/* It says "Out of bounds material mapping... looks like these will need to be used in the materials.ini with their own material index number.
AddMaterial = Material
	CopyOf = Blood
	PresetName = Blood Liquid Mat
	Bounce = 0.5
	Friction = 0
//	Stickiness = 0
	StructuralIntegrity = 0.01
	DensityKGPerVolumeL = 1.0
	GibImpulseLimitPerVolumeL = 10
	GibWoundLimitPerVolumeL = 0.1
	Priority = 6
	SettleMaterial = 161
	Color = Color
		R = 165
		G = 50
		B = 40
	UseOwnColor = 1

AddMaterial = Material
	CopyOf = Blood
	PresetName = Blood Normal Mat
	Bounce = 0.1
	Friction = 0.01
	Stickiness = 0.15
	StructuralIntegrity = 1
	DensityKGPerVolumeL = 1.0
	GibImpulseLimitPerVolumeL = 15
	GibWoundLimitPerVolumeL = 0.1
	Priority = 5
	Color = Color
		R = 165
		G = 50
		B = 40
	UseOwnColor = 1

AddMaterial = Material
	CopyOf = Blood
	PresetName = Blood Sticky Mat
	Bounce = 0.01
	Friction = 0.9
	Stickiness = 1.0
	StructuralIntegrity = 5
	DensityKGPerVolumeL = 1.0
	GibImpulseLimitPerVolumeL = 15
	GibWoundLimitPerVolumeL = 0.1
	Priority = 7
	Color = Color
		R = 165
		G = 50
		B = 40
	UseOwnColor = 1
*/

//Blood particles, combine them to get more advanced gore.

AddEffect = MOPixel
	PresetName = Blood Liquid	//This type will flow like liquid
	Mass = 1
	RestThreshold = -1
	HitsMOs = 0
	GetsHitByMOs = 0
	Color = Color
		R = 231
		G = 26
		B = 9
	Atom = Atom
		Material = Material
			CopyOf = Flesh	//Blood Liquid Mat
		TrailColor = Color
			R = 231
			G = 26
			B = 9
		TrailLength = 2

AddEffect = MOPixel
	PresetName = Blood Normal	//This type will rain down slowly
	Mass = 0.1
	AirResistance = 0.05
	RestThreshold = -1
	HitsMOs = 1	//Is allowed to collide
	GetsHitByMOs = 0
	Color = Color
		R = 128
		G = 28
		B = 9
	Atom = Atom
		Material = Material
			CopyOf = Flesh	//Blood Normal Mat
		TrailColor = Color
			R = 128
			G = 28
			B = 9
		TrailLength = 4

AddEffect = MOPixel
	PresetName = Blood Sticky	//This type will stick to walls
	Mass = 0.05
	RestThreshold = -1
	HitsMOs = 0
	GetsHitByMOs = 0
	Color = Color
		R = 168
		G = 27
		B = 11
	Atom = Atom
		Material = Material
			CopyOf = Flesh	//Blood Sticky Mat
		TrailColor = Color
			R = 168
			G = 27
			B = 11
		TrailLength = 1
		
/* 
DONT UNCOMMENT ME

//PIXEL BLOOD AS GIBS FOR QUICK REFERENCE

	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Blood Liquid
		Count = 10
		Spread = 3.14
		MaxVelocity = 10
		MinVelocity = 2
		InheritsVel = 1

	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Blood Normal
		Count = 10
		Spread = 3.14
		MaxVelocity = 10
		MinVelocity = 2
		InheritsVel = 1

	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Blood Sticky
		Count = 10
		Spread = 3.14
		MaxVelocity = 10
		MinVelocity = 2
		InheritsVel = 1
		
DONT UNCOMMENT ME
*/


AddEffect = MOSParticle
	PresetName = Blood Spray Particle
	RestThreshold = -1
	Mass = 0
	LifeTime = 300
	Sharpness = 0.1
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/BloodPuff01.bmp
	FrameCount = 8
	SpriteOffset = Vector
		X = -5
		Y = -5
	AngularVel = 60
	Atom = Atom
		Material = Material
			CopyOf = Water
		TrailLength = 0
	Framerate = 0
	
