IncludeFile = Alchemist.rte/SP/Ammo.ini

AddDevice = HDFirearm
	InstanceName = Mobile Cannon
	AddToGroup = Weapons
	Mass = 25
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/MobileCannon.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -16
		Y = -8
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 70
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -8
		Y = 3
	DrawAfterParent = 0
	StanceOffset = Vector
		X = 1
		Y = 5
	SharpStanceOffset = Vector
		X = 4
		Y = 3
	SupportOffset = Vector
		X = -7
		Y = -6
	SharpLength = 400
	Magazine = Magazine
		CopyOf = Magazine MC
		ParentOffset = Vector
			X = 0
			Y = 0
	Flash = Attachable
		CopyOf = Cannon Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/CannonBurst.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/EmptyClick.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/CannonReload.wav
	RateOfFire = 50
	ReloadTime = 1500
	FullAuto = 0
	FireIgnoresThis = 1
	ShakeRange = 0
	SharpShakeRange = 0
	NoSupportFactor = 3
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 0
	MuzzleOffset = Vector
		X = 18
		Y = 0
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 6
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 9
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Oil
		Count = 5
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 7
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 6
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Big C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = MC Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = MC Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = MC Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = MC Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = MC Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = MC Gib F
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 14

AddDevice = HDFirearm
	InstanceName = Clockwork Pistol
	AddToGroup = Weapons
	AddToGroup = Pistols
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Pistol.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -6
		Y = -6
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -4
		Y = 2
	DrawAfterParent = 0
	OneHanded = 1
	StanceOffset = Vector
		X = 12
		Y = 3
	SharpStanceOffset = Vector
		X = 13
		Y = -2
	SupportOffset = Vector
		X = -1
		Y = 3
	SharpLength = 125
	Magazine = Magazine
		CopyOf = Magazine Pistol
		ParentOffset = Vector
			X = -2
			Y = 1
	Flash = Attachable
		CopyOf = Pistol Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/PistolShot.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire =100
	ReloadTime = 1500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 13
	SharpShakeRange = 3
	NoSupportFactor = 1.5
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 7
		Y = -2
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 2

AddDevice = HDFirearm
	InstanceName = Pistol Offhand
	AddToGroup = Shields
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Pistol.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -6
		Y = -6
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -4
		Y = 2
	DrawAfterParent = 0
	OneHanded = 1
	StanceOffset = Vector
		X = 12
		Y = 3
	SharpStanceOffset = Vector
		X = 13
		Y = -2
	SupportOffset = Vector
		X = -1
		Y = 3
	SharpLength = 125
	Magazine = Magazine
		CopyOf = Magazine Pistol
		ParentOffset = Vector
			X = -2
			Y = 1
	Flash = Attachable
		CopyOf = Pistol Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/PistolShot.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire =100
	ReloadTime = 1500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 13
	SharpShakeRange = 3
	NoSupportFactor = 1.5
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 7
		Y = -2
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 2

AddDevice = HDFirearm
	InstanceName = Clockwork Magnum
	AddToGroup = Weapons
	AddToGroup = Pistols
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Pistol2.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -11
		Y = -8
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -4
		Y = 3
	DrawAfterParent = 0
	OneHanded = 1
	StanceOffset = Vector
		X = 12
		Y = 3
	SharpStanceOffset = Vector
		X = 13
		Y = -2
	SupportOffset = Vector
		X = -1
		Y = 3
	SharpLength = 125
	Magazine = Magazine
		CopyOf = Magazine Magnum
		ParentOffset = Vector
			X = -2
			Y = 1
	Flash = Attachable
		CopyOf = Pistol Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/PistolShot.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire =125
	ReloadTime = 1500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 5
	SharpShakeRange = 3
	NoSupportFactor = 1.5
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 9
		Y = -3
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 4

AddDevice = HDFirearm
	InstanceName = Magnum Offhand
	AddToGroup = Shields
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Pistol2.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -11
		Y = -8
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -4
		Y = 3
	DrawAfterParent = 0
	OneHanded = 1
	StanceOffset = Vector
		X = 12
		Y = 3
	SharpStanceOffset = Vector
		X = 13
		Y = -2
	SupportOffset = Vector
		X = -1
		Y = 3
	SharpLength = 125
	Magazine = Magazine
		CopyOf = Magazine Magnum
		ParentOffset = Vector
			X = -2
			Y = 1
	Flash = Attachable
		CopyOf = Pistol Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/PistolShot.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire =125
	ReloadTime = 1500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 5
	SharpShakeRange = 3
	NoSupportFactor = 1.5
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 9
		Y = -3
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Pistol Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 4

