- type: entity
  id: BaseWeaponBattery
  parent: BaseItem
  abstract: true
  components:
  - type: Sprite
  - type: Item
    size: Huge
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/laser_retro.rsi
    quickEquip: false
    slots:
    - Back
    - suitStorage
  - type: AmmoCounter
  - type: Gun
    fireRate: 2
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser.ogg
  - type: Battery
    maxCharge: 1000
    startingCharge: 1000
  - type: StaticPrice
    price: 500
  # Sunrise start
  - type: EmitSoundOnPickup
    sound:
      collection: LasersPickUp
  - type: EmitSoundOnDrop
    sound:
      collection: LasersDrop
  - type: EmitSoundOnLand
    sound:
      collection: LasersDrop
  # Sunrise end

- type: entity
  parent: [BaseWeaponBattery, BaseGunWieldable]
  id: BaseLaserRifle
  abstract: true
  components:
  - type: Item
    size: Large
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/laser_gun.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: false
  - type: Appearance
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/laser_gun.rsi
  - type: Gun
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
  - type: HitscanBatteryAmmoProvider
    proto: RedLaser
    fireCost: 62.5
  - type: StaticPrice
    price: 420

- type: entity
  id: BaseWeaponPowerCell
  parent: BaseItem
  abstract: true
  components:
  - type: Sprite
  - type: Item
    size: Huge
  - type: AmmoCounter
  - type: Gun
    fireRate: 2
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser.ogg
  - type: HitscanBatteryAmmoProvider
    proto: RedLightLaser
    fireCost: 50
  - type: ItemSlots
    slots:
      cell_slot:
        name: Magazine
        startingItem: PowerCellSmall
        insertSound: /Audio/Weapons/Guns/MagIn/batrifle_magin.ogg
        ejectSound: /Audio/Weapons/Guns/MagOut/batrifle_magout.ogg
        whitelist:
          tags:
            - PowerCell
            - PowerCellSmall
  - type: PowerCellSlot
    cellSlotId: cell_slot
  - type: Appearance
  - type: StaticPrice
    price: 500
  - type: ContainerContainer
    containers:
      cell_slot: !type:ContainerSlot
      # Sunrise start
  - type: EmitSoundOnPickup
    sound:
      collection: LasersPickUp
  - type: EmitSoundOnDrop
    sound:
      collection: LasersDrop
  - type: EmitSoundOnLand
    sound:
      collection: LasersDrop
  # Sunrise end

- type: entity
  id: BaseWeaponBatterySmall
  parent: BaseWeaponBattery
  abstract: true
  components:
  - type: Item
    size: Small
    shape:
    - 0,0,1,0
    - 0,1,0,1
  - type: Tag
    tags:
    - Sidearm
  - type: Clothing
    sprite: _Sunrise/Objects/Weapons/Guns/Battery/taser.rsi
    quickEquip: false
    slots:
    - Belt
    - suitStorage

- type: entity
  id: BaseWeaponPowerCellSmall
  parent: BaseWeaponPowerCell
  abstract: true
  components:
  - type: Item
    size: Small
  - type: Tag
    tags:
    - Sidearm
  - type: Clothing
    sprite: _Sunrise/Objects/Weapons/Guns/Battery/taser.rsi
    quickEquip: false
    slots:
    - Belt

- type: entity
  name: svalinn laser pistol
  parent: [BaseWeaponPowerCellSmall, BaseSecurityContraband]
  id: WeaponLaserSvalinn
  description: A cheap and widely used laser pistol.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/svalinn.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Item
    shape:
    - 0,0,1,0
    - 0,1,0,1
    storedOffset: 0,-7
    sprite: Objects/Weapons/Guns/Battery/svalinn.rsi
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true

- type: entity
  name: retro laser blaster
  parent: [BaseWeaponBatterySmall, BaseMajorContraband]
  id: WeaponLaserGun
  description: A weapon using light amplified by the stimulated emission of radiation.
  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: Item
    storedOffset: 0,-5
  - type: HitscanBatteryAmmoProvider
    proto: RedMediumLaser
    fireCost: 62.5
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance

- type: entity
  name: makeshift laser pistol
  parent: [BaseWeaponBatterySmall, BaseMinorContraband]
  id: WeaponMakeshiftLaser
  description: Better pray it won't burn your hands off.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/makeshift.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Item
    storedOffset: 0,-4
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: false
  - type: Appearance
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/makeshift.rsi
  - type: HitscanBatteryAmmoProvider
    proto: RedLaser
    fireCost: 62.5
  - type: Battery
    maxCharge: 500
    startingCharge: 500

- type: entity
  name: tesla gun
  parent: [BaseWeaponBattery, BaseMajorContraband]
  id: WeaponTeslaGun
  description: The power of the primordial element of lightning in your hands.
  components:
  - type: Item
    size: Large
    shape:
    - 0,0,2,1
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/tesla_gun.rsi
    layers:
      - state: base
        map: ["enum.GunVisualLayers.Base"]
      - state: mag-unshaded-4
        map: ["enum.GunVisualLayers.MagUnshaded"]
        shader: unshaded
  - type: Gun
    projectileSpeed: 10
    soundGunshot:
      path: /Audio/Effects/Lightning/lightningshock.ogg
      params:
        variation: 0.2
  - type: ProjectileBatteryAmmoProvider
    proto: TeslaGunBullet
    fireCost: 300
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance

- type: entity
  name: laser carbine
  parent: [BaseLaserRifle, BaseGunWieldable, BaseSecurityContraband]
  id: WeaponLaserCarbine
  description: Favoured by Nanotrasen Security for being cheap and easy to use.

- type: entity
  name: practice laser carbine
  parent: [BaseLaserRifle, BaseGunWieldable]
  id: WeaponLaserCarbinePractice
  description: This modified laser carbine fires nearly harmless beams in the 40-watt range, for target practice.
  components:
  - type: StaticPrice
    price: 300
  - type: HitscanBatteryAmmoProvider
    proto: RedLaserPractice
    fireCost: 62.5
  - type: PacifismAllowedGun

# - type: entity #  Sunrise-Edit Moved to _Sunrise/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
#   name: pulse pistol
#   parent: [BaseWeaponBatterySmall, BaseCentcommContraband]
#   id: WeaponPulsePistol
#   description: A state of the art energy pistol favoured as a sidearm by the NT operatives.
#   components:
#   - type: Sprite
#     sprite: Objects/Weapons/Guns/Battery/pulse_pistol.rsi
#     layers:
#     - state: base
#       map: ["enum.GunVisualLayers.Base"]
#     - state: mag-unshaded-4
#       map: ["enum.GunVisualLayers.MagUnshaded"]
#       shader: unshaded
#   - type: Item
  #   storedOffset: -2,-5
  # - type: MagazineVisuals
#     magState: mag
#     steps: 5
#     zeroVisible: false
#   - type: Appearance
#   - type: Clothing
#     sprite: Objects/Weapons/Guns/Battery/pulse_pistol.rsi
#   - type: Gun
#     selectedMode: SemiAuto
#     availableModes:
#     - SemiAuto
#     soundGunshot:
#       path: /Audio/Weapons/Guns/Gunshots/laser3.ogg
#   - type: HitscanBatteryAmmoProvider
#     proto: Pulse
#     fireCost: 200
#   - type: Battery
#     maxCharge: 2000
#     startingCharge: 2000

# - type: entity
#   name: pulse carbine
#   parent: [BaseWeaponBattery, BaseGunWieldable, BaseCentcommContraband]
#   id: WeaponPulseCarbine
#   description: A high tech energy carbine favoured by the NT-ERT operatives.
#   components:
#   - type: Item
  #   size: Large
  # - type: Sprite
#     sprite: Objects/Weapons/Guns/Battery/pulse_carbine.rsi
#     layers:
#     - state: base
#       map: ["enum.GunVisualLayers.Base"]
#     - state: mag-unshaded-4
#       map: ["enum.GunVisualLayers.MagUnshaded"]
#       shader: unshaded
#   - type: MagazineVisuals
#     magState: mag
#     steps: 5
#     zeroVisible: false
#   - type: Appearance
#   - type: Clothing
#     sprite: Objects/Weapons/Guns/Battery/pulse_carbine.rsi
#   - type: Gun
#     selectedMode: SemiAuto
#     fireRate: 3
#     availableModes:
#       - SemiAuto
#       - FullAuto
#     soundGunshot:
#       path: /Audio/Weapons/Guns/Gunshots/laser3.ogg
#   - type: HitscanBatteryAmmoProvider
#     proto: Pulse
#     fireCost: 200
#   - type: Battery
#     maxCharge: 5000
#     startingCharge: 5000


