AddEffect = MOSRotating
	PresetName = Browncoat Soldier Hat Gib F
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.05
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibF.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		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 G
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.05
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibG.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 H
//	AddToGroup = Browncoat gibs
	Mass = 4.90
	AirResistance = 0.05
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatGibH.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 = Attachable
	PresetName = Browncoat Misc Part A
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/MiscPartA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -4
	AngularVel = 6
	DrawAfterParent = 1
	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 = 50
	JointStiffness = 0.6
//	BreakWound = AEmitter
//		CopyOf = Wound Bone Break
	JointOffset = Vector
		X = 0
		Y = 0
	GibImpulseLimit = 1500
	GibWoundLimit = 5
//	GibSound = Sound
//		CopyOf = Bone Crack


AddEffect = Attachable
	PresetName = Browncoat Hat B
	Mass = 3
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HatB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		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 = 280
	JointStiffness = 0.6
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = 0
		Y = 0
	DrawAfterParent = 1
	GibImpulseLimit = 2000
	GibWoundLimit = 12
//	GibSound = Sound
//		CopyOf = Bone Crack
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib F
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib G
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Browncoat Soldier Hat Gib H
		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
	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



AddEffect = Attachable
	PresetName = Browncoat Head B
	Mass = 36
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HeadB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -7
		Y = -3
	DrawAfterParent = 0
	AngularVel = 6
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Armoured Flesh
		Resolution = 4
		Depth = 0
	DeepCheck = 0
	JointStrength = 340
	JointStiffness = 0.1
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -2
		Y = 6
	GibImpulseLimit = 550
	GibWoundLimit = 8
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit
	AddAttachable = Attachable
		CopyOf = Browncoat Hat B
		ParentOffset = Vector
			X = 0
			Y = 0
	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 B

	Mass = 7

	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/ArmFGB.bmp
	FrameCount = 5
	SpriteOffset = Vector
		X = -9
		Y = -5
	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 = 350
	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/HandFGB.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 = 100
	GibWoundLimit = 8
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

AddActor = Arm
	CopyOf = Browncoat Arm FG B
	PresetName = Browncoat Arm BG B
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/ArmBGB.bmp
	Hand = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/HandBGB.bmp

AddActor = Attachable
	PresetName = Browncoat Foot FG B

	Mass = 4

	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/FootFGB.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 = 130
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -2
		Y = -1
	DrawAfterParent = 0

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

AddActor = Leg
	PresetName = Browncoat Leg FG B
	Mass = 12
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/LegFGB.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 = 420
	JointStiffness = 0.5
	BreakWound = AEmitter
		CopyOf = Wound Flesh Body
	JointOffset = Vector
		X = -5
		Y = 2
	DrawAfterParent = 0
	Foot = Attachable
		CopyOf = Browncoat Foot FG B
		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 = 155
	GibWoundLimit = 9
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit

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

AddActor = AHuman
	PresetName = Browncoat Heavy
	AddToGroup = Actors
	Description = As the name implies, he's even harder than his lighter counterpart and is capable of taking upto 30 hits from gunfire to the chest. He's a monster!
	Mass = 60
	GoldValue = 280
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Browncoats.rte/Actors/Soldier/TorsoB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -14
	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 = 3900
	AimAngle = 0
	AimDistance = 30
	Perceptiveness = 0.9
	CharHeight = 105
	HolsterOffset = Vector
		X = -6
		Y = -4
	Head = Attachable
		CopyOf = Browncoat Head B
		ParentOffset = Vector
			X = 2
			Y = -9
	AddAttachable = Attachable
		CopyOf = Browncoat Misc Part A
		ParentOffset = Vector
			X = 5
			Y = -5
	Jetpack = AEmitter
		CopyOf = Jetpack Heavy
		SpriteFile = ContentFile
			FilePath = Browncoats.rte/Actors/Soldier/JetpackB.bmp
		SpriteOffset = Vector
			X = -3
			Y = -20
		ParentOffset = Vector
			X = -7
			Y = 3
		DrawAfterParent = 0
	JumpTime = 6 // Secs
	FGArm = Arm
		CopyOf = Browncoat Arm FG B
		ParentOffset = Vector
			X = -2
			Y = -4
	BGArm = Arm
		CopyOf = Browncoat Arm BG B
		ParentOffset = Vector
			X = 5
			Y = -5
	FGLeg = Leg
		CopyOf = Browncoat Leg FG B
		ParentOffset = Vector
			X = 0
			Y = 3
	BGLeg = Leg
		CopyOf = Browncoat Leg BG B
		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
		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 = 1.7
		NormalTravelSpeed = 3.6
		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 = 5800
	GibWoundLimit = 30
	GibSound = Sound
		CopyOf = Flesh Body Blunt Hit