{
	"id":"phase_pulse_cannon",  # this id must match what's in the spreadsheet
	"specClass":"projectile",
	"type":"ENERGY",
	"size":"SMALL",
	"turretSprite":"graphics/NGO/weapons/Phase Pulse Cannon/phase_pulse_cannon_turret_base.png",
	"turretGlowSprite":"graphics/NGO/weapons/Phase Pulse Cannon/phase_pulse_cannon_turret_base_glow.png",	
	"hardpointSprite":"graphics/NGO/weapons/Phase Pulse Cannon/phase_pulse_cannon_turret_base.png",
	"hardpointGlowSprite":"graphics/NGO/weapons/Phase Pulse Cannon/phase_pulse_cannon_turret_base_glow.png",	
	#"visualRecoil":2.0,  # the gun sprites are only used if this is non-0
	"renderHints":[RENDER_BARREL_BELOW],
	"glowColor":[255,46,46,220],
	"turretOffsets":[0, 0],
	"turretAngleOffsets":[0],
	"hardpointOffsets":[0, 0],
	"hardpointAngleOffsets":[0],
	"barrelMode":"ALTERNATING", # LINKED or ALTERNATING.  whether barrels fire at the same time or alternate.
	"animationType":"GLOW",  # NONE, GLOW, MUZZLE_FLASH, SMOKE
	"muzzleFlashSpec":{"length":3.0,   # only used if animationType = MUZZLE_FLASH
					   "spread":3.0,
					   "particleSizeMin":10.0,
					   "particleSizeRange":10.0,
					   "particleDuration":0.20,
					   "particleCount":8,
					   "particleColor":[255,40,40,200]},
	"projectileSpecId":"phase_pulse_cannon_shot",  # projectile that will be fired
	"fireSoundTwo":"phase_pulse_cannon_shot",	
}