AddActor = Attachable
	PresetName = Skeleton Head A
	Mass = 6
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = The-Undead.rte/Actors/Wight/1HeadA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Metal
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Metal
		Resolution = 6
		Depth = 2
	DeepCheck = 1
	JointStrength = 500
	JointStiffness = 0.2
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -5
		Y = 6
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Bone Particle
		Count = 10
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 17
		MinVelocity = 7
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Skeleton Head Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Skeleton Jaw Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Darknessz
		Count = 70
		Spread = 3.1
		MaxVelocity = 90
		MinVelocity = 80
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Darknessz
		Count = 5
		Spread = 3.1
		MaxVelocity = 12
		MinVelocity = 10
	AddAttachable = Attachable
		CopyOf = Soldier Helmet A
		ParentOffset = Vector
			X = -1
			Y = -4
	AddAttachable = Attachable
		CopyOf = Fang
		ParentOffset = Vector
			X = 1
			Y = -1
	GibImpulseLimit = 1000
	GibWoundLimit = 9
	GibSound = Sound
		CopyOf = Bone Crack

AddActor = Attachable
	PresetName = Skeleton Head B
	Mass = 12
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = The-Undead.rte/Actors/Wight/1HeadB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -7
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Metal
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Metal
		Resolution = 6
		Depth = 2
	DeepCheck = 1
	JointStrength = 180
	JointStiffness = 0.3
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -2
		Y = 4
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Bone Particle
		Count = 10
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Count = 2
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Skeleton Head Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Skeleton Jaw Gib A
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 2
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Darknessz
		Count = 70
		Spread = 3.1
		MaxVelocity = 90
		MinVelocity = 80
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Darknessz
		Count = 5
		Spread = 3.1
		MaxVelocity = 12
		MinVelocity = 10
	AddAttachable = Attachable
		CopyOf = Soldier Helmet A
		ParentOffset = Vector
			X = -1
			Y = -4
	AddAttachable = Attachable
		CopyOf = Fang
		ParentOffset = Vector
			X = 1
			Y = -1
	GibImpulseLimit = 1000
	GibWoundLimit = 9
	GibSound = Sound
		CopyOf = Bone Crack