AddEffect = MOSParticle
	PresetName = Blood Burst Particle
	Mass = 1
	Sharpness = 0
	RestThreshold = -500
	AirResistance = 0.03
	LifeTime = 480
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/BloodBurst.bmp
	FrameCount = 9
	SpriteOffset = Vector
		X = -10
		Y = -10
	AngularVel = 6
	Atom = Atom
		Material = Material
			CopyOf = Water
		TrailLength = 0
	Framerate = 0
	
AddEffect = MOSParticle
	PresetName = Blood Blast Particle
	Mass = 1
	Sharpness = 0
	AirResistance = 0.2
	RestThreshold = -500
	LifeTime = 400
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/BloodBlast.bmp
	FrameCount = 13
	SpriteOffset = Vector
		X = -17
		Y = -17
	AngularVel = 6
	Atom = Atom
		Material = Material
			CopyOf = Water
		TrailLength = 0
	Framerate = 0

AddEffect = AEmitter
	PresetName = Wound Flesh Entry
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/FleshWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -2
	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 = MOPixel
			CopyOf = Drop Blood
		Spread = 0.1
		MaxVelocity = 4
		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
	EmissionCountLimit = 20
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 100
	BurstSize = 8
	BurstScale = 3
	BurstDamage = 3
	BurstTriggered = 1
	EmissionDamage = 0.05
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	PresetName = Wound Flesh Exit
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/FleshWoundB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	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 = MOPixel
			CopyOf = Drop Blood
		Spread = 0.1
		MaxVelocity = 10
		MinVelocity = 1
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Blood Spray Particle
		StartTimeMS = 0
		StopTimeMS = 10
		Spread = 0.1
		MaxVelocity = 5
		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
	EmissionCountLimit = 40
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 100
	BurstSize = 18
	BurstScale = 5
	BurstDamage = 5
	BurstTriggered = 1
	EmissionDamage = 0.05
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	PresetName = Wound Flesh Body
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/FleshWoundB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	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 = MOPixel
			CopyOf = Drop Blood
		Spread = 0.1
		MaxVelocity = 5
		MinVelocity = 1
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Blood Spray Particle
		StartTimeMS = 0
		StopTimeMS = 10
		Spread = 0.1
		MaxVelocity = 5
		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
	EmissionCountLimit = 100
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 256
	BurstSize = 5
	BurstScale = 4
	BurstDamage = 20
	BurstTriggered = 1
	EmissionDamage = 0.1
	Flash = None
	FlashOnlyOnBurst = 0
	
AddEffect = AEmitter
	CopyOf = Wound Flesh Entry
	PresetName = Wound Dry Flesh Entry
	EmissionEnabled = 1
	EmissionCountLimit = 30
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 10
	BurstSize = 4
	BurstScale = 3
	BurstDamage = 1
	BurstTriggered = 1
	EmissionDamage = 0.02
	Flash = None
	FlashOnlyOnBurst = 0
	
AddEffect = AEmitter
	CopyOf = Wound Flesh Exit
	PresetName = Wound Dry Flesh Exit
	EmissionEnabled = 1
	EmissionCountLimit = 30
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 10
	BurstSize = 4
	BurstScale = 3
	BurstDamage = 1
	BurstTriggered = 1
	EmissionDamage = 0.04
	Flash = None
	FlashOnlyOnBurst = 0
	
AddEffect = AEmitter
	CopyOf = Wound Flesh Body
	PresetName = Wound Dry Flesh Body
	EmissionEnabled = 1
	EmissionCountLimit = 30
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 10
	BurstSize = 4
	BurstScale = 3
	BurstDamage = 1
	BurstTriggered = 1
	EmissionDamage = 0.04
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	PresetName = Wound Bone Entry
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/BoneWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -1
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bone
		Resolution = 2
		Depth = 10
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bone
		Resolution = 3
		Depth = 10
	DeepCheck = 0
	JointStrength = 10000000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Bone Particle
		Spread = 0.1
		MaxVelocity = 5
		MinVelocity = 1
	BurstSound = Sound
		CopyOf = Bone Hit
	EmissionEnabled = 1
	EmissionCountLimit = 10
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 0
	BurstSize = 3
	BurstScale = 5
	BurstDamage = 2
	BurstTriggered = 1
	EmissionDamage = 0.12
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	CopyOf = Wound Bone Entry
	PresetName = Wound Bone Break
	BurstSound = Sound
		CopyOf = Bone Crack

