AddEffect = MOSRotating
	PresetName = Zombie Misc Gib A
	Mass = 3.35

	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/MiscGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Misc Gib B
	Mass = 2.32

	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/MiscGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Misc Gib C
	Mass = 2.20

	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/MiscGibC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Misc Gib D
	Mass = 3.72

	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/MiscGibD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddEffect = MOSRotating
	PresetName = Zombie Head Gib A
	Mass = 6.86

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Head Gib B
	Mass = 14.16

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -6
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	GibImpulseLimit = 120
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib C
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = -1
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -4
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 2
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 1
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -2
			Y = -3

AddEffect = MOSRotating
	PresetName = Zombie Head Gib C
	Mass = 10.30

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadGibC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -6
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Head Gib D
	Mass = 12.23

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadGibD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -4
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	GibImpulseLimit = 120
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = 0
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = -3
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = -6
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -7
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -1
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib C
		Offset = Vector
			X = -1.5
			Y = -2


AddActor = Attachable
	PresetName = Zombie Head A
	Mass = 21.71

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	JointStrength = 55
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -1
		Y = 4
	DrawAfterParent = 1
	GibImpulseLimit = 120
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -1.5
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Tiny A
		Offset = Vector
			X = -2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1.5
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1.5
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Head Gib B
		Offset = Vector
			X = 3.5
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Head Gib C
		Offset = Vector
			X = 0
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0.5
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2.5
			Y = -4

AddActor = Attachable
	PresetName = Zombie Head B
	Mass = 16.22

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	JointStrength = 65
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -2
		Y = 4
	DrawAfterParent = 1
	GibImpulseLimit = 120
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -1.5
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Tiny A
		Offset = Vector
			X = -2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1.5
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1.5
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Head Gib B
		Offset = Vector
			X = 3.5
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Head Gib C
		Offset = Vector
			X = 0
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0.5
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2.5
			Y = -4

AddActor = Attachable
	PresetName = Zombie Head C
	Mass = 21.71

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/HeadC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	JointStrength = 75
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -2
		Y = 4
	DrawAfterParent = 1
	GibImpulseLimit = 120
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -1.5
			Y = -2.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Tiny A
		Offset = Vector
			X = -2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1.5
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1.5
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Head Gib C
		Offset = Vector
			X = 0
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 0.5
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2.5
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Head Gib D
		Offset = Vector
			X = 3
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -1
			Y = -4

AddEffect = MOSRotating
	PresetName = Zombie Torso Gib A
	Mass = 4.50

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -4
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Torso Gib B
	Mass = 6.86

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Torso Gib C
	Mass = 3.90

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoGibC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -3
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Zombie Torso Gib D
	Mass = 14.30

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoGibD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	GibImpulseLimit = 150
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -5
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -5
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib B
		Offset = Vector
			X = 3
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib C
		Offset = Vector
			X = -1
			Y = 2


AddEffect = MOSRotating
	PresetName = Zombie Torso Gib E
	Mass = 7.21

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoGibE.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -3
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddActor = Arm
	PresetName = Zombie Arm FG A
	Mass = 23.17

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/ArmFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -3
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	ParentOffset = Vector
		X = -11
		Y = -8
	JointStrength = 100
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -3
		Y = -1
	DrawAfterParent = 1
	HeldDevice = None
	Hand = ContentFile
		FilePath = Base.rte/Actors/Zombies/HandFGA.bmp
	MaxLength = 14
	IdleOffset = Vector
		X = 14
		Y = 2
	MoveSpeed = 0.2
	GibImpulseLimit = 150
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib C
		Offset = Vector
			X = 8
			Y = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -3
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -5
			Y = 3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = 2.5
			Y = 1

AddActor = Arm
	CopyOf = Zombie Arm FG A
	PresetName = Zombie Arm BG A
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/ArmBGA.bmp
	Hand = ContentFile
		FilePath = Base.rte/Actors/Zombies/HandFGA.bmp
//		FilePath = Base.rte/Actors/Zombies/HandBGA.bmp


