
IncludeFile = Missions.rte/Item Gibs.ini

//Rotating pad thing

AddActor = Actor
	PresetName = Rotating Pad
//	Description =  ???
	PinStrength = 3000
	Mass = 30
	GoldValue = 200
//	Buyable = 0
	RestThreshold = 0
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Missions.rte/Scenes/Items/RotatingPad.bmp
	FrameCount = 4
	SpriteAnimMode = 1
	SpriteAnimDuration = 700
	SpriteOffset = Vector
		X = -18
		Y = -4
	HFlipped = 0
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter	
		CopyOf = Dent Metal
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 1
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 6
	DeepCheck = 1
//	PainSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/
//	DeathSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/EnergyExplosion.wav
//		Priority = 2
//	GibSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/BrainPop.wav
//		Priority = 2
	Status = 0
	Health = 100
	Team = 0
	AimAngle = 0
	AimDistance = 0
	CharHeight = 50
	HolsterOffset = Vector
		X = -0
		Y = -0
	GibImpulseLimit = 25
	GibWoundLimit = 16
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 14
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 2
		Count = 16
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Rotating Pad Gib A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Oil
		Count = 12
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	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 = 8
		Spread = 2.25
		MaxVelocity = 15
		MinVelocity = 5



//Control Chip

AddDevice = HeldDevice
	PresetName = Control Chip
	AddToGroup = Artifacts
	Mass = 2
	RestThreshold = -500
	HitsMOs = 0
	Buyable = 0
	GetsHitByMOs = 1
	MissionCritical = 1
	SpriteFile = ContentFile
		FilePath = Missions.rte/Scenes/Items/ControlChip.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -6
		Y = -4
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 5000
	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 = 1
	JointStrength = 75
	JointStiffness = 0.5
	DrawAfterParent = 1
	StanceOffset = Vector
		X = 10
		Y = 5
		
		
//Control Chip Case
		
AddActor = MOSRotating
	PresetName = Control Chip Case
//	Description =  This unit holds the Control Chip that controls cloning productions for clone generators.
	PinStrength = 4000
	Mass = 50
	GoldValue = 5000
	Buyable = 0
	RestThreshold = 0
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Missions.rte/Scenes/Items/ControlChipCase.bmp
	FrameCount = 4
	SpriteAnimMode = 1
	SpriteAnimDuration = 400
	SpriteOffset = Vector
		X = -13
		Y = -8
	HFlipped = 0
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter	
		CopyOf = Dent Metal
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 1
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 6
	DeepCheck = 1
//	GibSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/BrainPop.wav
//		Priority = 2
	GibImpulseLimit = 25
	GibWoundLimit = 10
	AddGib = Gib
		GibParticle = HeldDevice
			CopyOf = Control Chip
		Count = 1
		Spread = 0
		MaxVelocity = 0
		MinVelocity = 0
		Offset = Vector
			X = -7
			Y = 0
	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 = MOSRotating
			CopyOf = Control Chip Case Gib B
		Offset = Vector
			X = 2
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Control Chip Case Gib A
		Offset = Vector
			X = 2
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Control Chip Case Gib C
		Offset = Vector
			X = 2
			Y = 6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small D
		Offset = Vector
			X = 4
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small E
		Offset = Vector
			X = -1
			Y = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small G
		Offset = Vector
			X = 5
			Y = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Joint Small A
		Offset = Vector
			X = -1
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Joint Small B
		Offset = Vector
			X = -6
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Joint Small D
		Offset = Vector
			X = -7
			Y = 1			

