AddAmmo = Round
	PresetName = Round Blunderbuss
	ParticleCount = 15
	Particle = MOPixel
		PresetName = Particle Blunderbuss
		Mass = 0.3
		RestThreshold = 500
		AirResistance = 0.05
		AirThreshold = 30
		LifeTime = 1500
		Sharpness = 5
		HitsMOs = 1
		GetsHitByMOs = 0
		Color = Color
			R = 54
			G = 58
			B = 66
		Atom = Atom
			Material = Material
				CopyOf = Bullet Metal
			TrailColor = Color
				R = 250
				G = 250
				B = 113
			TrailLength = 10
	FireVelocity = 90
	Separation = 10

AddAmmo = Magazine
	PresetName = Magazine Blunderbuss
	Mass = 2
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -1
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	AtomGroup = AtomGroup
		PresetName = Atom Group Null
		AutoGenerate = 1
		Material = Material
			CopyOf = Air
		Resolution = 0
		Depth = 0
	DeepGroup = AtomGroup
		PresetName = Atom Group Null
		AutoGenerate = 1
		Material = Material
			CopyOf = Air
		Resolution = 0
		Depth = 0
	DeepCheck = 0
	JointStrength = 200
	JointStiffness = 1
	JointOffset = Vector
		X = 0
		Y = -3
	DrawAfterParent = 0
	RoundCount = 1
	RTTRatio = 0
	RegularRound = Round
		CopyOf = Round Blunderbuss
	TracerRound = None
	Discardable = 0

AddDevice = HDFirearm
	PresetName = Blunderbuss
	AddToGroup = Weapons
	AddToGroup = Primary Weapons
	AddToGroup = Light Weapons
	Description = Single shot shotgun.  Features large spread and power, but must be reloaded after each shot.
	Mass = 9
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Shotguns/Blunderbuss.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -13
		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 = 1
	JointStrength = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -4
		Y = 2
	DrawAfterParent = 0
	StanceOffset = Vector
		X = 5
		Y = 7
	SharpStanceOffset = Vector
		X = 9
		Y = 0
	SupportOffset = Vector
		X = 7
		Y = 3
	SharpLength = 70
	Magazine = Magazine
		CopyOf = Magazine Blunderbuss
	Flash = Attachable
		CopyOf = Muzzle Flash Shotgun
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/Shotguns/Blam.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 = 100
	ReloadTime = 1400
	FullAuto = 0
	FireIgnoresThis = 1
	ShakeRange = 4
	SharpShakeRange = 2
	NoSupportFactor = 2
	ParticleSpreadRange = 17
	ShellSpreadRange = 8
	ShellAngVelRange = 2
	MuzzleOffset = Vector
		X = 12
		Y = 0
	EjectionOffset = Vector
		X = -4
		Y = -2
	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 = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Oil
		Count = 4
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 6
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 5
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small I
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Medium C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 4