AddEffect = MOSRotating
	PresetName = Ronin Browncoat Soldier Hat Gib A
//	AddToGroup = Browncoat gibs
	Mass = 3.90
	AirResistance = 0.2
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Ronin Browncoat Soldier Hat Gib B
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.2
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibB.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 = Ronin Browncoat Soldier Hat Gib C
//	AddToGroup = Browncoat gibs
	Mass = 3.72
	AirResistance = 0.2
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibC.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 = Ronin Browncoat Soldier Hat Gib D
//	AddToGroup = Browncoat gibs
	Mass = 0.60
	AirResistance = 0.2
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -1
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0


AddEffect = MOSRotating
	PresetName = Ronin Browncoat Soldier Hat Gib E
//	AddToGroup = Browncoat gibs
	Mass = 0.60
	AirResistance = 0.2
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibE.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -1
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddEffect = MOSRotating
	PresetName = Ronin Browncoat Soldier Hat Gib F
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.05
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibF.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

AddEffect = MOSRotating
	PresetName = Ronin Browncoat Soldier Hat Gib G
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.05
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibG.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddEffect = MOSRotating
	PresetName = Ronin Browncoat Soldier Hat Gib H
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.05
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibH.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddEffect = AEmitter
	PresetName = Wound Ronin Browncoat Hat
	LifeTime = 10
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -1
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		StartTimeMS = 0
		StopTimeMS = 10
		Spread = 0.1
		MaxVelocity = 3
		MinVelocity = 1
//	EmissionSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
//		LoopSetting = -1 // Means loop infinitely until stopped
	BurstSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Actors/Flesh3.wav
//	EndSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
	EmissionEnabled = 1
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 1
	BurstSize = 2
	BurstScale = 3
	BurstDamage = 0
	BurstTriggered = 1
	EmissionDamage = 0
	Flash = None
	FlashOnlyOnBurst = 0

//////////////////////////////////////////////////////////////////////////////////////////
///// Armor

AddEffect = Attachable
	PresetName = Ronin Armor Trigger
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/Body.lua
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0

AddEffect = Attachable
	PresetName = Ronin Soldier Helmet A
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorA.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HelmetA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -4
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 50
	JointStiffness = 0.6
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Micro A
		Offset = Vector
			X = 4.5
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Micro A
		Offset = Vector
			X = -4.5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = 0.5
			Y = 0.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = -6.5
			Y = 2.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small B
		Offset = Vector
			X = -4.5
			Y = -0.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Rusty Small D
		Offset = Vector
			X = 2.5
			Y = -0.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = -0.5
			Y = -3.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = -2.5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = 1.5
			Y = -3.5
	GibImpulseLimit = 1500
	GibWoundLimit = 8

AddEffect = Attachable
	PresetName = Ronin Soldier Helmet B
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorB.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HelmetB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -8
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	ExitWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 150
	JointStiffness = 0.2
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib B
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib C
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib D
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib E
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	GibImpulseLimit = 2000
	GibWoundLimit = 11
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = Attachable
	PresetName = Ronin Soldier Helmet C
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorC.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HelmetC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	ExitWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 150
	JointStiffness = 0.2
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib F
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib G
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib H
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	GibImpulseLimit = 2000
	GibWoundLimit = 15
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = Attachable
	PresetName = Ronin Soldier Helmet D
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorD.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HelmetD.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	ExitWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 150
	JointStiffness = 0.2
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib B
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib C
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib D
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib E
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	GibImpulseLimit = 2000
	GibWoundLimit = 11
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = Attachable
	PresetName = Ronin Soldier Helmet E
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorE.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HelmetE.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	ExitWound = AEmitter
		CopyOf = Wound Ronin Browncoat Hat
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 150
	JointStiffness = 0.2
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib B
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib C
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib D
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Browncoat Soldier Hat Gib E
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Small Smoke Ball 1
		Offset = Vector
			X = 0
			Y = 0
	GibImpulseLimit = 2000
	GibWoundLimit = 11
	GibSound = Sound
		CopyOf = Bone Crack



AddEffect = Attachable
	PresetName = Ronin Heavy Chest Plate A
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
//	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorA.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/ChestPlateA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 450
	JointStiffness = 0.5
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small A
		Offset = Vector
			X = 0
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small B
		Offset = Vector
			X = 0
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 1
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Offset = Vector
			X = -4
			Y = -4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -3
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = 0
			Y = -7
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = 1
			Y = 0
	GibImpulseLimit = 1500
	GibWoundLimit = 10

