$Name:			@Lampey
+nocreate
+Description:	XSTR("
	Energy Leech Ray
	Velocity: Instant     Range: 900
	DPS: 1260 Hull, 1800 Shield, 720 Subsystem
	Power Use: 10W        ROF: 0.2/s", -1)
$end_multi_text
$Collision Radius Override: 0.90
$Velocity:              750.0                           
$Fire Wait:             3.623                            
$Damage:                15   
$Armor Factor:		0.7                                   
$Shield Factor:		1.0
$Subsystem Factor:	0.4
$Lifetime:		2.0
$Energy Consumed:	8.0 
+Weapon Range: 		1500
$Flags:                 ( "player allowed" "esuck" "particle spew" "vampiric" "beam" "no primary linking" )
+Override
$Leech Weapon:		35
$Leech Afterburner:	600
$Vampiric Healing Factor: 0.25
$BeamInfo:										;; for beam_lite beams - we don't have any associated warmup or warmdown
	+Type:						4				;; 0 - 4 are valid #'s
	+Life:			  			2.0			;; how long it lasts once the beam is actually firing
	+Warmup:		  			1623				;; warmup time in ms
	+Warmdown:					1623				;; warmdown time in ms
	+Radius:		  			1.0				;; muzzle glow radius in meters
	+PCount:					0				;; particles spewed every interval
	+PRadius:					0				;; particle radius
	+PAngle:					0.0				;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:					0.0 0.0 0.0 0.0 0.0			;; magic # - higher == miss more (1 for each skill level)
	+BeamSound:					115				;; the looping beam-firing sound
	+WarmupSound:					beam-up-1sec				;; associated warmup sound
	+WarmdownSound:					beam-down-1sec				;; associated warmdown sound
	+Muzzleglow:					S_Beamglow	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:					0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.5			;; what percentage of max width we subtract per second
	+Range:						900
	$Section:								;; one section of the beam (you can have up to 5)
		+Width:					0.5				;; width of the section
		+Texture:				beam-white		;; texture for this section
		+RGBA Inner:				255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:				150 150 150 10	;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					0.75			;; width of the section
		+Texture:				missiletrail05		;; texture for this section
		+RGBA Inner:				160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:				60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					1.0				;; width of the section
		+Texture:				ABBomberTrail		;; texture for this section
		+RGBA Inner:				255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:				60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe

$Name:			Shivan Light Laser
+nocreate
$Mass:			0.2
$Velocity:		450.0  
$Fire Wait:             0.2       
$Damage:                9.5
$Armor Factor:          1.0
$Shield Factor:       	1.0
$Subsystem Factor:      1.0
$Lifetime:              2.0  
$Energy Consumed:       0.20

$Name:			Shivan Heavy Laser
+nocreate
$Mass:			0.2
$Velocity:		475.0  
$Fire Wait:             0.45       
$Damage:                15
$Armor Factor:          1.0
$Shield Factor:       	1.0
$Subsystem Factor:      1.0
$Lifetime:              2.0  
$Energy Consumed:       0.40

$Name:			Shivan Mega Laser
+nocreate
$Mass:			1.0
$Velocity:		400.0 
$Fire Wait:             0.75     
$Damage:                30
$Armor Factor:          1.0
$Shield Factor:       	0.6
$Subsystem Factor:      1.0
$Lifetime:              1.5
$Energy Consumed:       0.90