AddEffect = AEmitter
	CopyOf = Wound Bone Entry
	PresetName = Wound Bone Exit
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/BoneWoundB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Bone Particle
		Spread = 0.1
		MaxVelocity = 10
		MinVelocity = 1
		EmittedParticle = MOPixel
			CopyOf = Bone Particle
		Spread = 0.1
		MaxVelocity = 10
		MinVelocity = 1
		EmittedParticle = MOPixel
			CopyOf = Bone Particle
		Spread = 0.1
		MaxVelocity = 10
		MinVelocity = 1
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Spread = 0.1
		MaxVelocity = 10
		MinVelocity = 1
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Spread = 0.1
		MaxVelocity = 10
		MinVelocity = 1
	EmissionEnabled = 1
	EmissionCountLimit = 10
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 0
	BurstSize = 6
	BurstScale = 6
	BurstDamage = 2
	BurstTriggered = 1
	EmissionDamage = 0.02

AddEffect = AEmitter
	CopyOf = Wound Bone Entry
	PresetName = Wound Bone Strong Entry
	BurstDamage = 0.25
	EmissionDamage = 0.05

AddEffect = AEmitter
	CopyOf = Wound Bone Exit
	PresetName = Wound Bone Strong Exit
	BurstDamage = 0.25
	EmissionDamage = 0.1

AddEffect = AEmitter
	PresetName = Leaking Brain Pod
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/GlassWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -2
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Brain Fluid Dark
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Brain Fluid
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Blood
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Brain Fluid Dark
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 2
		Spread = 0.4
		MaxVelocity = 12
		MinVelocity = 6
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Brain Fluid
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
//	EmissionSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
//		LoopSetting = -1 // Means loop infinitely until stopped
	BurstSound = Sound
		CopyOf = Metal Penetration Hit
		PresetName = Brain Pod Hit
		AddSample = ContentFile
			FilePath = Base.rte/Effects/GlassImpactA.wav
		AddSample = ContentFile
			FilePath = Base.rte/Effects/GlassImpactB.wav
		AddSample = ContentFile
			FilePath = Base.rte/Effects/GlassImpactC.wav		
//	EndSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
	EmissionEnabled = 1
	EmissionCountLimit = 80
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 200
	BurstSize = 8
	BurstScale = 2
	BurstDamage = 3
	BurstTriggered = 1
	EmissionDamage = 0.005
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	PresetName = Leaking Clone Tube
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/GlassWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -2
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Clone Fluid Dark
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Clone Fluid
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Clone Fluid Dark
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 2
		Spread = 0.4
		MaxVelocity = 12
		MinVelocity = 6
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Clone Fluid
		Spread = 0.1
		MaxVelocity = 6
		MinVelocity = 3
//	EmissionSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
//		LoopSetting = -1 // Means loop infinitely until stopped
	BurstSound = Sound
		CopyOf = Metal Penetration Hit
		PresetName = Brain Pod Hit
		AddSample = ContentFile
			FilePath = Base.rte/Effects/GlassImpactA.wav
		AddSample = ContentFile
			FilePath = Base.rte/Effects/GlassImpactB.wav
		AddSample = ContentFile
			FilePath = Base.rte/Effects/GlassImpactC.wav		
//	EndSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/
	EmissionEnabled = 1
	EmissionCountLimit = 100
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 200
	BurstSize = 8
	BurstScale = 2
	BurstDamage = 4
	BurstTriggered = 1
	EmissionDamage = 0.005
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	PresetName = Leaking Machinery
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/MetalWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -1
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 1
		Spread = 0.4
		MaxVelocity = 12
		MinVelocity = 6
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 2
		Spread = 0.4
		MaxVelocity = 12
		MinVelocity = 6
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 1
		Spread = 0.4
		MaxVelocity = 12
		MinVelocity = 6
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 2
		Spread = 0.4
		MaxVelocity = 12
		MinVelocity = 6
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Drop Oil
		Spread = 0.4
		MaxVelocity = 4
		MinVelocity = 2
//	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
	EmissionCountLimit = 80
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 160
	BurstSize = 8
	BurstScale = 2
	BurstDamage = 2
	BurstTriggered = 1
	EmissionDamage = 0.02
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	CopyOf = Leaking Machinery
	PresetName = Leaking Machinery Light
	EmissionDamage = 0.0003
	BurstDamage = 1