AddEffect = Attachable
	PresetName = Ronin Heavy Chest Plate B
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorB.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/ChestPlateB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -9
		Y = -9
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 450
	JointStiffness = 0.5
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = 0.5
			Y = -9
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1.5
			Y = -1.5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -4.5
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -2.5
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2.5
			Y = -1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -0.5
			Y = -5
		Count = 1
		Spread = 0
	GibImpulseLimit = 2000
	GibWoundLimit = 15
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = Attachable
	PresetName = Ronin Soldier Arm Cover C
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmCoverC.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/ArmCoverC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -2
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 100
	JointStiffness = 0
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1

AddEffect = Attachable
	PresetName = Ronin Soldier Leg Cover C
	Mass = 0
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/LegCoverC.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/LegCoverC.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 100
	JointStiffness = 0
	BreakWound = None
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1

//////////////////////////////////////////////////////////////////////////////////////////
///// Ronin Soldier

AddEffect = MOSRotating
	PresetName = Ronin Soldier Misc Gib A
	Mass = 7.32
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/MiscGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -4
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 15
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	GibImpulseLimit = 120
	GibWoundLimit = 2

AddEffect = MOSRotating
	PresetName = Ronin Soldier Misc Gib B
	Mass = 5.79
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/MiscGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -4
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 15
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	GibImpulseLimit = 120
	GibWoundLimit = 2

AddEffect = MOSRotating
	PresetName = Ronin Soldier Misc Gib C
	Mass = 4.80
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/MiscGibC.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -4
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 15
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	GibImpulseLimit = 120
	GibWoundLimit = 2

AddEffect = MOSRotating
	PresetName = Ronin Soldier Misc Gib D
	Mass = 4.80
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/MiscGibD.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
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 15
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	GibImpulseLimit = 120
	GibWoundLimit = 2

AddEffect = MOSRotating
	PresetName = Ronin Soldier Rib Cage Gib A
	Mass = 27.89
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/RibCageGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 85
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 25
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib A
		Offset = Vector
			X = 3
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib D
		Offset = Vector
			X = -2
			Y = -0.5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = -0.5
			Y = -5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib B
		Offset = Vector
			X = -1
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -2
			Y = -4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1
			Y = 5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = -1
			Y = 3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small C
		Offset = Vector
			X = 0.5
			Y = 2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small B
		Offset = Vector
			X = -1
			Y = 4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib C
		Offset = Vector
			X = 2
			Y = 4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -5
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -6
			Y = -1
		Count = 1
		Spread = 0
	GibImpulseLimit = 150
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit


AddActor = Arm
	PresetName = Ronin Soldier Arm FG A
	Mass = 7
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/ArmFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -3
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	ParentOffset = Vector
		X = -1
		Y = -4
	JointStrength = 140
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -3.5
		Y = -1
	DrawAfterParent = 1
	HeldDevice = None
	Hand = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HandFGA.bmp
	MaxLength = 14
	IdleOffset = Vector
		X = 5
		Y = 8
	MoveSpeed = 0.2
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 25
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib C
		Offset = Vector
			X = 3
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -4
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small E
		Offset = Vector
			X = 0
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -2
			Y = 4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -4
			Y = -1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -4
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -5
			Y = -4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -3
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = -3
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = 1
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = 0
			Y = 1
		Count = 1
		Spread = 0
	GibImpulseLimit = 65
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

AddActor = Arm
	CopyOf = Ronin Soldier Arm FG A
	PresetName = Ronin Soldier Arm BG A
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/ArmBGA.bmp
	Hand = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/HandFGA.bmp
//		FilePath = Ronin.rte/Actors/RoninSoldier/HandBGA.bmp



AddActor = Attachable
	PresetName = Ronin Soldier Foot FG A
	Mass = 4
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/FootFGA.bmp
	FrameCount = 4
	SpriteOffset = Vector
		X = -6
		Y = -3
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 2
	DeepCheck = 1
	JointStrength = 110
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -2
		Y = -1
	DrawAfterParent = 0

AddActor = Attachable
	CopyOf = Ronin Soldier Foot FG A
	PresetName = Ronin Soldier Foot BG A
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/FootBGA.bmp
	FrameCount = 4

AddActor = Leg
	PresetName = Ronin Soldier Leg FG A
	Mass = 12
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/LegFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 185
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Ronin Soldier 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
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 35
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib A
		Offset = Vector
			X = 0
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib B
		Offset = Vector
			X = -3
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib C
		Offset = Vector
			X = 5
			Y = -1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1
			Y = -1
		Count = 2
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = -4
		Count = 3
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = 3
			Y = -5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = 4
			Y = -4
		Count = 2
		Spread = 0
	GibImpulseLimit = 115
	GibWoundLimit = 5
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

AddActor = Leg
	CopyOf = Ronin Soldier Leg FG A
	PresetName = Ronin Soldier Leg BG A
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/LegBGA.bmp
	FrameCount = 5
	Foot = Attachable
		CopyOf = Ronin Soldier Foot BG A
		ParentOffset = Vector
			X = -11
			Y = -10