# - type: entity
#   name: pulse rifle
#   parent: [BaseWeaponBattery, BaseGunWieldable, BaseCentcommContraband]
#   id: WeaponPulseRifle
#   description: A weapon that is almost as infamous as its users.
#   components:
  # - type: Item
  #   size: Huge
  #   shape:
  #   - 0,0,4,1
#   - type: Sprite
#     sprite: Objects/Weapons/Guns/Battery/pulse_rifle.rsi
#     layers:
#     - state: base
#       map: ["enum.GunVisualLayers.Base"]
#     - state: mag-unshaded-4
#       map: ["enum.GunVisualLayers.MagUnshaded"]
#       shader: unshaded
#   - type: MagazineVisuals
#     magState: mag
#     steps: 5
#     zeroVisible: false
#   - type: Appearance
#   - type: Clothing
#     sprite: Objects/Weapons/Guns/Battery/pulse_rifle.rsi
#   - type: Gun
#     fireRate: 1.5
#     soundGunshot:
#       path: /Audio/Weapons/Guns/Gunshots/laser3.ogg
#   - type: HitscanBatteryAmmoProvider
#     proto: Pulse
#     fireCost: 100
#   - type: Battery
#     maxCharge: 40000
#     startingCharge: 40000

- type: entity
  name: laser cannon
  parent: [BaseWeaponBattery, BaseGunWieldable, BaseSecurityContraband]
  id: WeaponLaserCannon
  description: A heavy duty, high powered laser weapon.
  components:
  - type: Item
    size: Huge
    shape:
    - 0,0,4,1
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/laser_cannon.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: false
  - type: Appearance
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/laser_cannon.rsi
  - type: Gun
    fireRate: 1.5
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
  - type: HitscanBatteryAmmoProvider
    proto: RedHeavyLaser
    fireCost: 100
  - type: Tag
    tags:
    - TurretCompatibleWeapon

- type: entity
  name: portable particle decelerator
  parent: [BaseWeaponBattery, BaseEngineeringContraband]
  id: WeaponParticleDecelerator
  description: A portable particle decelerator capable of decomposing a tesla or singularity.
  components:
    - type: Item
      size: Ginormous
    - type: MultiHandedItem
    - type: ClothingSpeedModifier
      walkModifier: 0.6
      sprintModifier: 0.6
    - type: HeldSpeedModifier
    - type: Sprite
      sprite: Objects/Weapons/Guns/Battery/particle_decelerator.rsi
      layers:
        - state: base
          map: ["enum.GunVisualLayers.Base"]
    - type: Gun
      fireRate: 0.5
      soundGunshot:
        path: /Audio/Weapons/emitter.ogg
        params:
          pitch: 2
    - type: ProjectileBatteryAmmoProvider
      proto: AntiParticlesProjectile
      fireCost: 500
    - type: Battery
      maxCharge: 10000
      startingCharge: 10000

- type: entity
  name: x-ray cannon
  parent: [BaseWeaponBattery, BaseGunWieldable, BaseSecurityContraband]
  id: WeaponXrayCannon
  description: An experimental weapon that uses concentrated x-ray energy against its target.
  components:
  - type: Item
    size: Huge
    shape:
    - 0,0,4,1
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/xray.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-0
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/xray.rsi
  - type: Gun
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser3.ogg
  - type: ProjectileBatteryAmmoProvider # Sunrise-Edit
    proto: CartridgeXrayBeam # Sunrise-Edit
    fireCost: 100
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance

- type: entity
  name: practice disabler
  parent: BaseWeaponBatterySmall
  id: WeaponDisablerPractice
  description: A self-defense weapon that exhausts organic targets, weakening them until they collapse. This one has been undertuned for cadets making it mostly harmless.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/practice_disabler.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-0
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Item
    storedOffset: -1,-5
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/practice_disabler.rsi
    quickEquip: false
    slots:
    - Belt
  - type: Appearance
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: StaticPrice
    price: 100
  - type: Gun
    fireRate: 2
    projectileSpeed: 35 # any higher and this causes issues in lag
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
  - type: HitscanBatteryAmmoProvider # Sunrise-Edit
    proto: DisablerBoltPractice
    fireCost: 50
  - type: Tag
    tags:
    - Taser
    - Sidearm
  - type: PacifismAllowedGun

