomLight_Type     0 = Steady (always on, OnTime/OffTime ignored)
;                        1 = Blink, 2 = Fade
; X-CustomLight_OnTime   ON time in milliseconds (ignored if Type=0)
; X-CustomLight_OffTime  OFF time in milliseconds (ignored if Type=0)
; X-CustomLight_Size     Size of the light corona (default 1.0 if not specified)
; X-CustomLight_HourOn   Game hour when the light turns on (0-23, -1 = always on)
; X-CustomLight_HourOff  Game hour when the light turns off (0-23, -1 = always on)
; X-CustomLight_PointLightBrightness   Brightness of the point light (0 = disabled)
; X-CustomLight_StartDelay Delay in milliseconds before the light starts working (NEW)
;
; Note: Any variable you see in one section can be added to any other section and it will work.
;       For example, you can add Size or HourOn/HourOff to the aircraft sections below.
;
; === Vehicle Light Global Settings ===
; VehicleLightsGlobalEnable   1 = all custom vehicle lights are active, 0 = all are disabled
;
; === Point Light System (adds dynamic light that reflects on nearby objects) ===
; Place these settings BEFORE any vehicle section (at the top of the file).
;
; EnablePointLight        1 = turn on the point light system, 0 = turn it off
; PointLightDirection     Direction of the point light beam: X Y Z (default 0.0 0.0 -1.0 which is straight down)
; PointLightAtCenter      1 = the beam points from the light position toward the vehicle center,
;                         0 = the beam uses the direction set in PointLightDirection
; PointLightDistanceFactor   Controls where the point light sits between the vehicle center and the corona:
;                            0.0 = at the vehicle center, 1.0 = at the corona, 0.5 = exactly in the middle
;                            Default is 0.5 (matches the old hardcoded behavior where light reflects on the aircraft body)
; PointLightOffset        Additional offset applied to the point light position: X Y Z (right, forward, up)
;                         Example: 0.0 0.0 0.5 moves the point light half a unit upward


; ====================================================================
;    RStarLogo Settings (Rockstar Logo & Sky Trails)
; ====================================================================
;
; ---- The "R" letter (Rockstar logo building lights) ----
; R_Color           RGB color of the R letter lights
; R_Size            Size multiplier for the R light points
; R_Type            0 = Steady, 1 = Blink, 2 = Fade (smooth breathing)
; R_OnTime          ON time in milliseconds (ignored if Type=0)
; R_OffTime         OFF time in milliseconds (ignored if Type=0)

; === Gradual Fade for R Letter (NEW) ===
; RFadeInEnable     1 = R fades in gradually, 0 = appears instantly
; RFadeOutEnable    1 = R fades out gradually, 0 = disappears instantly
; RFadeInDuration   Hours the fade-in takes (from RMinHour)
; RFadeOutDuration  Hours the fade-out takes (towards RMaxHour)
; RMinHour          Hour when R starts appearing (starts fading in)
; RMaxHour          Hour when R is completely gone
;
; === Weather State Checking for R Letter (NEW) ===
; CheckGameState_R  1 = R is hidden during certain weather conditions, 0 = always visible
;                   The mod checks CWeather::ForcedWeatherType at address 0xA10A42
;                   Weather types that hide the R: 1=CLOUDY, 2=RAINY, 3=FOGGY, 5=HURRICANE, 6=EXTRA_COLOURS
;                   Weather types that show the R: 0=SUNNY, 4=EXTRA_SUNNY
;
; ---- The big star (*) on the logo ----
; Star_Color        RGB color of the star
; Star_Size         Size multiplier for the star
; Star_Type         0 = Steady, 1 = Blink, 2 = Fade
; Star_OnTime       ON time in milliseconds (ignored if Type=0)
; Star_OffTime      OFF time in milliseconds (ignored if Type=0)
;
; === Gradual Fade for Star (NEW) ===
; StarFadeInEnable    1 = Star fades in gradually, 0 = appears instantly
; StarFadeOutEnable   1 = Star fades out gradually, 0 = disappears instantly
; StarFadeInDuration  Hours the fade-in takes (from StarMinHour)
; StarFadeOutDuration Hours the fade-out takes (towards StarMaxHour)
; StarMinHour         Hour when star starts appearing (starts fading in)
; StarMaxHour         Hour when star is completely gone
;
;
; === Weather State Checking for Star (NEW) ===
; CheckGameState_Star 1 = Star hides during certain weather conditions, 0 = always visible
;                      (same weather types as R letter above)
;
; ---- Distant flying coronas (3 trails that fly across the sky) ----
; These are 3 bright lights that fly high in the sky at night.
;
; === Weather State Checking for Trails (NEW) ===
; CheckGameState_Trail1 1 = Trail 101 hides during certain weather conditions, 0 = always visible
; CheckGameState_Trail2 1 = Trail 102 hides during certain weather conditions, 0 = always visible
; CheckGameState_Trail3 1 = Trail 103 hides during certain weather conditions, 0 = always visible
;
;
; Trail1_Color      RGB color of the first flying trail (ID 101)
; Trail1_Size       Size of the corona glow
; Trail1_Type       0 = Steady, 1 = Blink, 2 = Fade (smooth breathing)
; Trail1_OnTime     ON time in milliseconds (ignored if Type=0 and ignored if Type=2)
; Trail1_OffTime    OFF time in milliseconds (ignored if Type=0 and ignored if Type=2)
;
; Trail2_Color      RGB color of the second flying trail (ID 102)
; Trail2_Size       Size of the corona glow
; Trail2_Type       0 = Steady, 1 = Blink, 2 = Fade
; Trail2_OnTime     ON time in milliseconds (ignored if Type=0 and ignored if Type=2)
; Trail2_OffTime    OFF time in milliseconds (ignored if Type=0 and ignored if Type=2)
;
; Trail3_Color      RGB color of the third flying trail (ID 103)
; Trail3_Size       Size of the corona glow
; Trail3_Type       0 = Steady, 1 = Blink, 2 = Fade
; Trail3_OnTime     ON time in milliseconds (ignored if Type=0 and ignored if Type=2)
; Trail3_OffTime    OFF time in milliseconds (ignored if Type=0 and ignored if Type=2)


