//////////////////////
// Shielder

AddEffect = MOPixel
	PresetName = Shielder Expiration Kick
	Mass = 1000
	GlobalAccScalar = 0
	Sharpness = 0
	LifeTime = 1
	HitsMOs = 0
	GetsHitByMOs = 0
	Color = Color
		R = 255
		G = 0
		B = 255
	Atom = Atom
		Material = Material
			CopyOf = Bullet Metal
		TrailColor = Color
			R = 255
			G = 0
			B = 255
		TrailLength = 1
		
		
AddEffect = MOSParticle
	PresetName = Shielder Effect Particle
	Mass = 1
	RestThreshold = -1
	LifeTime = 220
	Sharpness = 0.1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Devices/Sprites/EnEffect.bmp
	FrameCount = 10
	SpriteOffset = Vector
		X = -3
		Y = -3
	AngularVel = 0
	Atom = Atom
		Material = Material
			CopyOf = Air Blast
		TrailLength = 0
	Framerate = 0
	ScreenEffect = ContentFile
		FilePath = Base.rte/Effects/Glows/YellowSmall.bmp
	EffectStartTime = 0
	EffectStopTime = 110
	EffectStartStrength = 0.65
	EffectStopStrength = 0.0
	
	
AddEffect = AEmitter
	CopyOf = Dent Metal No Spark
	PresetName = Dent Shielder Wall
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Devices/Sprites/ShieldWallDent.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 1
		Spread = 0.2
		MaxVelocity = 3
		MinVelocity = 2
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 2
		Spread = 0.2
		MaxVelocity = 3
		MinVelocity = 1
//	EmissionSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
//		LoopSetting = -1 // Means loop infinitely until stopped
	BurstSound = Sound
		CopyOf = Metal Penetration Hit
//	EndSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
	EmissionEnabled = 1
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 0
	BurstSize = 4
	BurstScale = 2
	BurstDamage = 1
	BurstTriggered = 1
	EmissionDamage = 0
	Flash = None
	FlashOnlyOnBurst = 0

		
AddAmmo = AEmitter
	PresetName = Shielder Wall
	Mass = 40
	PinStrength = 10010
	LifeTime = 16000
	GlobalAccScalar = 0
	RestThreshold = -500
	OrientToVel = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Devices/Sprites/ShieldWall.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -25
	EntryWound = AEmitter
		CopyOf = Dent Shielder Wall
	ExitWound = AEmitter
		CopyOf = Dent Shielder Wall
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Mega Metal
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Mega Metal
		Resolution = 4
		Depth = 10
	DeepCheck = 0
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Shielder Expiration Kick
		Spread = 3.14
		MaxVelocity = 100
		MinVelocity = 100
		PushesEmitter = 1
		StartTimeMS = 15000
	EmissionEnabled = 1
	EmissionsIgnoreThis = 0
	ParticlesPerMinute = 1000
	BurstSize = 1
	BurstScale = 1
	BurstDamage = 0
	BurstTriggered = 0
	EmissionDamage = 0
	Flash = None
	FlashOnlyOnBurst = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Shielder Effect Particle
		Count = 8
		Spread = 3.14
		MaxVelocity = 6
		MinVelocity = 2
		InheritsVel = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Glow Particle Yellow Huge
		Count = 1
		MinVelocity = 2
		MaxVelocity = 12
		InheritsVel = 0
	GibWoundLimit = 30
	GibImpulseLimit = 10000


AddAmmo = Round
	PresetName = Round Dummy Shielder
	ParticleCount = 1
	Particle = AEmitter
		CopyOf = Shielder Wall
	Shell = MOSParticle
		CopyOf = Tiny Smoke Ball 1
	FireVelocity = 2
	ShellVelocity = 10
	Separation = 0

///////////////////////////////////////////////////////////////////////////////
// Magazines

AddAmmo = Magazine
	PresetName = Magazine Dummy Shielder
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Devices/Sprites/DiggerMagazineA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -4
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bullet Metal
		Resolution = 2
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bullet Metal
		Resolution = 3
		Depth = 1
	DeepCheck = 0
	JointStrength = 200
	JointStiffness = 1
	DrawAfterParent = 0
	RoundCount = 2
	RTTRatio = 0
	RegularRound = Round
		CopyOf = Round Dummy Shielder
	TracerRound = None

///////////////////////////////////////////////////////////////////////////////
// Devices

AddDevice = HDFirearm
	PresetName = Shielder
	Description = Materializes a temporary energy shield in front of the user for protection and/or slowing down enemy pursuers.
	AddToGroup = Tools
	Mass = 8
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Dummy.rte/Devices/Sprites/Shielder2.bmp
	FrameCount = 2
	SpriteOffset = Vector
		X = -9
		Y = -8
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 50
	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 = 75
	JointStiffness = 0.5
	JointOffset = Vector
		X = -6
		Y = 4
	DrawAfterParent = 0
	StanceOffset = Vector
		X = 8
		Y = 5
	SharpStanceOffset = Vector
		X = 9
		Y = 2
	SupportOffset = Vector
		X = 0
		Y = 3
	SharpLength = 10
	Magazine = Magazine
		CopyOf = Magazine Dummy Shielder
	Flash = Attachable
		CopyOf = Muzzle Flash Shotgun
	FireSound = Sound
		AddSample = ContentFile
			FilePath = Dummy.rte/Devices/Weapons/DestroyerFire.wav
	EmptySound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/EmptyClick3.wav
	ReloadStartSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadStart.wav
	ReloadEndSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/ReloadEnd.wav
	RateOfFire = 75
	ReloadTime = 4200
	FullAuto = 0
	FireIgnoresThis = 1
	ShakeRange = 6
	SharpShakeRange = 1
	NoSupportFactor = 3
	ParticleSpreadRange = 3
	ShellSpreadRange = 8
	ShellAngVelRange = 0
	MuzzleOffset = Vector
		X = 12
		Y = 0
	EjectionOffset = Vector
		X = -4
		Y = -2
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 6
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 9
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Oil
		Count = 5
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 7
		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 Big C
		Count = 1
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 3
