AddEffect = MOPixel
	PresetName = Bullet Laser Rifle
	Mass = 0.001
	GlobalAccScalar = 0
	RestThreshold = -500
	LifeTime = 500
	Sharpness = 280
	HitsMOs = 1
	GetsHitByMOs = 0
	Color = Color
		R = 255
		G = 255
		B = 255
	Atom = Atom
		Material = Material
			CopyOf = Wet Concrete
		TrailColor = Color
			R = 255
			G = 255
			B = 255
		TrailLength = 10000000


AddAmmo = Round
	PresetName = Round Laser Rifle
	ParticleCount = 1
	Particle = MOPixel
		CopyOf = Bullet Laser Rifle
	Shell = None
	FireVelocity = 300
	ShellVelocity = 0
	Separation = 0


AddAmmo = Magazine
	PresetName = Magazine Laser Rifle
	Mass = 1 // kg
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Pistols/MagazineEnergyA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	ParentOffset = Vector
		X = -6
		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 = 0
	JointStrength = 200
	JointStiffness = 1
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 0
	RoundCount = 30
	RTTRatio = 0
	RegularRound = Round
		CopyOf = Round Laser Rifle
	TracerRound = None


AddDevice = HDFirearm
	PresetName = Laser Rifle
	AddToGroup = Weapons
	Description = Trade Star's primary anti-personnel armament. A high powered laser rifle can slice up targets from long ranges. Its only drawbacks are small ammo capacity and lenghty reload.
	Mass = 20
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Rifles/LaserRifleA.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -17
		Y = -5
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 50
	Buyable = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 0
	JointStrength = 70
	JointStiffness = 0.5
	JointOffset = Vector
		X = -12
		Y = 2
	DrawAfterParent = 0
	StanceOffset = Vector
		X = 3
		Y = 5
	SharpStanceOffset = Vector
		X = 6
		Y = 1
	SupportOffset = Vector
		X = -2
		Y = 1
	SharpLength = 90
	Magazine = Magazine
		CopyOf = Magazine Laser Rifle
	Flash = None
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/Rifles/LaserRifle.wav
		LoopSetting = -1
	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 = 5000
	ReloadTime = 2500
	FullAuto = 1
	FireIgnoresThis = 1
	ShakeRange = 0
	SharpShakeRange = 0
	NoSupportFactor = 0
	ParticleSpreadRange = 0
	ShellSpreadRange = 0
	ShellAngVelRange = 0
	MuzzleOffset = Vector
		X = 17
		Y = -2
	EjectionOffset = Vector
		X = -8
		Y = -4
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 14
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 12
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	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 = 8
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small L
		Count = 1
		Offset = Vector
			X = 5
			Y = 0
	GibWoundLimit = 4