- type: entity
  id: WeaponMechDebugBallistic
  parent: [ BaseMechWeaponRange, DebugMechEquipment ] # Debug equipment dose has all whitelist tags.
  suffix: Mech Weapon, DEBUG, Ballistic
  name: debug bang
  categories: [ Debug ] # Fire
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/SMGs/c20r.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-0
      map: ["enum.GunVisualLayers.Mag"]
  - type: Gun
    minAngle: 24
    maxAngle: 45
    angleIncrease: 4
    angleDecay: 16
    fireRate: 5
    selectedMode: FullAuto
    availableModes:
      - FullAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/lmg.ogg
    soundEmpty:
      path: /Audio/Weapons/Guns/Empty/lmg_empty.ogg
  - type: AmmoCounter
  - type: ProjectileBatteryAmmoProvider
    proto: CartridgeLightRifleSP
    fireCost: 9
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance

- type: entity
  id: WeaponMechDebugLaser
  name: debug pow
  suffix: Mech Weapon, DEBUG, Laser
  parent: [ BaseMechWeaponRange, DebugMechEquipment ]
  description: A weapon using light amplified by the stimulated emission of radiation.
  categories: [ Debug ] # Fire
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/laser_retro.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: HitscanBatteryAmmoProvider
    proto: RedMediumLaser
    fireCost: 19
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Gun
    fireRate: 2
    selectedMode: FullAuto
    availableModes:
      - FullAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser.ogg
  - type: AmmoCounter

- type: entity
  id: WeaponMechDebugDisabler
  name: debug tew
  description: A self-defense weapon that exhausts organic targets, weakening them until they collapse.
  suffix: Mech Weapon, DEBUG, Disabler
  parent: [ BaseMechWeaponRange, DebugMechEquipment ]
  categories: [ Debug ] # Fire
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/disabler.rsi
    layers:
      - state: base
        map: ["enum.GunVisualLayers.Base"]
      - state: mag-unshaded-0
        map: ["enum.GunVisualLayers.MagUnshaded"]
        shader: unshaded
  - type: Gun
    fireRate: 1
    selectedMode: SemiAuto
    availableModes:
      - SemiAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
  - type: HitscanBatteryAmmoProvider
    proto: DisablerBolt
    fireCost: 19
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance
  - type: AmmoCounter