; ====================================================================
;    Shooting Stars (Meteors)
; ====================================================================
; Random meteors that streak across the night sky with fading tails.
;
; Enable           0 = off, 1 = on
; StartDelay       Delay in milliseconds before the first meteor can appear
;                  (similar to StarStartDelay, prevents immediate spawn)
;
; === Timing ===
; MinInterval      Minimum milliseconds between meteors (shorter = more frequent)
; MaxInterval      Maximum milliseconds between meteors
;                  A random value between Min and Max is chosen each time
;                  Examples: 3000/8000 = every 3-8 seconds (natural)
;                            500/1500   = multiple per second (meteor shower)
; MinHour          Game hour when meteors start appearing (0-23)
; MaxHour          Game hour when meteors stop appearing (0-23)
;                  If MinHour > MaxHour, the range wraps around midnight
;                  Example: MinHour=22 MaxHour=5 = 10PM to 5AM
;
; === Appearance ===
; NumSprites       Number of sprites in the meteor tail (trail length)
; TrailSpacing     Distance between each tail sprite in world units
;                  Higher = longer tail
; Color            RGB color of the meteor (0-255 each)
; SizeStart        Size of the leading (front/brightest) sprite
; SizeEnd          Size of the last (tail/fading) sprite
;                  Start should be larger than End for realistic effect
;
; === Movement ===
; Speed            Falling speed in world units per second
;                  Lower = slower, more graceful movement
; SpawnDistance    Distance from camera where meteors appear
;                  Higher = farther away (like stars), Lower = closer
;                  Match with SkyRadius for stars to appear at same depth
; ElevationMin     Minimum elevation angle in degrees (0 = horizon, 90 = overhead)
; ElevationMax     Maximum elevation angle in degrees
;                  Example: 30/60 = meteors appear between 30° and 60° above horizon
; DescentMin       Minimum descent angle in degrees (how steeply they fall)
; DescentMax       Maximum descent angle in degrees
;                  Example: 3/12 = slight to moderate downward angle
;                  Lower values = more horizontal streak, Higher = steeper fall
;
; === Other ===
; Lifetime         How long each meteor lives in seconds before disappearing
; ZTestEnable      1 = meteors hidden behind buildings, 0 = always visible


; ====================================================================
;    Stars Settings (Custom Night Sky Stars)
; ====================================================================
;
; NumStars         Total number of stars in the sky (higher = more stars, lower = fewer)
; Size             Size of each star sprite
; SkyRadius        Distance from the camera where stars are placed (higher = farther away)
; HeightMin        Minimum height for star placement (0.0 = horizon, 1.0 = directly overhead)
; HeightMax        Maximum height for star placement (0.0 = horizon, 1.0 = directly overhead)
;                  Example: HeightMin=0.0 HeightMax=1.0 = stars fill the entire sky
;                           HeightMin=0.3 HeightMax=0.8 = stars only in the upper portion of the sky
; Red, Green, Blue RGB color of the stars (0-255 each)
; StarsMinHour          Game hour when stars start appearing
; StarsMaxHour          Game hour when stars stop appearing
;
;                  If MinHour > MaxHour, the range wraps around midnight
; FlickerSpeed     Speed of the star twinkling effect (higher = faster)
; FlickerDepth     Intensity of the twinkling effect (0.0 = no flicker, 1.0 = strong flicker)
; ZTestEnable      1 = stars hidden behind buildings, 0 = always visible
; HideStarsBehindMoon 1 = stars hidden behind the moon, 0 = stars visible even over the moon.
; StarStartDelay   Delay in milliseconds before stars appear after loading the game
;
; === Gradual Fade (New) ===
; StarFadeInEnable    1 = stars gradually fade in when night begins, 0 = instant appearance
; StarFadeOutEnable   1 = stars gradually fade out when night ends, 0 = instant disappearance
; StarFadeInDuration  Duration of the fade-in effect in hours (works together with MinHour)
;                     Example: MinHour=22 FadeInDuration=1.5 = stars start appearing at 10PM,
;                     fully visible by 11:30PM
; StarFadeOutDuration Duration of the fade-out effect in hours (works together with MaxHour)
;                     Example: MaxHour=5 FadeOutDuration=1.5 = stars start fading at 3:30AM,
;                     completely gone by 5AM
;