AddDevice = HDFirearm
	PresetName = Laser Gun
	Description = PEW PEW!
	AddToGroup = Weapons
	Mass = 12
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Devices/Sprites/RifleAutoA.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -10
		Y = -5
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 15
	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 = 0
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	JointOffset = Vector
		X = -1
		Y = 2
	DrawAfterParent = 0
	StanceOffset = Vector
		X = 5
		Y = 4
	SharpStanceOffset = Vector
		X = 7
		Y = -1
	SupportOffset = Vector
		X = 5
		Y = 4
	SharpLength = 150
	Magazine = Magazine
		CopyOf = Magazine Shotgun12
	Flash = Attachable
		CopyOf = Muzzle Flash SMG
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Coalition.rte/Devices/Weapons/AssaultFire2.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire = 60
	ReloadTime = 1500
	FullAuto = 0
	FireIgnoresThis = 1
	ShakeRange = 0
	SharpShakeRange = 0
	NoSupportFactor = 0
	ParticleSpreadRange = 0
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 11
		Y = -1
	EjectionOffset = Vector
		X = -1
		Y = -1
	GibImpulseLimit = 1
	GibWoundLimit = 0