AddEffect = MOSRotating
	PresetName = Dummy Head Gib A
	Mass = 10
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/HeadGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -5
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bone
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -4
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 3
			Y = -1
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -3
			Y = -5
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = 3
			Y = 2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = 1
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small A
		Offset = Vector
			X = -2
			Y = -3.5
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Joint Small C
		Offset = Vector
			X = -2
			Y = 1
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	GibImpulseLimit = 125
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = MOSRotating
	PresetName = Dummy Head Gib B
	Mass = 3.09
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/HeadGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -4
	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
	GibImpulseLimit = 125
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = MOSRotating
	PresetName = Dummy Rib Cage Gib A
	Mass = 26.77
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/RibCageGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -10
	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
	GibImpulseLimit = 85
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = MOSRotating
	PresetName = Dummy Rib Cage Gib B
	Mass = 10.42
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/RibCageGibB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -5
	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
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -4
			Y = -4
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 0
			Y = 2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -1
			Y = 1
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -2
			Y = -5
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Tiny A
		Offset = Vector
			X = -2
			Y = -1
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small C
		Offset = Vector
			X = 2
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	GibImpulseLimit = 85
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack

AddEffect = Attachable
	PresetName = Dummy Head A
	Mass = 19.03
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/HeadA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -5
	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
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 6
		Depth = 2
	DeepCheck = 1
	JointStrength = 145
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 6
	DrawAfterParent = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Head Gib A
		Offset = Vector
			X = 0
			Y = 0
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -6
			Y = 0
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Head Gib B
		Offset = Vector
			X = -2
			Y = 3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 0.5
			Y = 2.5
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	GibImpulseLimit = 100
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack

AddActor = Arm
	PresetName = Dummy Arm FG A
	Mass = 6
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/ArmFGA.bmp
	FrameCount = 5
	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 = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	ParentOffset = Vector
		X = -1
		Y = -4
	JointStrength = 185
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -3.5
		Y = -1
	DrawAfterParent = 1
	HeldDevice = None
	Hand = ContentFile
		FilePath = FilePath = Dummy.rte/Actors/Dummy/HandFGA.bmp
	MaxLength = 12
	IdleOffset = Vector
		X = 5
		Y = 6
	MoveSpeed = 0.2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -3
			Y = -2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 3
			Y = -2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -2
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -1
			Y = -2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = 5
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Offset = Vector
			X = 6
			Y = -2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Micro A
		Offset = Vector
			X = 0
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -4.5
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	GibImpulseLimit = 50
	GibWoundLimit = 2
	GibSound = Sound
		CopyOf = Bone Crack

AddActor = Arm
	CopyOf = Dummy Arm FG A
	PresetName = Dummy Arm BG A
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/ArmBGA.bmp
	FrameCount = 5	
	Hand = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/HandBGA.bmp

AddActor = Attachable
	PresetName = Dummy Foot FG A
	Mass = 5

	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/FootFGA.bmp
	FrameCount = 4
	SpriteOffset = Vector
		X = -5
		Y = -3
	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
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 2
	DeepCheck = 0
	JointStrength = 155
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -3
		Y = -2
	DrawAfterParent = 1

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

AddActor = Leg
	PresetName = Dummy Leg FG A
	Mass = 9

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/LegFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -7
		Y = -7
	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 = 200
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Dummy Foot FG A
		ParentOffset = Vector
			X = -11
			Y = -10
	ExtendedOffset = Vector
		X = 14
		Y = 0
	ContractedOffset = Vector
		X = 7
		Y = 0
	IdleOffset = Vector
		X = 1
		Y = 3
	MoveSpeed = 0.4
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -6
			Y = 1
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -5
			Y = -2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 0
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -7
			Y = 0
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -3
			Y = 0
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -2
			Y = -2
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small C
		Offset = Vector
			X = 3
			Y = 0
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	GibImpulseLimit = 60
	GibWoundLimit = 3
	GibSound = Sound
		CopyOf = Bone Crack