//Zombie Generator

AddActor = AEmitter
	PresetName = Zombie Generator
//	Description =  A clone production system turned into a zombie making machine. The units that this thing pumps out are unfinished clones.
	PinStrength = 10000
	Mass = 150
	GoldValue = 1000
	Buyable = 0
	RestThreshold = 0
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Missions.rte/Scenes/Items/ZombieGenerator.bmp
	FrameCount = 10
	SpriteAnimMode = 1
	SpriteAnimDuration = 4000
	SpriteOffset = Vector
		X = -20
		Y = -52
	HFlipped = 0
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter	
		CopyOf = Leaking Clone Tube
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Glass
		Resolution = 1
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Glass
		Resolution = 4
		Depth = 6
	DeepCheck = 1
	GibSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Actors/Brains/BrainPop.wav
		Priority = 2
	EmissionsIgnoreThis = 1
//	EmissionSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/BrainPop.wav
	EmissionDamage = 0
	EmissionOffset = Vector
		X = 0
		Y = 50
	AddEmission = Emission
		EmittedParticle = AHuman
			CopyOf = Zombie Medium
		ParticlesPerMinute = 15
		BurstSize = 0
		Spread = 0
		MaxVelocity = 1.0
		MinVelocity = 0
		PushesEmitter = 0
	Team = 0
	GibImpulseLimit = 25
	GibWoundLimit = 50
	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 = MOPixel
			CopyOf = Drop Clone Fluid
		Count = 30
		Spread = 2.25
		MaxVelocity = 50
		MinVelocity = 20
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Clone Fluid
		Count = 300
		Spread = 2.25
		MaxVelocity = 12
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Clone Fluid Dark
		Count = 200
		Spread = 2.25
		MaxVelocity = 9
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Oil
		Count = 28
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Rust Micro A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Big C
		Offset = Vector
			X = 0
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib A
		Offset = Vector
			X = 0
			Y = -43
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib D
		Offset = Vector
			X = -7
			Y = -30
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib C
		Offset = Vector
			X = 0
			Y = 25
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib E
		Offset = Vector
			X = -17
			Y = 3
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib B
		Offset = Vector
			X = 0
			Y = -27
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib I
		Offset = Vector
			X = 0
			Y = 40
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib F
		Offset = Vector
			X = -4
			Y = 31
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib G
		Offset = Vector
			X = -11
			Y = 39
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib H
		Offset = Vector
			X = 11
			Y = 39
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib A
		Offset = Vector
			X = 9
			Y = -15
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib A
		Offset = Vector
			X = 9
			Y = 13
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib A
		Offset = Vector
			X = -1
			Y = -18
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib A
		Offset = Vector
			X = 0
			Y = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib A
		Offset = Vector
			X = -2
			Y = 6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib B
		Offset = Vector
			X = 7
			Y = -11
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib B
		Offset = Vector
			X = -8
			Y = 13
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib B
		Offset = Vector
			X = -2
			Y = -7
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib B
		Offset = Vector
			X = 6
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib C
		Offset = Vector
			X = 10
			Y = 6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib C
		Offset = Vector
			X = -4
			Y = 16
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib C
		Offset = Vector
			X = -10
			Y = -19
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib C
		Offset = Vector
			X = 2
			Y = 17
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib C
		Offset = Vector
			X = -5
			Y = -17
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib D
		Offset = Vector
			X = -8
			Y = 6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib D
		Offset = Vector
			X = -5
			Y = -9
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib D
		Offset = Vector
			X = -9
			Y = 9
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib E
		Offset = Vector
			X = 6
			Y = 16
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib E
		Offset = Vector
			X = -9
			Y = -11
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib E
		Offset = Vector
			X = -6
			Y = 0
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib F
		Offset = Vector
			X = -3
			Y = 9
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib F
		Offset = Vector
			X = -8
			Y = -19
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib G
		Offset = Vector
			X = 8
			Y = -23
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib G
		Offset = Vector
			X = 10
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib G
		Offset = Vector
			X = 3
			Y = 11
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Glass Gib G
		Offset = Vector
			X = -9
			Y = -4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Big B
		Offset = Vector
			X = 7
			Y = 28
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Big A
		Offset = Vector
			X = 1
			Y = 35
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small H
		Offset = Vector
			X = -2
			Y = 35
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Device Small E
		Offset = Vector
			X = 1
			Y = 32
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Pipe Small B
		Offset = Vector
			X = 13
			Y = 34
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Red Small D
		Offset = Vector
			X = -18
			Y = -19
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Red Small A
		Offset = Vector
			X = -19
			Y = -15
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Red Small C
		Offset = Vector
			X = -19
			Y = -12
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Red Small D
		Offset = Vector
			X = -18
			Y = 25
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Red Small B
		Offset = Vector
			X = -19
			Y = 22
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Red Small C
		Offset = Vector
			X = -18
			Y = 18


