AddEffect = MOSRotating
	PresetName = 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 = 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 = 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 = 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 = 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 = AEmitter
	PresetName = Wound 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
//		CopyOf = Flesh Penetration Hit
//	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

AddEffect = AEmitter
	CopyOf = Wound Flesh Entry Strong
	PresetName = Wound Browncoat Flesh Entry
	BurstDamage = 1

AddEffect = AEmitter
	CopyOf = Wound Flesh Exit Strong
	PresetName = Wound Browncoat Flesh Exit
	BurstDamage = 1

AddEffect = MOSRotating
	PresetName = Browncoat Misc Gib A
	Mass = 7.32
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/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 = Browncoat Misc Gib B
	Mass = 5.79
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/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 = Browncoat Misc Gib C
	Mass = 4.80
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/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 = Browncoat Misc Gib D
	Mass = 4.80
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/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 = Browncoat Torso Gib A
	Mass = 27.89
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/TorsoGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Dry Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Dry 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 = Browncoat Misc Gib A
		Offset = Vector
			X = 3
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat 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 = Browncoat 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 = Browncoat 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

AddEffect = Attachable
	PresetName = Browncoat Hat A
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -5
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Browncoat Hat
	ExitWound = AEmitter
		CopyOf = Wound Browncoat Hat
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 120
	JointStiffness = 0.6
//	BreakWound = AEmitter
//		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	GibImpulseLimit = 300
	GibWoundLimit = 8
//	GibSound = Sound
//		CopyOf = Bone Crack
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib B
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib C
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib D
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = 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



AddEffect = Attachable
	PresetName = Browncoat Head A
	Mass = 36
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HeadA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -6
	DrawAfterParent = 0
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Browncoat Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Browncoat Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Armoured Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 225
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -2
		Y = 5
	GibImpulseLimit = 1000
	GibWoundLimit = 10
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddAttachable = Attachable
		CopyOf = Browncoat Hat A
		ParentOffset = Vector
			X = -1
			Y = -3
	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
		
AddActor = Arm
	PresetName = Browncoat Arm FG A
	Mass = 7
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/ArmFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -3
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Browncoat Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Browncoat Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	ParentOffset = Vector
		X = -1
		Y = -4
	JointStrength = 290
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -3.5
		Y = -1
	DrawAfterParent = 1
	HeldDevice = None
	Hand = ContentFile
		FilePath = FilePath = Browncoats.rte/Actors/Soldier/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 = Browncoat 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 = 1500
	GibWoundLimit = 10
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

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

AddActor = Attachable
	PresetName = Browncoat Foot FG A
	Mass = 4
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/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 = 90
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Dry Flesh Body
	JointOffset = Vector
		X = -2
		Y = -1
	DrawAfterParent = 0

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

AddActor = Leg
	PresetName = Browncoat Leg FG A
	Mass = 12
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/LegFGA.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Wound Browncoat Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Browncoat Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 360
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Browncoat 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 = Browncoat Misc Gib A
		Offset = Vector
			X = 0
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Misc Gib B
		Offset = Vector
			X = -3
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat 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 = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3
			Y = -4
		Count = 1
		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 = 1
		Spread = 0
	GibImpulseLimit = 2000
	GibWoundLimit = 15
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

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

AddActor = AHuman
	PresetName = Browncoat Light
	AddToGroup = Actors
	AddToGroup = Light Infantry
	Description = Well-padded underneath its tough yet fairly lightweight coat, this unit's durability and speed makes it a dangerous lightning-bruiser.
	Mass = 50
	GoldValue = 160
	HitsMOs = 1
	GetsHitByMOs = 1
	ScriptPath = Base.rte/Actors/AI/HumanAI.lua
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/TorsoA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -12
	AngularVel = 0
	EntryWound = AEmitter
		CopyOf = Wound Browncoat Flesh Entry
	ExitWound = AEmitter
		CopyOf = Wound Browncoat 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 = 3100
	AimAngle = 0
	AimDistance = 33
	Perceptiveness = 1
	CharHeight = 105
	HolsterOffset = Vector
		X = -6
		Y = -4
	Head = Attachable
		CopyOf = Browncoat Head A
		ParentOffset = Vector
			X = 2
			Y = -8
	Jetpack = AEmitter
		CopyOf = Jetpack Heavy
		SpriteFile = ContentFile
			FilePath = Browncoats.rte/Actors/Soldier/JetpackA.bmp
		ParentOffset = Vector
			X = -7
			Y = 3
		DrawAfterParent = 0
	JumpTime = 2.5 // Secs
	FGArm = Arm
		CopyOf = Browncoat Arm FG A
		ParentOffset = Vector
			X = -1
			Y = -4
	BGArm = Arm
		CopyOf = Browncoat Arm BG A
		ParentOffset = Vector
			X = 4
			Y = -5
	FGLeg = Leg
		CopyOf = Browncoat Leg FG A
		ParentOffset = Vector
			X = 0
			Y = 3
	BGLeg = Leg
		CopyOf = Browncoat Leg BG A
		ParentOffset = Vector
			X = 4
			Y = 3
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
//	StrideSound = Sound
//		CopyOf = Robot Stride
	StandLimbPath = LimbPath
		PresetName = Browncoat Stand Path
		StartOffset = Vector
			X = -1
			Y = 16
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	StandLimbPathBG = LimbPath
		CopyOf = Browncoat Stand Path BG
		StartOffset = Vector
			X = 7
			Y = 16
	WalkLimbPath = LimbPath
		PresetName = Browncoat 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 = 1.9
		NormalTravelSpeed = 3.2
		FastTravelSpeed = 4.5
		PushForce = 8000
	CrouchLimbPath = LimbPath
		PresetName = Browncoat Crouch Path
		StartOffset = Vector
			X = 10
			Y = 3
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	CrawlLimbPath = LimbPath
		PresetName = Browncoat 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 = Browncoat 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 = Browncoat 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 = Browncoat 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 = Browncoat 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 = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Torso Gib A
		Offset = Vector
			X = 0
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat 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 = Browncoat Misc Gib B
		Offset = Vector
			X = 3
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Misc Gib D
		Offset = Vector
			X = -3
			Y = -6
		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 Flesh Tiny A
		Offset = Vector
			X = -1.5
			Y = 2
		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 = 5000
	GibWoundLimit = 30
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
