AddEffect = MOSRotating
	PresetName = Soldier Helmet Gib A

	Mass = 27.53
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/HelmetGibA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -5
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	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 = 200
//	GibWoundLimit = 16
//	GibSound = Sound
//		CopyOf = Flesh Body Blunt Hit

AddEffect = MOSRotating
	PresetName = Soldier Misc Gib A

	Mass = 7.32
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.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 = Soldier Misc Gib B

	Mass = 5.79
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.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 = Soldier Misc Gib C

	Mass = 4.80
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.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 = Soldier Misc Gib D

	Mass = 4.80
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.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 = Soldier Rib Cage Gib A

	Mass = 27.89
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/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 = Soldier Misc Gib A
		Offset = Vector
			X = 3
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = 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 = 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 = 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

AddEffect = Attachable
	PresetName = Soldier Helmet A
	Mass = 3
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/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 = 180
	JointStiffness = 0.6
//	BreakWound = AEmitter
//		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	GibImpulseLimit = 1500
	GibWoundLimit = 6
//	GibSound = Sound
//		CopyOf = Bone Crack
	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

AddEffect = Attachable
	PresetName = Soldier Head A
	Mass = 36
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/HeadA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -7
	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
	JointStrength = 130
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = 0
		Y = 5
	GibImpulseLimit = 250
	GibWoundLimit = 7
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddAttachable = Attachable
		CopyOf = Soldier Helmet A
		ParentOffset = Vector
			X = -1
			Y = -4
	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
		
AddEffect = Attachable
	CopyOf = Soldier Head A
	PresetName = Soldier Head B

	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/HeadB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -7

AddActor = Arm
	PresetName = Soldier Arm FG A

	Mass = 7
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/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 = 190
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -3.5
		Y = -1
	DrawAfterParent = 1
	HeldDevice = None
	Hand = ContentFile
		FilePath = FilePath = Coalition.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 = 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 = 5
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

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

AddActor = Arm
	PresetName = Soldier Arm FG B

	Mass = 7
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/ArmFGB.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -4
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Armoured Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	ParentOffset = Vector
		X = -1
		Y = -4
	JointStrength = 200
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -3.5
		Y = -1
	DrawAfterParent = 1
	HeldDevice = None
	Hand = ContentFile
		FilePath = FilePath = Coalition.rte/Actors/Soldier/HandFGA.bmp
	MaxLength = 15
	IdleOffset = Vector
		X = 5
		Y = 6
	MoveSpeed = 0.2
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Blood
		Count = 25
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib A
		Offset = Vector
			X = -2
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib C
		Offset = Vector
			X = 4
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small C
		Offset = Vector
			X = 2
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small B
		Offset = Vector
			X = 6
			Y = -1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 3
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 0
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -5
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -3
			Y = 3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Micro A
		Offset = Vector
			X = -1
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Military Tiny A
		Offset = Vector
			X = -4
			Y = 0
		Count = 1
		Spread = 0
	GibImpulseLimit = 75
	GibWoundLimit = 5
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

AddActor = Arm
	CopyOf = Soldier Arm FG B
	PresetName = Soldier Arm BG B
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/ArmBGB.bmp
	Hand = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/HandFGA.bmp
//		FilePath = Coalition.rte/Actors/Soldier/HandBGA.bmp

AddActor = Attachable
	PresetName = Soldier Foot FG A

	Mass = 4
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Coalition.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 = 80
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -2
		Y = -1
	DrawAfterParent = 0

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

AddActor = Leg
	PresetName = Soldier Leg FG A

	Mass = 12
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/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 = 300
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = 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 = Soldier Misc Gib A
		Offset = Vector
			X = 0
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib B
		Offset = Vector
			X = -3
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = 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 = 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 = 185
	GibWoundLimit = 6
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

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

AddActor = Leg
	PresetName = Soldier Leg FG B

	Mass = 14
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/LegFGB.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -6
		Y = -7
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Wound Flesh Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Armoured Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 340
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = 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 = Soldier Misc Gib A
		Offset = Vector
			X = 1
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib B
		Offset = Vector
			X = -2
			Y = 2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib C
		Offset = Vector
			X = 5
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small B
		Offset = Vector
			X = 8
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 8
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = 0
			Y = 0
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -0.5
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = 3.5
			Y = -3
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = 1.5
			Y = -4
		Count = 1
		Spread = 0
	GibImpulseLimit = 195
	GibWoundLimit = 7
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

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

AddEffect = Attachable
	PresetName = Soldier Heavy Chest Plate A

	Mass = 10
	Sharpness = 1
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/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 = AEmitter
		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	GibImpulseLimit = 1500
	GibWoundLimit = 6
//	GibSound = Sound
//		CopyOf = Bone Crack
	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