AddActor = AEmitter
	PresetName = Bomb Maker
//	Description =  A nanoassembler that can only make one thing: Primitive round blue bombs.
	PinStrength = 10000
	Mass = 150
	GoldValue = 1000
	Buyable = 0
	RestThreshold = 0
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Missions.rte/Scenes/Items/BombMaker.bmp
	FrameCount = 2
	SpriteAnimMode = 1
	SpriteAnimDuration = 300
	SpriteOffset = Vector
		X = -14
		Y = -10
	HFlipped = 0
	EntryWound = AEmitter
		CopyOf = Dent Metal Light
	ExitWound = AEmitter
		CopyOf = Dent Metal Light
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 1
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 6
	DeepCheck = 1
//	GibSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/BrainPop.wav
//		Priority = 2
	EmissionsIgnoreThis = 1
//	EmissionSound = Sound
//		AddSample = ContentFile
//			FilePath = Base.rte/Actors/Brains/BrainPop.wav
	EmissionDamage = 0
	EmissionOffset = Vector
		X = 13
		Y = 6
	EmissionAngle = Matrix
		AngleDegrees = -90
	AddEmission = Emission
		EmittedParticle = TDExplosive
			CopyOf = Blue Bomb
		ParticlesPerMinute = 15
		BurstSize = 0
		Spread = 0
		MaxVelocity = 3
		MinVelocity = 2
		PushesEmitter = 0
	Team = 0
	GibImpulseLimit = 200
	GibWoundLimit = 30
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 12
		Spread = 2.25
		MaxVelocity = 5
		MinVelocity = 8
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib J
		Offset = Vector
			X = -1
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib K
		Offset = Vector
			X = -5
			Y = -1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib L
		Offset = Vector
			X = -4
			Y = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib G
		Offset = Vector
			X = -10
			Y = 4
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Zombie Generator Gib H
		Offset = Vector
			X = 1
			Y = 3

AddActor = AEmitter
	PresetName = Eggsac
	PinStrength = 10000
	Mass = 15
	GoldValue = 500
	Buyable = 0
	RestThreshold = 0
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Missions.rte/Scenes/Items/Eggsac.bmp
	FrameCount = 4
	SpriteAnimMode = 1
	SpriteAnimDuration = 400
	SpriteOffset = Vector
		X = -16
		Y = 0
	HFlipped = 0
	EntryWound = AEmitter
		CopyOf = Wound Bone Entry
	ExitWound = AEmitter	
		CopyOf = Wound Bone Exit
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bone
		Resolution = 1
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Bone
		Resolution = 4
		Depth = 6
	DeepCheck = 1
	GibSound = Sound
		AddSample = ContentFile
			FilePath = Base.rte/Actors/Chomp.wav
		Priority = 2
	EmissionsIgnoreThis = 1
	EmissionDamage = 0
	EmissionOffset = Vector
		X = 0
		Y = 50
	AddEmission = Emission
		EmittedParticle = ACrab
			CopyOf = Crab
		ParticlesPerMinute = 15
		BurstSize = 0
		Spread = 0
		MaxVelocity = 1.0
		MinVelocity = 0
		PushesEmitter = 0
	Team = 0
	GibImpulseLimit = 25
	GibWoundLimit = 50
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Clone Fluid
		Count = 180
		Spread = 2.25
		MaxVelocity = 50
		MinVelocity = 20
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Clone Fluid
		Count = 100
		Spread = 2.25
		MaxVelocity = 12
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Drop Clone Fluid Dark
		Count = 100
		Spread = 2.25
		MaxVelocity = 9
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Bone Particle
		Count = 70
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Micro A
		Count = 15
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Count = 10
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Count = 10
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small B
		Count = 10
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small C
		Count = 10
		Spread = 2.25
		MaxVelocity = 10
		MinVelocity = 1
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Flesh Small C
		Offset = Vector
			X = -5
			Y = -2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small D
		Offset = Vector
			X = -1
			Y = 2
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small E
		Offset = Vector
			X = 4
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = -4
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Metal Grey Micro A
		Offset = Vector
			X = 3
			Y = -1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = 2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Micro A
		Offset = Vector
			X = -2
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -2
			Y = 0
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Micro A
		Offset = Vector
			X = -7
			Y = 1
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Bone Tiny A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Red Tiny A
		Offset = Vector
			X = 0
			Y = -3
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel White Tiny A
		Offset = Vector
			X = -6
			Y = 2
	AddGib = Gib
		GibParticle = MOSParticle
			CopyOf = Gib Panel Orange Tiny A
		Offset = Vector
			X = 2
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Bone Small A
		Offset = Vector
			X = -4
			Y = -6
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small F
		Offset = Vector
			X = -3.9375
			Y = 0.8125
	AddGib = Gib
		GibParticle = MOSRotating
			CopyOf = Gib Panel Orange Small B
		Offset = Vector
			X = 3.6875
			Y = 0.8125