- type: entity
  name: disabler
  parent: [WeaponDisablerPractice, BaseSecurityCommandContraband]
  id: WeaponDisabler
  description: A self-defense weapon that exhausts organic targets, weakening them until they collapse.
  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: Clothing
    sprite: Objects/Weapons/Guns/Battery/disabler.rsi
    quickEquip: false
    slots:
      - suitStorage
      - Belt
  - type: HitscanBatteryAmmoProvider # Sunrise-Edit
    proto: DisablerBolt
    fireCost: 62.5
  - type: GuideHelp
    guides:
    - Security
    - Antagonists
  - type: PacifismAllowedGun

- type: entity
  name: disabler SMG
  parent: [BaseWeaponBattery, BaseSecurityContraband]
  id: WeaponDisablerSMG
  description: Advanced weapon that exhausts organic targets, weakening them until they collapse.
  components:
  - type: Item
    size: Large
    shape:
    - 0,0,2,1
  - type: Tag
    tags:
      - Taser
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/disabler_smg.rsi
    layers:
      - state: base
        map: ["enum.GunVisualLayers.Base"]
      - state: mag-unshaded-0
        map: ["enum.GunVisualLayers.MagUnshaded"]
        shader: unshaded
  - type: Gun
    selectedMode: FullAuto
    fireRate: 4.5
    availableModes:
      - SemiAuto
      - FullAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
  - type: HitscanBatteryAmmoProvider # Sunrise-Edit
    proto: DisablerBoltSmg
    fireCost: 25
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance
  - type: StaticPrice
    price: 260
  - type: PacifismAllowedGun

- type: entity
  name: taser
  parent: [BaseWeaponBatterySmall, BaseSecurityContraband]
  id: WeaponTaser
  description: A low-capacity, energy-based stun gun used by security teams to subdue targets at close range.
  components:
  - type: Tag
    tags:
    - Taser
    - Sidearm
  - type: Sprite
    sprite: _Sunrise/Objects/Weapons/Guns/Battery/taser.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-0
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Item
    heldPrefix: taser4
  - type: Clothing
    quickEquip: false
    slots:
    - Belt
  - type: Gun
    fireRate: 0.5
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/taser.ogg
  - type: ProjectileBatteryAmmoProvider
    proto: BulletTaserSunrise
    fireCost: 83.3 #Sunrise-Edit 12 Shots
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance
  - type: PacifismAllowedGun

- type: entity
  name: elite taser
  parent: [ BaseCentcommContraband, WeaponTaser ]
  id: WeaponTaserSuper
  suffix: ADMEME
  description: A low-capacity, energy-based stun gun used by elite security teams to disable even the toughest of targets.
  components:
  - type: Gun
    fireRate: 0.5
    soundGunshot:
      path: /Audio/Effects/tesla_collapse.ogg # The wrath of god...
      params:
        volume: -6
  - type: ProjectileBatteryAmmoProvider
    proto: BulletTaserSuper
    fireCost: 200

- type: entity
  name: antique laser pistol
  parent: [BaseWeaponBatterySmall, BaseGrandTheftContraband]
  id: WeaponAntiqueLaser
  description: This is an antique laser pistol. All craftsmanship is of the highest quality. It is decorated with a mahogany grip and chrome filigree. The object menaces with spikes of energy. On the item is an image of a captain and a clown. The clown is dead. The captain is striking a heroic pose.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/antiquelasergun.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/antiquelasergun.rsi
  - type: Gun
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
  # Sunrise-start
  - type: Item
    size: Normal
    shape:
    - 0, 0, 1, 1
  # Sunrise-end
  - type: HitscanBatteryAmmoProvider
    proto: RedMediumLaser
    fireCost: 100
  - type: BatterySelfRecharger
    autoRecharge: true
    autoRechargeRate: 40
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance
  - type: Tag
    tags:
    - HighRiskItem
    - Sidearm
    - WeaponAntiqueLaser
  - type: StaticPrice
    price: 750
  - type: StealTarget
    stealGroup: WeaponAntiqueLaser
  - type: SentienceTarget # I hope this is only the captain's gun
    flavorKind: station-event-random-sentience-flavor-inanimate
    weight: 0.0002 # 5,000 times less likely than 1 regular animal
    # not putting a BlockMovement component here cause that's funny.