AddActor = Attachable
	PresetName = Zombie Foot FG A
	Mass = 6.86

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/FootFGA.bmp
	FrameCount = 4
	SpriteOffset = Vector
		X = -5
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 90
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -1
		Y = -1
	DrawAfterParent = 0


AddActor = Attachable
	PresetName = Zombie Foot BG A
	Mass = 6.86

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/FootBGA.bmp
	FrameCount = 4
	SpriteOffset = Vector
		X = -5
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 120
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -1
		Y = -1
	DrawAfterParent = 0


AddActor = Leg
	PresetName = Zombie Leg FG A
	Mass = 42.30

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/LegFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -7
		Y = -8
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	JointStrength = 150
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -3
		Y = 1
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Zombie Foot FG A
		ParentOffset = Vector
			X = -11
			Y = -10
	ExtendedOffset = Vector
		X = 15
		Y = 0
	ContractedOffset = Vector
		X = 7.5
		Y = 0
	IdleOffset = Vector
		X = 1
		Y = 3
	MoveSpeed = 0.4
	GibImpulseLimit = 150
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib C
		Offset = Vector
			X = -3
			Y = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = 6
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 0
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = 1
			Y = -1


AddActor = Leg
	PresetName = Zombie Leg BG A
	Mass = 42.30

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/LegBGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -7
		Y = -8
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	JointStrength = 150
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -3
		Y = 1
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Zombie Foot BG A
		ParentOffset = Vector
			X = -11
			Y = -10
	ExtendedOffset = Vector
		X = 15
		Y = 0
	ContractedOffset = Vector
		X = 7.5
		Y = 0
	IdleOffset = Vector
		X = 1
		Y = 3
	MoveSpeed = 0.4
	GibImpulseLimit = 150
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib C
		Offset = Vector
			X = -3
			Y = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = 6
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 0
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = 1
			Y = -1

AddEffect = Leg
	PresetName = Zombie Leg FG B
	Mass = 47.40

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/LegFGB.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -7
		Y = -8
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	JointStrength = 150
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -3
		Y = 1
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Zombie Foot FG A
		ParentOffset = Vector
			X = -11
			Y = -10
	ExtendedOffset = Vector
		X = 15
		Y = 0
	ContractedOffset = Vector
		X = 7.5
		Y = 0
	IdleOffset = Vector
		X = 1
		Y = 3
	MoveSpeed = 0.4
	GibImpulseLimit = 150
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small C
		Offset = Vector
			X = -2
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -3
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = 2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = -1
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -3
			Y = -2

AddEffect = Leg
	PresetName = Zombie Leg BG B
	Mass = 47.40

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/LegBGB.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -7
		Y = -8
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 1
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	JointStrength = 150
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -3
		Y = 1
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Zombie Foot BG A
		ParentOffset = Vector
			X = -11
			Y = -10
	ExtendedOffset = Vector
		X = 15
		Y = 0
	ContractedOffset = Vector
		X = 7.5
		Y = 0
	IdleOffset = Vector
		X = 1
		Y = 3
	MoveSpeed = 0.4
	GibImpulseLimit = 150
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small C
		Offset = Vector
			X = -2
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 2
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -3
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = 2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = 2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = -1
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -3
			Y = -2

