////////////////////////////////////////////////////////////////
// SHIELDS

AddEffect = MOSRotating
	PresetName = Riot Shield Gib A
	Mass = 2

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Shields/RiotGibA.bmp
	FrameCount = 1
	AngularVel = 60
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 2
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 6
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 3
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	GibImpulseLimit = 25
	GibWoundLimit = 5

AddEffect = MOSRotating
	PresetName = Riot Shield Gib B
	Mass = 2

	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Shields/RiotGibB.bmp
	FrameCount = 1
	AngularVel = 60
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 2
	DeepCheck = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 6
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 3
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	GibImpulseLimit = 25
	GibWoundLimit = 4

AddDevice = HeldDevice
	PresetName = Riot Shield
	AddToGroup = Shields
	Description = This metal shield provides excellent additional frontal protection to the user and it can stop numerous hits before breaking up.
	Mass = 8
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Shields/Riot.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -11
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 20
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 0
	JointStrength = 220
	JointStiffness = 0.5
	JointOffset = Vector
		X = -2
		Y = 1
	DrawAfterParent = 1
// For FG arm
//	StanceOffset = Vector
//		X = 12
//		Y = 5
//	SharpStanceOffset = Vector
//		X = 18
//		Y = -4
	StanceOffset = Vector
		X = 8
		Y = 2
	SharpStanceOffset = Vector
		X = 10
		Y = -2
	SupportOffset = Vector
		X = -5
		Y = 4
	SharpLength = 50
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 5
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Count = 10
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Count = 4
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Riot Shield Gib A
		Count = 1
		Offset = Vector
			X = 0
			Y = -7
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Riot Shield Gib B
		Count = 1
		Offset = Vector
			X = 0
			Y = 7
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	GibWoundLimit = 26
