areaOfRelevance default {

	spreadStart				0
	spreadEnd				32000
	spreadScale				0.75

	userCommandCutoff		5000
	animationCutoff			7000
	ikCutoff				3500
	physicsCutoff			3500

	boxDecayClipStart		3500
	pointDecayClipStart		5000
	heightMapDecayClipStart	7000
	decayClipEnd			10000

	physicsLOD1Start		800
	physicsLOD2Start		1200
}

areaOfRelevance player {

	spreadStart				0
	spreadEnd				32000
	spreadScale				0.75
	
	userCommandCutoff		6000
	animationCutoff			10000
	ikCutoff				6000
	physicsCutoff			6000

	pointDecayClipStart		6000
	heightMapDecayClipStart	7000
	decayClipEnd			10000

	physicsLOD1Start		800
	physicsLOD2Start		1200
	physicsLOD3Start		2400
}

// for showing things like the titan turret turning
areaOfRelevance keep_anims {
	spreadStart				0
	spreadEnd				32000
	spreadScale				0.75
	
	userCommandCutoff		10240
	animationCutoff			10240
	ikCutoff				10240
	physicsCutoff			10240

	physicsLOD1Start		7999
	physicsLOD2Start		8000
}

// for anansi/hornet/buffalo
// cuts off collision detection fairly early, but keeps running rest of physics for a long distance
areaOfRelevance air_vehicles {
	spreadStart	0
	spreadEnd	32000
	spreadScale				0.75

	userCommandCutoff		10000
	animationCutoff			4500
	ikCutoff				4500
	physicsCutoff			10000

	boxDecayClipStart		11000
	pointDecayClipStart		13000
	heightMapDecayClipStart	14000
	decayClipEnd			16000

	physicsLOD2Start		1500
	physicsLOD3Start		4500
}

// for large missiles, these predict very easily, and are pretty cheap physics-wise
areaOfRelevance missile {
	spreadScale 0.2
	spreadStart	0
	spreadEnd	8000
}