AddActor = AHuman
	PresetName = Culled Clone
	AddToGroup = Actors
	Description = A half-baked clone, rejected because of various flaws from the production plant and sold at a discount without jetpack and armor.  They are very effective in large groups armed with cheap weapons.
	Mass = 26.77
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -16
	AngularVel = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	GoldValue = 25
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 6
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Flesh Body Blunt Hit
	PainSound = Sound
		CopyOf = Flesh Body Blunt Hit
	DeathSound = Sound
		CopyOf = Flesh Body Blunt Hit
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 1000
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 0.4
	CharHeight = 90
	HolsterOffset = Vector
		X = -6
		Y = -9
	Head = Attachable
		CopyOf = Zombie Head A
		ParentOffset = Vector
			X = -2
			Y = -13
//EXPERIMENTAL FEATURE
	Jetpack = AEmitter
		CopyOf = Jump Light
		ParentOffset = Vector
			X = 0
			Y = 0
		DrawAfterParent = 0
	JumpTime = 1
	FGArm = Arm
		CopyOf = Zombie Arm FG A
		ParentOffset = Vector
			X = 0
			Y = -8
	BGArm = Arm
		CopyOf = Zombie Arm BG A
		ParentOffset = Vector
			X = 2
			Y = -10
	FGLeg = Leg
		CopyOf = Zombie Leg FG A
		ParentOffset = Vector
			X = 1
			Y = 2
	BGLeg = Leg
		CopyOf = Zombie Leg BG A
		ParentOffset = Vector
			X = 4
			Y = 1
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
//	StrideSound = Sound
//		CopyOf = Robot Stride
	StandLimbPath = LimbPath
		PresetName = Clone Stand Path
		StartOffset = Vector
			X = 4
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 5000
	WalkLimbPath = LimbPath
		PresetName = Zombie Walk Path
		StartOffset = Vector
			X = 10
			Y = -2
		StartSegCount = 3
		AddSegment = Vector
			X = 0
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 5
		AddSegment = Vector
			X = 0
			Y = 5
		AddSegment = Vector
			X = -6
			Y = 4
		AddSegment = Vector
			X = -4
			Y = 0
		AddSegment = Vector
			X = -4
			Y = 0
		AddSegment = Vector
			X = -4
			Y = 1
		AddSegment = Vector
			X = -3
			Y = 1
		AddSegment = Vector
			X = 0
			Y = -2
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.0
		FastTravelSpeed = 3.5
		PushForce = 5000
	CrouchLimbPath = LimbPath
		PresetName = Zombie Crouch Path
		StartOffset = Vector
			X = 10
			Y = 0
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.4
		FastTravelSpeed = 1.5
		PushForce = 7000
	CrawlLimbPath = LimbPath
		PresetName = Zombie Crawl Path
		StartOffset = Vector
			X = -16
			Y = -8
		StartSegCount = 2
		AddSegment = Vector
			X = 12
			Y = 0
		AddSegment = Vector
			X = 8
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 8
		AddSegment = Vector
			X = 0
			Y = 10
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 1.8
		FastTravelSpeed = 4.5
		PushForce = 8000
	ArmCrawlLimbPath = LimbPath
		PresetName = Zombie Arm Crawl Path
		StartOffset = Vector
			X = -8
			Y = -5
		StartSegCount = 2
		AddSegment = Vector
			X = 0
			Y = -4
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = 4
			Y = 0
		AddSegment = Vector
			X = 4
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 10
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 1.8
		FastTravelSpeed = 4.5
		PushForce = 6000
	ClimbLimbPath = LimbPath
		PresetName = Zombie Climb Path
		StartOffset = Vector
			X = -8
			Y = -10
		StartSegCount = 6
		AddSegment = Vector
			X = 0
			Y = -4
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = 10
			Y = 0
		AddSegment = Vector
			X = 4
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 8
		AddSegment = Vector
			X = 0
			Y = 14
		AddSegment = Vector
			X = -5
			Y = 5
		AddSegment = Vector
			X = -3
			Y = 0
		SlowTravelSpeed = 1.0
		NormalTravelSpeed = 1.2
		FastTravelSpeed = 4.0
		PushForce = 6000
	JumpLimbPath = LimbPath
		PresetName = Zombie Jump Path
		StartOffset = Vector
			X = 0
			Y = 8
		StartSegCount = 3
		AddSegment = Vector
			X = 0
			Y = -10
		AddSegment = Vector
			X = 0
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 4
		AddSegment = Vector
			X = -8
			Y = 14
		SlowTravelSpeed = 3
		NormalTravelSpeed = 6
		FastTravelSpeed = 7
		PushForce = 5000
	DislodgeLimbPath = LimbPath
		PresetName = Zombie Dislodge Path
		StartOffset = Vector
			X = 2
			Y = -10
		StartSegCount = 0
		AddSegment = Vector
			X = 0
			Y = 6
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 10000
	GibImpulseLimit = 1850
	GibWoundLimit = 9
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -7
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = -9
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -1
			Y = -6
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib A
		Offset = Vector
			X = -3
			Y = -12
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib B
		Offset = Vector
			X = 1
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib C
		Offset = Vector
			X = 0
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = -1.5
			Y = -5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -2.5
			Y = -9
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2.5
			Y = -8
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib B
		Offset = Vector
			X = -3
			Y = -4