AddDevice = HDFirearm
	InstanceName = Sniper Mechanism
	AddToGroup = Weapons
	AddToGroup = Rifles
	Mass = 6
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Sniper.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -20
		Y = -9
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	AddEmitter = AEmitter
		CopyOf = APuff
		ParentOffset = Vector
			X = -21
			Y = -9
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -6
		Y = 4
	DrawAfterParent = 0
	OneHanded = 0
	StanceOffset = Vector
		X = 5
		Y = 5
	SharpStanceOffset = Vector
		X = 2
		Y = 0
	SupportOffset = Vector
		X = 8
		Y = 4
	SharpLength = 500
	Magazine = Magazine
		CopyOf = Magazine Sniper
		ParentOffset = Vector
			X = -2
			Y = 1
	Flash = Attachable
		CopyOf = Sniper Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/PistolShot.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire = 50
	ReloadTime = 2000
	FullAuto = 0
	FireIgnoresThis = 1
	ShakeRange = 2
	SharpShakeRange = 0
	NoSupportFactor = 1.5
	ParticleSpreadRange = 0
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 13
		Y = -3
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib F
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib G
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib H
		Count = 2
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib I
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Snipe Gib J
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 5

AddDevice = HDFirearm
	InstanceName = Gatlingizer
	AddToGroup = Weapons
	AddToGroup = Rifles
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Gatlingizer.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -13
		Y = -10
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	AddEmitter = AEmitter
		CopyOf = APuff
		ParentOffset = Vector
			X = 1
			Y = -10
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -7
		Y = 6
	DrawAfterParent = 0
	OneHanded = 0
	StanceOffset = Vector
		X = 4
		Y = 9
	SharpStanceOffset = Vector
		X = 7
		Y = 6
	SupportOffset = Vector
		X = 2
		Y = 2
	SharpLength = 200
	Magazine = Magazine
		CopyOf = Magazine Gat
		ParentOffset = Vector
			X = -10
			Y = 0
	Flash = Attachable
		CopyOf = Gat Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/PistolShot.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire = 700
	ReloadTime = 1500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 13
	SharpShakeRange = 3
	NoSupportFactor = 1.5
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 14
		Y = -1
	EjectionOffset = Vector
		X = 2
		Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib B
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib D
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib E
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib F
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib G
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gat Gib H
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 6

AddDevice = HDFirearm
	InstanceName = Das Lancer
	AddToGroup = Weapons
	AddToGroup = Steampunk
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Alchemist.rte/SP/Lance
	FrameCount = 2
	SpriteOffset = Vector
		X = -31
		Y = -9
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldCost = 50
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
			StructuralIntegrity = 250
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
			StructuralIntegrity = 250
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 400
	JointStiffness = 0.5
	JointOffset = Vector
		X = -14
		Y = 0
	DrawAfterParent = 0
	OneHanded = 0
	StanceOffset = Vector
		X = 2
		Y = -3
	SharpStanceOffset = Vector
		X = 2
		Y = -3
	SupportOffset = Vector
		X = -10
		Y = 3
	SharpLength = 50
	Magazine = Magazine
		CopyOf = Magazine Thrust
	Flash = Attachable
		CopyOf = Stab Flash
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Alchemist.rte/Sounds/Thrust.wav
	//	LoopSetting = -1
	//EmptySound = Sound
	//	AddSample = ContentFile
	//		FilePath = Base.rte/Devices/EmptyClick3.wav
	//ReloadStartSound = Sound
	//	AddSample = ContentFile
	//		FilePath = DarKloneTech.rte/D172PulseBlade/D172PulseBladeUnload.wav
	//ReloadEndSound = Sound
	//	AddSample = ContentFile
	//		FilePath = DarKloneTech.rte/D172PulseBlade/D172PulseBladeLoad.wav
	RateOfFire = 250
	ReloadTime = 1500
	FullAuto = 0
	FireIgnoresThis = 1
	ShakeRange = 0
	SharpShakeRange = 0
	NoSupportFactor = 0
	ParticleSpreadRange = 90
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 6
		Y = 0
	EjectionOffset = Vector
		X = 22
		Y = 0
	GibWoundLimit = 15
	GibImpulseLimit = 5000