AddEffect = Attachable
	PresetName = Ronin Head
	Mass = 36
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Ronin.rte/Actors/RoninSoldier/Head.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/RoninHead.bmp
	FrameCount = 6
	SpriteOffset = Vector
		X = -8
		Y = -9
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Armoured Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
/*
	AddAttachable = Attachable
		CopyOf = Ronin Soldier Helmet A
		ParentOffset = Vector
			X = 0
			Y = -4
*/
	JointStrength = 120
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -1
		Y = 5
	GibImpulseLimit = 250
	GibWoundLimit = 6
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 100
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = -5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small B
		Offset = Vector
			X = -4
			Y = -4.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = 1
			Y = 4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = 1.5
			Y = 3.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = 1
			Y = -4.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = 0
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -4
			Y = 3.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -6
			Y = -5.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -3.5
			Y = -5.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1
			Y = -7.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 3.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 0.5
			Y = -8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 1.5
			Y = -1


//RONIN SOLDIER


AddActor = AHuman
	PresetName = Ronin Soldier
	AddToGroup = Actors
	AddToGroup = Light Infantry
	Description = Ronin human infantry unit. A random rag-tag soldier that comes equipped with a standard issue jetpack.
	Mass = 50
	GoldValue = 80
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/TorsoA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -12
	AngularVel = 0
	EntryWound = AEmitter
		CopyOf = Wound Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Kevlared Flesh
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Flesh Body Blunt Hit
	PainSound = Sound
		CopyOf = Human Pain
	DeathSound = Sound
		CopyOf = Human Death
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 2000
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 1
	CharHeight = 100
	HolsterOffset = Vector
		X = -6
		Y = -4
	Head = Attachable
		CopyOf = Ronin Head
		ParentOffset = Vector
			X = 0
			Y = -8
	Jetpack = AEmitter
		CopyOf = Jetpack Heavy
		ParentOffset = Vector
			X = -6
			Y = 3
		DrawAfterParent = 0
	JumpTime = 2 // Secs
	FGArm = Arm
		CopyOf = Ronin Soldier Arm FG A
		ParentOffset = Vector
			X = -1
			Y = -5
	BGArm = Arm
		CopyOf = Ronin Soldier Arm BG A
		ParentOffset = Vector
			X = 4
			Y = -7
	FGLeg = Leg
		CopyOf = Ronin Soldier Leg FG A
		ParentOffset = Vector
			X = 1
			Y = 1
	BGLeg = Leg
		CopyOf = Ronin Soldier 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 = Ronin Soldier Stand Path
		StartOffset = Vector
			X = -2
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	StandLimbPathBG = LimbPath
		CopyOf = Ronin Soldier Stand Path
		StartOffset = Vector
			X = 8
			Y = 17
	WalkLimbPath = LimbPath
		PresetName = Ronin Soldier 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 = 2.7
		FastTravelSpeed = 4.5
		PushForce = 8000
	CrouchLimbPath = LimbPath
		PresetName = Ronin Soldier Crouch Path
		StartOffset = Vector
			X = 10
			Y = 3
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	CrawlLimbPath = LimbPath
		PresetName = Ronin Soldier Crawl Path
		StartOffset = Vector
			X = -12
			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 = Ronin Soldier 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 = 1.5
		FastTravelSpeed = 4.5
		PushForce = 6000
	ClimbLimbPath = LimbPath
		PresetName = Ronin Soldier 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 = 8
			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 = 1.5
		NormalTravelSpeed = 1.5
		FastTravelSpeed = 4.5
		PushForce = 8000
	JumpLimbPath = LimbPath
		PresetName = Ronin Soldier 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 = Ronin Soldier 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
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = 0.5
			Y = -9
		Count = 5
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Rib Cage Gib A
		Offset = Vector
			X = 0
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib A
		Offset = Vector
			X = 1
			Y = -4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1.5
			Y = -1.5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib B
		Offset = Vector
			X = 3
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib D
		Offset = Vector
			X = -3
			Y = -6
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1.5
			Y = -1.5
		Count = 6
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -4.5
			Y = -3
		Count = 3
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -2.5
			Y = 1
		Count = 2
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2.5
			Y = -1
		Count = 3
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1.5
			Y = 2
		Count = 2
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -0.5
			Y = -5
		Count = 1
		Spread = 0
	GibImpulseLimit = 3100
	GibWoundLimit = 12
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit



AddActor = AHuman
	PresetName = Ronin Heavy
	AddToGroup = Actors
	AddToGroup = Heavy Infantry
	Description = Ronin heavy infantry unit. Wearing old armored parts of other techs, this unit is able to take more damage at the expense of wieght.
	Mass = 50
	GoldValue = 90
	Sharpness = 0
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Actors/RoninSoldier/TorsoB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -12
	AngularVel = 0
	EntryWound = AEmitter
		CopyOf = Wound Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Kevlared Flesh
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Flesh Body Blunt Hit
	PainSound = Sound
		CopyOf = Human Pain
	DeathSound = Sound
		CopyOf = Human Death
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 2000
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 1
	CharHeight = 100
	HolsterOffset = Vector
		X = -6
		Y = -4
	Head = Attachable
		CopyOf = Ronin Head
		PresetName = Ronin Heavy Head
		GibWoundLimit = 8
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet A
			ParentOffset = Vector
				X = -1
				Y = -6
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet B
			ParentOffset = Vector
				X = 0
				Y = -2
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet C
			ParentOffset = Vector
				X = 2
				Y = -2
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet D
			ParentOffset = Vector
				X = 2
				Y = 0
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet E
			ParentOffset = Vector
				X = -1
				Y = -3
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet D
			PresetName = Ronin Soldier Helmet D2
			ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorF.lua
			ParentOffset = Vector
				X = 2
				Y = 0
		AddAttachable = Attachable
			CopyOf = Ronin Soldier Helmet A
			PresetName = Ronin Soldier Helmet A2
			ScriptPath = Ronin.rte/Actors/RoninSoldier/ArmorF.lua
			ParentOffset = Vector
				X = 0
				Y = -6
		ParentOffset = Vector
			X = 0
			Y = -8
	Jetpack = AEmitter
		CopyOf = Jetpack Heavy
		ParentOffset = Vector
			X = -6
			Y = 3
		DrawAfterParent = 0
	JumpTime = 2 // Secs
	FGArm = Arm
		CopyOf = Ronin Soldier Arm FG A
		PresetName = Ronin Heavy Arm FG
		GibWoundLimit = 6
		ParentOffset = Vector
			X = -1
			Y = -5
	BGArm = Arm
		CopyOf = Ronin Soldier Arm BG A
		PresetName = Ronin Heavy Arm BG
		GibWoundLimit = 6
		ParentOffset = Vector
			X = 4
			Y = -7
	FGLeg = Leg
		CopyOf = Ronin Soldier Leg FG A
		PresetName = Ronin Heavy Leg FG
		GibWoundLimit = 7
		ParentOffset = Vector
			X = 1
			Y = 1
	BGLeg = Leg
		CopyOf = Ronin Soldier Leg BG A
		PresetName = Ronin Heavy Leg BG
		GibWoundLimit = 7
		ParentOffset = Vector
			X = 4
			Y = 1
	AddAttachable = Attachable
		CopyOf = Ronin Heavy Chest Plate A
		ParentOffset = Vector
			X = 3
			Y = -3
	AddAttachable = Attachable
		CopyOf = Ronin Armor Trigger
		ParentOffset = Vector
			X = 0
			Y = 0
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
//	StrideSound = Sound
//		CopyOf = Robot Stride
	StandLimbPath = LimbPath
		PresetName = Ronin Soldier Stand Path
		StartOffset = Vector
			X = -2
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	StandLimbPathBG = LimbPath
		CopyOf = Ronin Soldier Stand Path
		StartOffset = Vector
			X = 8
			Y = 17
	WalkLimbPath = LimbPath
		PresetName = Ronin Soldier 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 = 2.7
		FastTravelSpeed = 4.5
		PushForce = 8000
	CrouchLimbPath = LimbPath
		PresetName = Ronin Soldier Crouch Path
		StartOffset = Vector
			X = 10
			Y = 3
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	CrawlLimbPath = LimbPath
		PresetName = Ronin Soldier Crawl Path
		StartOffset = Vector
			X = -12
			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 = Ronin Soldier 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 = 1.5
		FastTravelSpeed = 4.5
		PushForce = 6000
	ClimbLimbPath = LimbPath
		PresetName = Ronin Soldier 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 = 8
			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 = 1.5
		NormalTravelSpeed = 1.5
		FastTravelSpeed = 4.5
		PushForce = 8000
	JumpLimbPath = LimbPath
		PresetName = Ronin Soldier 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 = Ronin Soldier 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
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = 0.5
			Y = -9
		Count = 5
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Rib Cage Gib A
		Offset = Vector
			X = 0
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib A
		Offset = Vector
			X = 1
			Y = -4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1.5
			Y = -1.5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib B
		Offset = Vector
			X = 3
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Ronin Soldier Misc Gib D
		Offset = Vector
			X = -3
			Y = -6
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small D
		Offset = Vector
			X = -1.5
			Y = -1.5
		Count = 6
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -4.5
			Y = -3
		Count = 3
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -2.5
			Y = 1
		Count = 2
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Offset = Vector
			X = -2.5
			Y = -1
		Count = 3
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1.5
			Y = 2
		Count = 2
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -0.5
			Y = -5
		Count = 1
		Spread = 0
	GibImpulseLimit = 3100
	GibWoundLimit = 16
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