AddActor = AHuman
	CopyOf = Culled Clone
	PresetName = Thin Culled Clone
	Description = A thin half-baked clone, rejected because of various flaws from the production plant and sold at a discount without jetpack and armor.  They are very effective in large groups armed with cheap weapons.
	Mass = 26.77
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -16
	AngularVel = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	Head = Attachable
		CopyOf = Zombie Head B
		ParentOffset = Vector
			X = -2
			Y = -14
	FGArm = Arm
		CopyOf = Zombie Arm FG A
		ParentOffset = Vector
			X = -1
			Y = -8
	BGArm = Arm
		CopyOf = Zombie Arm BG A
		ParentOffset = Vector
			X = 1
			Y = -10
	FGLeg = Leg
		CopyOf = Zombie Leg FG A
		ParentOffset = Vector
			X = 0
			Y = 2
	BGLeg = Leg
		CopyOf = Zombie Leg BG A
		ParentOffset = Vector
			X = 3
			Y = 1
	WalkLimbPath = LimbPath
		PresetName = Zombie Thin Walk Path
		StartOffset = Vector
			X = 10
			Y = -2
		StartSegCount = 3
		AddSegment = Vector
			X = 0
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 5
		AddSegment = Vector
			X = 0
			Y = 5
		AddSegment = Vector
			X = -6
			Y = 4
		AddSegment = Vector
			X = -4
			Y = 0
		AddSegment = Vector
			X = -4
			Y = 0
		AddSegment = Vector
			X = -4
			Y = 1
		AddSegment = Vector
			X = -3
			Y = 1
		AddSegment = Vector
			X = 0
			Y = -2
		SlowTravelSpeed = 1.8
		NormalTravelSpeed = 4.2
		FastTravelSpeed = 5.4
		PushForce = 5200

