<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--==================================== 시체 설정 ====================================-->
  <AutomataRace.ThingDefCompInjectDef>
    <defName>Corpse_Paniel_Race</defName>
    <comps>
      <li Class="AutomataRace.CompProperties_SelfResurrect">
        <resurrectDelayTick>200</resurrectDelayTick>
        <hediffCondition>PN_ResurrectModule</hediffCondition>
        <removeHediffAfterResurrect>true</removeHediffAfterResurrect>
      </li>

      <li Class="CompProperties_Explosive">
        <compClass>AutomataRace.CompExplosiveInstant</compClass>
        <explosiveRadius>0.5</explosiveRadius>
        <explosiveDamageType>Flame</explosiveDamageType>
        <requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
        <wickTicks>200~750</wickTicks>
      </li>
    </comps>
  </AutomataRace.ThingDefCompInjectDef>

  <!--==================================== 고어 설정 ====================================-->
  <ThingDef ParentName="BaseFilth">
    <defName>Paniel_Oil</defName>
    <label>Oil</label>
    <thingClass>LiquidFuel</thingClass>
    <useHitPoints>true</useHitPoints>
    <tickerType>Normal</tickerType>
    <statBases>
      <Beauty>-30</Beauty>
      <Cleanliness>-10</Cleanliness>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>2.0</Flammability>
    </statBases>
    <graphicData>
      <texPath>Things/Filth/Spatter</texPath>
      <color>(51, 51, 51, 180)</color>
    </graphicData>
    <filth>
      <disappearsInDays>35~40</disappearsInDays>
      <rainWashes>true</rainWashes>
      <cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
      <canFilthAttach>true</canFilthAttach>
      <maxThickness>1</maxThickness>
      <cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
    </filth>
  </ThingDef>

  <ThingCategoryDef>
    <defName>PN_CorpseCategory</defName>
    <label>Automaton corpses</label>
    <parent>Corpses</parent>
  </ThingCategoryDef>

  <FleshTypeDef>
    <defName>PN_Flesh</defName>
    <corpseCategory>PN_CorpseCategory</corpseCategory>
    <damageEffecter>Damage_HitMechanoid</damageEffecter>
    <wounds>
      <li>
        <texture>Things/Pawn/Wounds/WoundMechA</texture>
      </li>
      <li>
        <texture>Things/Pawn/Wounds/WoundMechB</texture>
      </li>
      <li>
        <texture>Things/Pawn/Wounds/WoundMechC</texture>
      </li>
    </wounds>
  </FleshTypeDef>
</Defs>