- type: entity
  name: advanced laser pistol
  parent: [BaseWeaponBatterySmall, BaseSecurityContraband]
  id: WeaponAdvancedLaser
  description: An experimental high-energy laser pistol with a self-charging nuclear battery.
  components:
  - type: Item
    size: Normal
    shape:
    - 0,0,1,1
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/advancedlasergun.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-4
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/advancedlasergun.rsi
  - type: Gun
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
  - type: HitscanBatteryAmmoProvider
    proto: RedMediumLaser
    fireCost: 100
  - type: BatterySelfRecharger
    autoRecharge: true
    autoRechargeRate: 30
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: true
  - type: Appearance
  - type: StaticPrice
    price: 63

- type: entity
  name: C.H.I.M.P. handcannon
  parent: [BaseWeaponBatterySmall, BaseScienceContraband]
  id: WeaponPistolCHIMP
  description: Just because it's a little C.H.I.M.P. doesn't mean it can't punch like an A.P.E.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Revolvers/chimp.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-1
      visible: false
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Item
    storedOffset: 0,-6
  - type: Appearance
  - type: MagazineVisuals
    magState: mag
    steps: 3
    zeroVisible: false
  - type: Clothing
    sprite: Objects/Weapons/Guns/Revolvers/chimp.rsi
  - type: Gun
    projectileSpeed: 10
    fireRate: 1.5
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
    bigTrigger: true # Sunrise-Edit
  - type: ProjectileBatteryAmmoProvider
    proto: AnomalousParticleDeltaStrong
    fireCost: 100
  - type: BatteryWeaponFireModes
    fireModes:
    - proto: AnomalousParticleDeltaStrong
      fireCost: 100
    - proto: AnomalousParticleEpsilonStrong
      fireCost: 100
    - proto: AnomalousParticleZetaStrong
      fireCost: 100
    - proto: AnomalousParticleSigmaStrong
      fireCost: 100
  - type: Construction
    graph: UpgradeWeaponPistolCHIMP
    node: start
  - type: StaticPrice
    price: 100

- type: entity
  name: experimental C.H.I.M.P. handcannon
  parent: [WeaponPistolCHIMP, BaseSyndicateContraband]
  id: WeaponPistolCHIMPUpgraded
  description: This C.H.I.M.P. seems to have a greater punch than usual...
  components:
  - type: BatteryWeaponFireModes
    fireModes:
    - proto: AnomalousParticleDeltaStrong
      fireCost: 100
    - proto: AnomalousParticleEpsilonStrong
      fireCost: 100
    - proto: AnomalousParticleOmegaStrong
      fireCost: 100
    - proto: AnomalousParticleZetaStrong
      fireCost: 100
    - proto: AnomalousParticleSigmaStrong
      fireCost: 100

- type: entity
  name: eye of a behonker
  parent: BaseWeaponBatterySmall
  id: WeaponBehonkerLaser
  description: The eye of a behonker, it fires a laser when squeezed.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/behonker_eye.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
  - type: Gun
    fireRate: 1
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser_clown.ogg
  - type: HitscanBatteryAmmoProvider
    proto: RedMediumLaser
    fireCost: 100
  - type: BatterySelfRecharger
    autoRecharge: true
    autoRechargeRate: 40
  - type: StaticPrice
    price: 750