AddActor = AHuman
	PresetName = Fat Culled Clone
	AddToGroup = Actors
	Description = A fat, slow half-baked clone, rejected because of various flaws from the production plant and sold at a discount without jetpack and armor.  They are very effective in large groups armed with cheap weapons.
	Mass = 58
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Base.rte/Actors/Zombies/TorsoB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -16
	AngularVel = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry Flesh Exit
	GoldValue = 30
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 6
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Flesh Body Blunt Hit
	PainSound = Sound
		CopyOf = Flesh Body Blunt Hit
	DeathSound = Sound
		CopyOf = Flesh Body Blunt Hit
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 1500
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 0.4
	CharHeight = 90
	HolsterOffset = Vector
		X = -6
		Y = -9
	Head = Attachable
		CopyOf = Zombie Head C
		ParentOffset = Vector
			X = -2
			Y = -13
//EXPERIMENTAL FEATURE
	Jetpack = AEmitter
		CopyOf = Jump Light
		ParentOffset = Vector
			X = 0
			Y = 0
		DrawAfterParent = 0
	JumpTime = 1
	FGArm = Arm
		CopyOf = Zombie Arm FG A
		ParentOffset = Vector
			X = 0
			Y = -8
	BGArm = Arm
		CopyOf = Zombie Arm BG A
		ParentOffset = Vector
			X = 2
			Y = -10
	FGLeg = Leg
		CopyOf = Zombie Leg FG B
		ParentOffset = Vector
			X = 1
			Y = 2
	BGLeg = Leg
		CopyOf = Zombie Leg BG B
		ParentOffset = Vector
			X = 4
			Y = 1
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
//	StrideSound = Sound
//		CopyOf = Robot Stride
	StandLimbPath = LimbPath
		PresetName = Zombie Stand Path
		StartOffset = Vector
			X = 0
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 5000
	StandLimbPathBG = LimbPath
		CopyOf = Zombie Stand Path
		StartOffset = Vector
			X = 2
			Y = 17
	WalkLimbPath = LimbPath
		PresetName = Zombie Fat Walk Path
		StartOffset = Vector
			X = 10
			Y = -2
		StartSegCount = 3
		AddSegment = Vector
			X = 0
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 5
		AddSegment = Vector
			X = 0
			Y = 5
		AddSegment = Vector
			X = -6
			Y = 4
		AddSegment = Vector
			X = -4
			Y = 0
		AddSegment = Vector
			X = -4
			Y = 0
		AddSegment = Vector
			X = -4
			Y = 1
		AddSegment = Vector
			X = -3
			Y = 1
		AddSegment = Vector
			X = 0
			Y = -2
		SlowTravelSpeed = 1.3
		NormalTravelSpeed = 1.5
		FastTravelSpeed = 3.3
		PushForce = 6000
	CrouchLimbPath = LimbPath
		PresetName = Zombie Fat Crouch Path
		StartOffset = Vector
			X = 10
			Y = 0
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.4
		FastTravelSpeed = 1.5
		PushForce = 8000
	CrawlLimbPath = LimbPath
		PresetName = Zombie Fat Crawl Path
		StartOffset = Vector
			X = -13
			Y = -8
		StartSegCount = 2
		AddSegment = Vector
			X = 12
			Y = 0
		AddSegment = Vector
			X = 8
			Y = 2
		AddSegment = Vector
			X = 0
			Y = 8
		AddSegment = Vector
			X = 0
			Y = 10
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 1.8
		FastTravelSpeed = 4.5
		PushForce = 8000
	ArmCrawlLimbPath = LimbPath
		PresetName = Zombie Fat Arm Crawl Path
		StartOffset = Vector
			X = -4
			Y = -6
		StartSegCount = 2
		AddSegment = Vector
			X = 0
			Y = -4
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = 4
			Y = 0
		AddSegment = Vector
			X = 4
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 10
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 1.8
		FastTravelSpeed = 4.5
		PushForce = 6000
	ClimbLimbPath = LimbPath
		PresetName = Zombie Fat Climb Path
		StartOffset = Vector
			X = -8
			Y = -10
		StartSegCount = 6
		AddSegment = Vector
			X = 0
			Y = -4
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = 10
			Y = 0
		AddSegment = Vector
			X = 4
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 8
		AddSegment = Vector
			X = 0
			Y = 14
		AddSegment = Vector
			X = -5
			Y = 5
		AddSegment = Vector
			X = -3
			Y = 0
		SlowTravelSpeed = 1.0
		NormalTravelSpeed = 1.2
		FastTravelSpeed = 4.0
		PushForce = 6000
	JumpLimbPath = LimbPath
		PresetName = Zombie Fat Jump Path
		StartOffset = Vector
			X = 0
			Y = 8
		StartSegCount = 3
		AddSegment = Vector
			X = 0
			Y = -10
		AddSegment = Vector
			X = 0
			Y = 4
		AddSegment = Vector
			X = 0
			Y = 4
		AddSegment = Vector
			X = -8
			Y = 14
		SlowTravelSpeed = 3
		NormalTravelSpeed = 6
		FastTravelSpeed = 7
		PushForce = 5000
	DislodgeLimbPath = LimbPath
		PresetName = Zombie Fat Dislodge Path
		StartOffset = Vector
			X = 2
			Y = -10
		StartSegCount = 0
		AddSegment = Vector
			X = 0
			Y = 6
		SlowTravelSpeed = 1.5
		NormalTravelSpeed = 2.5
		FastTravelSpeed = 4.5
		PushForce = 10000
	GibImpulseLimit = 1950
	GibWoundLimit = 14
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = 1
			Y = -8
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small B
		Offset = Vector
			X = 1
			Y = -5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -9.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 3
			Y = -5.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1
			Y = -4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = -5.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib D
		Offset = Vector
			X = 0.5
			Y = -6.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib C
		Offset = Vector
			X = -0.5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib E
		Offset = Vector
			X = 0.5
			Y = -0.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Misc Gib D
		Offset = Vector
			X = -0.5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib A
		Offset = Vector
			X = -1.5
			Y = -11.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small B
		Offset = Vector
			X = 2.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = -0.5
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Torso Gib C
		Offset = Vector
			X = -3
			Y = -5

//End of Ini!
