AddEffect = MOPixel
	PresetName = Distractor Particle
	Mass = 0.001
	AirResistance = 0.08
	GlobalAccScalar = 0
	Sharpness = 0
	LifeTime = 1000
	RestThreshold = 500
	HitsMOs = 1
	GetsHitByMOs = 0
	Color = Color
		R = 255
		G = 226
		B = 0
	Atom = Atom
		Material = Material
			CopyOf = Bullet Metal
		TrailColor = Color
			R = 255
			G = 226
			B = 0
		TrailLength = 2
	ScreenEffect = ContentFile
		FilePath = Base.rte/Effects/Glows/RedTiny.bmp
	EffectStartTime = 0
	EffectStopTime = 900
	EffectStartStrength = 1.0
	EffectStopStrength = 0.0
	EffectAlwaysShows = 1
		
		
AddEffect = AEmitter
	PresetName = Distractor Emitter
	Mass = 1
	PinStrength = 500
	LifeTime = 12000	//10 Sec duration
	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
	JointStrength = 10000
	JointStiffness = 1
	DrawAfterParent = 1
	AddEmission = Emission
		EmittedParticle = MOPixel
			CopyOf = Distractor Particle
		Spread = 3.14
		MaxVelocity = 44
		MinVelocity = 42
		PushesEmitter = 0
	EmissionSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Devices/Diggers/DiggerSound.wav
		LoopSetting = -1 // Means loop infinitely until stopped
	EmissionEnabled = 1
	EmissionsIgnoreThis = 1
	ParticlesPerMinute = 1700
	BurstSize = 2
	BurstScale = 1
	BurstDamage = 0
	BurstTriggered = 0
	EmissionDamage = 0
	Flash = None
	FlashOnlyOnBurst = 0
	
	
AddEffect = Actor
	PresetName = Distractor Thing
	AddToGroup = Brains	//Just testing ...and it works!
	PinStrength = 1
	Mass = 1
	LifeTime = 11000
	HitsMOs = 0
	Buyable = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Devices/Explosives/Distractor.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -4
	HFlipped = 0
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter	
		CopyOf = Dent Metal
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 1
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 6
	DeepCheck = 1
	Status = 0
	Health = 100
	Team = -1
	AimAngle = 0
	AimDistance = 0
	Perceptiveness = 0
	CharHeight = 9001	//50
	AddEmitter = AEmitter
		CopyOf = Distractor Emitter
	GibImpulseLimit = 3000
	GibWoundLimit = 12
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 12
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 12
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1.5
			Y = 4.5
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Flesh Tiny A
		Offset = Vector
			X = -1.5
			Y = 1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small A
		Offset = Vector
			X = 0.5
			Y = -0.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small B
		Offset = Vector
			X = -4
			Y = -5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small A
		Offset = Vector
			X = 0.5
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Rusty Small A
		Offset = Vector
			X = -1.5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Metal Grey Small B
		Offset = Vector
			X = 2.5
			Y = -1.5
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small H
		Offset = Vector
			X = -2.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -3.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 1.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -2.5
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Dark Tiny A
		Offset = Vector
			X = -2.5
			Y = -2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Tiny A
		Offset = Vector
			X = -1.5
			Y = -3
			
			
AddDevice = TDExplosive
	PresetName = Distractor Device
	Description = This harmless device will get the attention of enemy troops that notice it and make them fire at it.  Use that to your advantage and try to hit in the middle of an enemy squad to have them shoot each other!
	AddToGroup = Bombs
	Mass = 1
	RestThreshold = -500
	HitsMOs = 1
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Ronin.rte/Devices/Explosives/Distractor2.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -4
		Y = -4
//	SpriteAnimMode = 1
//	SpriteAnimDuration = 400
	EntryWound = AEmitter
		CopyOf = Dent Metal No Spark
	ExitWound = AEmitter
		CopyOf = Dent Metal No Spark
	GoldValue = 5
	AngularVel = 9
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 2
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 100
	JointStiffness = 0.5
	JointOffset = Vector
		X = 0
		Y = 4
	DrawAfterParent = 0
	DetonationSound = Sound
		Priority = 1000
		AddSample = ContentFile
			Path = Base.rte/Sounds/Explode1.wav
		AddSample = ContentFile
			Path = Base.rte/Sounds/Explode2.wav
	StanceOffset = Vector
		X = 8
		Y = 5
	StartThrowOffset = Vector
		X = -12
		Y = -5
	EndThrowOffset = Vector
		X = 12
		Y = -5
	MinThrowVel = 5
	MaxThrowVel = 19
	TriggerDelay = 3000
	ActivatesWhenReleased = 0
	EffectOnGib = 1
	EffectAlwaysShows = 1
	ScreenEffect = ContentFile
		Path = Base.rte/Effects/Glows/YellowHuge.bmp
	AddGib = Gib
		GibParticle = Actor
			CopyOf = Distractor Thing
		Count = 1
		MinVelocity = 0
		MaxVelocity = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Glow Explosion Huge
	GibImpulseLimit = 200
	GibWoundLimit = 5