- type: entity
  name: energy shotgun
  parent: [BaseWeaponBattery, BaseGunWieldable, BaseSecurityContraband]
  id: WeaponEnergyShotgun
  description: A one-of-a-kind prototype energy weapon that uses various shotgun configurations. It offers the possibility of both lethal and non-lethal shots, making it a versatile weapon.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/energy_shotgun.rsi
    layers:
      - state: base
        map: ["enum.GunVisualLayers.Base"]
      - state: mag-unshaded-4
        map: ["enum.GunVisualLayers.MagUnshaded"]
        shader: unshaded
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: false
  - type: Appearance
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/energy_shotgun.rsi
  - type: Gun
    fireRate: 2
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
  - type: ProjectileBatteryAmmoProvider
    proto: BulletLaserSpreadNarrow
    fireCost: 80
  - type: BatteryWeaponFireModes
    fireModes:
    - proto: BulletLaserSpreadNarrow
      fireCost: 80
    - proto: BulletDisablerSmgSpread
      fireCost: 48
  - type: Item
    size: Large
    sprite: Objects/Weapons/Guns/Battery/inhands_64x.rsi
    heldPrefix: energy
  - type: GunRequiresWield #remove when inaccuracy on spreads is fixed
  - type: Battery
    maxCharge: 480
    startingCharge: 480

- type: entity
  name: energy magnum
  parent: [BaseWeaponBatterySmall, BaseGrandTheftContraband]
  id: WeaponEnergyMagnum
  description: A high powered self-charging energy pistol designed for elite security personnel. It has has three firing modes allowing for either high damage, window piercing, or non-lethal disabling.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/energy_magnum.rsi
    layers:
    - state: base
      map: [ "enum.GunVisualLayers.Base" ]
    - state: mag-unshaded-1
      visible: false
      map: [ "enum.GunVisualLayers.MagUnshaded" ]
      shader: unshaded
  - type: MagazineVisuals
    magState: mag
    steps: 4
    zeroVisible: true
  - type: Appearance
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/energy_magnum.rsi
  - type: Tag
    tags:
    - HighRiskItem
    - Sidearm
  - type: StealTarget
    stealGroup: WeaponEnergyMagnum
  - type: Gun
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
  - type: ProjectileBatteryAmmoProvider
    proto: BulletLaserMagnum
    fireCost: 150
  - type: BatteryWeaponFireModes
    fireModes:
    - proto: BulletLaserMagnum
      fireCost: 150
    - proto: BulletLaserWindowPiercingMagnum
      fireCost: 150
    - proto: BulletDisabler
      fireCost: 62.5
  - type: BatterySelfRecharger
    autoRecharge: true
    autoRechargeRate: 48
    autoRechargePause: true
    autoRechargePauseTime: 10
  # Sunrise-start
  - type: KnockbackByUserTag
    doestContain:
      Resomi:
        knockback: 2
        staminaMultiplier: 15
      Felinid:
        knockback: 1 #half of what resomi take
        staminaMultiplier: 15
  # Sunrise-end

- type: entity
  name: temperature gun
  parent: [BaseWeaponBattery, BaseGunWieldable, BaseSecurityContraband]
  id: WeaponTemperatureGun
  description: An advanced gun that shoots body-temperature-changing beams. This probably constitutes as some kind of war crime.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Guns/Battery/temp_gun.rsi
    layers:
    - state: base
      map: ["enum.GunVisualLayers.Base"]
    - state: mag-unshaded-1
      map: ["enum.GunVisualLayers.MagUnshaded"]
      shader: unshaded
  - type: Appearance
  - type: Item
    size: Large
    shape:
    - 0,0,3,1
  - type: MagazineVisuals
    magState: mag
    steps: 5
    zeroVisible: false
  - type: Clothing
    sprite: Objects/Weapons/Guns/Battery/temp_gun.rsi
  - type: Gun
    fireRate: 1
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
  - type: ProjectileBatteryAmmoProvider
    proto: BoltTempgunCold
    fireCost: 100
  - type: BatteryWeaponFireModes
    fireModes:
    - proto: BoltTempgunCold
      fireCost: 100
    - proto: BoltTempgunHot
      fireCost: 100
  - type: Battery
    maxCharge: 1000
    startingCharge: 1000
  - type: StaticPrice
    price: 100

- type: entity
  name: xenoborg laser gun
  parent: [WeaponAdvancedLaser, BaseXenoborgContraband]
  id: XenoborgLaserGun

- type: entity
  name: xenoborg heavy laser gun
  parent: [WeaponAdvancedLaser, BaseXenoborgContraband]
  id: XenoborgHeavyLaserGun
  components:
  - type: HitscanBatteryAmmoProvider
    proto: RedHeavyLaser