AddActor = AHuman
	PresetName = Soldier Light
	AddToGroup = Actors
	Description = Standard Coalition soldier equipped with armor and a jetpack.  Very resilient and quick.
	Mass = 48
	GoldValue = 90
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/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 = 2500
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 0.9
	CharHeight = 100
	HolsterOffset = Vector
		X = -6
		Y = -4
	Head = Attachable
		CopyOf = Soldier Head B
		ParentOffset = Vector
			X = 0
			Y = -10
	Jetpack = AEmitter
		CopyOf = Jetpack Heavy
		ParentOffset = Vector
			X = -6
			Y = 3
		DrawAfterParent = 0
	JumpTime = 4 // Secs
	FGArm = Arm
		CopyOf = Soldier Arm FG A
		ParentOffset = Vector
			X = -1
			Y = -5
	BGArm = Arm
		CopyOf = Soldier Arm BG A
		ParentOffset = Vector
			X = 4
			Y = -7
	FGLeg = Leg
		CopyOf = Soldier Leg FG A
		ParentOffset = Vector
			X = 1
			Y = 1
	BGLeg = Leg
		CopyOf = 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 = 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 = Soldier Stand Path
		StartOffset = Vector
			X = 8
			Y = 17
	WalkLimbPath = LimbPath
		PresetName = 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 = 2.8
		FastTravelSpeed = 4.5
		PushForce = 8000
	CrouchLimbPath = LimbPath
		PresetName = 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 = 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 = 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 = 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 = 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 = 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 = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Rib Cage Gib A
		Offset = Vector
			X = 0
			Y = -2
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = 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 = Soldier Misc Gib B
		Offset = Vector
			X = 3
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier 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 = 3650
	GibWoundLimit = 16
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	
AddActor = AHuman
	PresetName = Soldier Heavy
	AddToGroup = Actors
	Description = A Coalition trooper upgraded with stronger armor.  A bit heavier and a bit less agile than the Light Soldier, but more than makes up for it with its strength. 
	Mass = 50
	GoldValue = 110
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Coalition.rte/Actors/Soldier/TorsoB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -8
		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 = 2900
	AimAngle = 0
	AimDistance = 32
	Perceptiveness = 0.9
	CharHeight = 100
	HolsterOffset = Vector
		X = -6
		Y = -4
	AddAttachable = Attachable
		CopyOf = Soldier Heavy Chest Plate A
		ParentOffset = Vector
			X = 3
			Y = -3
	Head = Attachable
		CopyOf = Soldier Head A
		ParentOffset = Vector
			X = -1
			Y = -9
//		DrawAfterParent = 0
	Jetpack = AEmitter
		CopyOf = Jetpack Heavy
		ParentOffset = Vector
			X = -6
			Y = 3
	JumpTime = 4 // Secs
	FGArm = Arm
		CopyOf = Soldier Arm FG B
		ParentOffset = Vector
			X = -3
			Y = -6
	BGArm = Arm
		CopyOf = Soldier Arm BG B
		ParentOffset = Vector
			X = 2
			Y = -7
	FGLeg = Leg
		CopyOf = Soldier Leg FG B
		ParentOffset = Vector
			X = 0
			Y = 2
	BGLeg = Leg
		CopyOf = Soldier Leg BG B
		ParentOffset = Vector
			X = 3
			Y = 2
	HandGroup = AtomGroup
		CopyOf = HandGroup
	FGFootGroup = AtomGroup
		CopyOf = Foot
	BGFootGroup = AtomGroup
		CopyOf = Foot
//	StrideSound = Sound
//		CopyOf = Robot Stride
	StandLimbPath = LimbPath
		PresetName = Soldier Heavy Stand Path
		StartOffset = Vector
			X = -2
			Y = 17
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	StandLimbPathBG = LimbPath
		CopyOf = Soldier Heavy Stand Path
		StartOffset = Vector
			X = 8
			Y = 17
	WalkLimbPath = LimbPath
		PresetName = Soldier Heavy Walk Path
		StartOffset = Vector
			X = 10
			Y = -4
		StartSegCount = 4
		AddSegment = Vector
			X = 0
			Y = 2
		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 = 2.5
		FastTravelSpeed = 4.5
		PushForce = 10000
	CrouchLimbPath = LimbPath
		PresetName = Soldier Heavy Crouch Path
		StartOffset = Vector
			X = 10
			Y = 3
		StartSegCount = 0
		SlowTravelSpeed = 0.1
		NormalTravelSpeed = 0.5
		FastTravelSpeed = 1.5
		PushForce = 8000
	CrawlLimbPath = LimbPath
		PresetName = Soldier Heavy 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 = Soldier Heavy Arm Crawl Path
		StartOffset = Vector
			X = -6
			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 = Soldier Heavy 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 = 10
			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 = 2.0
		FastTravelSpeed = 4.5
		PushForce = 5000			
	JumpLimbPath = LimbPath
		PresetName = Soldier Heavy 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 = Soldier Heavy 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 = Soldier Rib Cage Gib A
		Offset = Vector
			X = 0
			Y = -4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib A
		Offset = Vector
			X = 1
			Y = -6
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = 1
			Y = -2.5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -2
			Y = -6.5
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -0.5
			Y = -6
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib B
		Offset = Vector
			X = 4
			Y = -1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib C
		Offset = Vector
			X = -4
			Y = -6
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = -2.5
			Y = -1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -3.5
			Y = 1
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -4.5
			Y = -4
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Micro A
		Offset = Vector
			X = -4.5
			Y = -10
		Count = 1
		Spread = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Soldier Misc Gib D
		Offset = Vector
			X = 1
			Y = 2
		Count = 1
		Spread = 0
	GibImpulseLimit = 4100
	GibWoundLimit = 20
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit