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/** How many ticks to wait before resetting the rotation */
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overrideval decayTicks by c.setting("Reset Rotation", 1, 1..10, 1, "Ticks before rotation is reset", " ticks") { rotate && vis() }
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/**
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* At what sub-tick stages rotations can be performed
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*/
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overrideval rotationStageMask by c.setting("Rotation Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Player.Post), "The sub-tick stages at which rotations can be performed", visibility = vis)
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/** Whether the rotation is instant */
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var instant by c.setting("Instant Rotation", true, "Instantly rotate") { rotate && vis() }
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