AddEffect = AEmitter
	PresetName = Dent Metal No Spark
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/MetalWoundB.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -2
		Y = -2
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1

AddEffect = AEmitter
	CopyOf = Dent Metal No Spark
	PresetName = Dent Metal
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 1
		Spread = 0.2
		MaxVelocity = 6
		MinVelocity = 3
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Spark Yellow 2
		Spread = 0.2
		MaxVelocity = 6
		MinVelocity = 3
//	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 = 10
	BurstScale = 4
	BurstDamage = 1
	BurstTriggered = 1
	EmissionDamage = 0
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	CopyOf = Dent Metal
	PresetName = Dent Metal Light
	BurstDamage = 0

AddEffect = AEmitter
	PresetName = Fire Leak
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/MetalWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -1
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
//	AddEmission = Emission
//		EmittedParticle = MOPixel
//			CopyOf = Side Thruster Blast 1
//		Spread = 0.2
//		MaxVelocity = 10
//		MinVelocity = 5
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Smoke Ball 1
		Spread = 0.4
		MaxVelocity = 5
		MinVelocity = 2
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Fire Ball 1
		Spread = 0.4
		MaxVelocity = 5
		MinVelocity = 2
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Fire Ball 2
		Spread = 0.4
		MaxVelocity = 5
		MinVelocity = 2
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Fire Ball 3
		Spread = 0.4
		MaxVelocity = 5
		MinVelocity = 2
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Fire Ball 4
		Spread = 0.4
		MaxVelocity = 5
		MinVelocity = 2
//	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
	EmissionCountLimit = 400
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 500
	BurstSize = 5
	BurstScale = 2
	BurstDamage = 2
	BurstTriggered = 1
	EmissionDamage = 0.03
	Flash = None
	FlashOnlyOnBurst = 0

AddEffect = AEmitter
	PresetName = Gas Leak
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Wounds/MetalWoundA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -1
		Y = -1
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Side Thruster Blast 1
		ParticlesPerMinute = 250
		BurstSize = 7
		Spread = 0.2
		MaxVelocity = 20
		MinVelocity = 10
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Side Thruster Blast Ball 1
		ParticlesPerMinute = 150
		BurstSize = 5
		Spread = 0.2
		MaxVelocity = 20
		MinVelocity = 10
	AddEmission = Emission
		EmittedParticle = MOSParticle
			CopyOf = Side Thruster Blast Ball 1 Glow
		ParticlesPerMinute = 100
		BurstSize = 2
		Spread = 0.2
		MaxVelocity = 20
		MinVelocity = 10
//	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
	EmissionCountLimit = 400
	EmissionsIgnoreThis = 1
	BurstScale = 2
	BurstDamage = 2
	BurstTriggered = 1
	EmissionDamage = 0.08
	Flash = Attachable
		CopyOf = Muzzle Flash SMG
	FlashOnlyOnBurst = 1


AddEffect = AEmitter
	PresetName = Null Emitter
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = 0
		Y = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1

AddEffect = AEmitter
	PresetName = Wound Instakill
	Mass = 0.0001
	HitsMOs = 0
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Null.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = 0
		Y = 0
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Air
		Resolution = 2
		Depth = 5
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Air
		Resolution = 3
		Depth = 5
	DeepCheck = 0
	BurstTriggered = 1
	EmissionEnabled = 1
	BurstDamage = 100
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1