Hey, I just started making a kind of test mod to see if I could  make something new instead of modifying something else. 
to cut the crap.
I am trying to make a kind of laser rifle of my own(there are plenty but I wanted one) so I took the HDFirearm code from the Wiki and spliced in some of the beam rifle code to see what I could do. I have little to no clue whats wrong or if this will even work(cant play cc while it doesnt work 

 so the positioning isnt right or anything else for that matter) could you all take a look at this and fix it so its right (all errors gone up to line 109) much appreciatio would follow. 
dont flame me on my complete lack of expirience but I dive right into things its how I am.
 AddAmmo = Round
        InstanceName = Round Beam
        ParticleCount = 10
        Particle = MOPixel
                InstanceName = Canorancarbine
                Mass = .05
                RestThreshold = 500
                LifeTime = 15000
                Sharpness = 600
                GetsHitByMOs = 0
                Color = Color
			R = 143
			G = 143
			B = 143
		Atom = Atom
			Material = Material
				CopyOf = Bullet Metal
			TrailColor = Color
				R = 234
				G = 21
				B = 7
			TrailLength = 1500
	Shell = None
	FireVelocity = 200
	ShellVelocity = 10
	Separation = 5
AddAmmo = Magazine
	InstanceName = Magazine Beam
	Mass = 1 // kg
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = 0
		Y = 0
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 1
	DeepCheck = 1
	JointStrength = 200
	JointStiffness = 1
	JointOffset = Vector
		X = 0
		Y = -3
	DrawAfterParent = 0
	RoundCount = 1
	RTTRatio = 0
	RegularRound = Round
		CopyOf = Round Beam
	TracerRound = None
AddEffect = Attachable
	InstanceName = Muzzle Flash Beam
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Pyro/MuzzleFlash02.bmp
	FrameCount = 3
	SpriteOffset = Vector
		X = -2
		Y = -6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Air
		Resolution = 2
		Depth = 100
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Air
		Resolution = 3
		Depth = 100
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	ScreenEffect = ContentFile
		FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
	DrawAfterParent = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 0
AddDevice = HDFirearm
        InstanceName = Canorancarbine
        AddToGroup = Weapons
        AddToGroup = rifles
        Mass = 6
        HitsMOs = 0
        GetsHitByMOs = 1
        SpriteFile = ContentFile
               FilePath = cortexcommandwip.rte/canoran carbine.bmp
        FrameCount = 2
        SriteOffset = Vector
               x = -7
               y = -3
        EntryWound = AEmitter
               CopyOf = Dent Metal
        ExitWound = AEmitter
              CopyOf = DentMetal
        GoldValue = 20
        AtomGroup = AtomGroup 
		AutoGenerate = 1
		Material = Material 
			CopyOf = Military Stuff
		Resolution = 4 // Unknown.
		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 = -3
		Y = 2
	DrawAfterParent = 0
	OneHanded = 1
	StanceOffset = Vector
		X = 12
		Y = 0
	SharpStanceOffset = Vector
		X = 13
		Y = -2
	SupportOffset = Vector
		X = -1
		Y = 3
	SharpLength = 125
	Magazine = Magazine
		CopyOf = Magazine Beam
		ParentOffset = Vector
			X = -2
			Y = 1
	Flash = Attachable
		CopyOf = Muzzle Flash Beam
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/Pistols/PistolBang.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 = 200
	ReloadTime = 1250
	FullAuto = 1// put 1 if you want fully auto or 0 if you want single fire
	FireIgnoresThis = 1
	ShakeRange = 13
	SharpShakeRange = 1
	NoSupportFactor = 1
	ParticleSpreadRange = 4
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 5
		Y = -1
	EjectionOffset = Vector
		X = -3
		Y = -1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	GibWoundLimit = 2