AddActor = Leg
	CopyOf = Dummy Leg FG A
	PresetName = Dummy Leg BG A
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/LegBGA.bmp
	FrameCount = 5
	Foot = Attachable
		CopyOf = Dummy Foot BG A
		ParentOffset = Vector
			X = -11
			Y = -10
	
AddActor = AHuman
	PresetName = Dummy
	Description = Standard dummy soldier.  Quite resilient to impacts and falls, and very agile.  Made of plastic, it is weak to bullets.
	AddToGroup = Actors
	AddToGroup = Light Infantry
	AddToGroup = Heavy Infantry
	Mass = 32
	GoldValue = 80
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Actors/Dummy/TorsoA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -16
	AngularVel = 0
	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
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 6
		Depth = 3
	DeepCheck = 0
	BodyHitSound = Sound
		CopyOf = Bone Crack
	PainSound = Sound
		CopyOf = Bone Crack
	DeathSound = Sound
		CopyOf = Bone Crack
	DeviceSwitchSound = Sound
		CopyOf = Device Switch
	Status = 0
	Health = 100
	ImpulseDamageThreshold = 2600
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 1
	CharHeight = 100
	HolsterOffset = Vector
		X = -6
		Y = -8
	Head = Attachable
		CopyOf = Dummy Head A
		ParentOffset = Vector
			X = -1
			Y = -13
	Jetpack = AEmitter
		CopyOf = Jetpack
		ParentOffset = Vector
			X = -6
			Y = -1
	JumpTime = 2 // Secs
	FGArm = Arm
		CopyOf = Dummy Arm FG A
		ParentOffset = Vector
			X = 0
			Y = -8
	BGArm = Arm
		CopyOf = Dummy Arm BG A
		ParentOffset = Vector
			X = 4
			Y = -9
	FGLeg = Leg
		CopyOf = Dummy Leg FG A
		ParentOffset = Vector
			X = 0
			Y = 1
	BGLeg = Leg
		CopyOf = Dummy Leg BG A
		ParentOffset = Vector
			X = 2
			Y = 1
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
	StrideSound = Sound
		CopyOf = Robot Stride
	StandLimbPath = LimbPath
		PresetName = Dummy Stand Path
		StartOffset = Vector
			X = 1
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 1800
	StandLimbPathBG = LimbPath
		CopyOf = Dummy Stand Path
		StartOffset = Vector
			X = 4
			Y = 17
	WalkLimbPath = LimbPath
		PresetName = Dummy 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 = 2.6
		FastTravelSpeed = 4.5
		PushForce = 8000
	CrouchLimbPath = LimbPath
		PresetName = Dummy Crouch Path
		StartOffset = Vector
			X = 10
			Y = 0
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 5000
	CrawlLimbPath = LimbPath
		PresetName = Dummy 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 = Dummy 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 = Dummy Climb Path
		StartOffset = Vector
			X = -8
			Y = -14
		StartSegCount = 6
		AddSegment = Vector
			X = 3
			Y = -3
		AddSegment = Vector
			X = 4
			Y = 0
		AddSegment = Vector
			X = 4
			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 = -6
			Y = 0
		SlowTravelSpeed = 1.0
		NormalTravelSpeed = 1.5
		FastTravelSpeed = 4.5
		PushForce = 5000		
	JumpLimbPath = LimbPath
		PresetName = Dummy 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 = Dummy 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 = Dummy Rib Cage Gib A
		Offset = Vector
			X = -2
			Y = -3
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Dummy Rib Cage Gib B
		Offset = Vector
			X = 0
			Y = -5
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small F
		Offset = Vector
			X = -3
			Y = -6
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = -3
			Y = -9
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -1
			Y = -1
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Micro A
		Offset = Vector
			X = -4
			Y = -10
		Count = 1
		Spread = 0
		MinVelocity = 0
		MaxVelocity = 0
	GibImpulseLimit = 3200
	GibWoundLimit = 4
	GibSound = Sound
		CopyOf = Bone Crack

//	AddInventory = HDFirearm
//		CopyOf = Heavy Digger
