- type: entity
  name: fragmentation grenade
  description: "Makes a fake boom! The label reads: With love from HonkHonkers!"
  suffix: Fake
  id: FakeGrenade
  parent: GrenadeDummy
  components:
  - type: TimerTrigger
    delay: 3
  - type: EmitSoundOnTrigger
    keysIn:
    - timer
    sound:
      path: /Audio/Effects/Grenades/Supermatter/smbeep.ogg
      params:
        volume: -5
  - type: TimerTriggerVisuals
    primingSound:
      path: /Audio/Effects/Grenades/Supermatter/smbeep.ogg
      params:
        volume: -5
  - type: TwoStageTrigger
    triggerDelay: 3
    components:
      - type: AmbientSound
        enabled: true
        volume: 0
        range: 14
        sound:
          path: /Audio/Effects/Diseases/beepboop.ogg
      - type: TimedDespawn
        lifetime: 15

- type: entity
  name: holo-parasite injector
  description: The most intricate piece of art, based on... Oh, wait. It's a fake. The HonkHonkers store logo can be seen on the side.
  id: HoloparasiteFakeInjector
  parent: BaseItem
  components:
  - type: Sprite
    sprite: Objects/Specific/Medical/hypospray.rsi
    state: combat_hypo
  - type: SolutionContainerManager
    solutions:
      hypospray:
        maxVol: 10
  - type: SolutionRegeneration
    solution: hypospray
    generated:
      reagents:
      - ReagentId: Ipecac
        Quantity: 0.1
  - type: Hypospray
    solutionName: hypospray
    transferAmount: 10
    onlyAffectsMobs: false
    injectOnly: true
  - type: UseDelay
    delay: 0.5


- type: entity
  name: toy dual-bladed sword
  description: The new dual plastic sword from Sandy-Cat! Twice the epicness and twice the loud sounds!
  id: ToySwordDoubled
  parent: ToySword
  components:
  - type: Wieldable
  - type: EnergySword
    colorOptions:
      - DodgerBlue
      - Aqua
      - Tomato
      - MediumSpringGreen
      - MediumOrchid
  - type: Sprite
    sprite: Objects/Weapons/Melee/e_sword_double.rsi
    layers:
      - state: e_sword_double
      - state: e_sword_double_blade
        color: "#FFFFFF"
        visible: false
        shader: unshaded
        map: [ "blade" ]
  - type: Item
    size: Small
    sprite: Objects/Weapons/Melee/e_sword_double-inhands.rsi
  - type: UseDelay
    delay: 1.0
  - type: PointLight
    enabled: false
    radius: 2
    energy: 2
    color: white
    netsync: false
  - type: Appearance
  - type: ToggleableLightVisuals
    spriteLayer: blade
    inhandVisuals:
      left:
        - state: inhand-left-blade
          shader: unshaded
      right:
        - state: inhand-right-blade
          shader: unshaded
  - type: MeleeWeapon
    damage:
      types:
        Blunt: 0

- type: entity
  name: packaged anomaly
  description: A universal assembly package used to create a fake anomaly. Specially from Hohohonkers!
  id: FakeAnomalyFlatpack
  parent: BaseFlatpack
  components:
  - type: Flatpack
    entity: FakeAnomalyIce
    randomEntities:
      - FakeAnomalyIce
      - FakeAnomalyPyroclastic
      - FakeAnomalyGravity
      - FakeAnomalyElectricity
      - FakeAnomalyFlesh
      - FakeAnomalyBluespace
  - type: Sprite
    layers:
    - state: base
    - state: overlay
      color: "#cec8ac"
    - state: icon-default

- type: entity
  name: anomaly
  description: An incomprehensible joke in space. Should you really be standing this close to it?
  id: FakeAnomalyIce
  parent: BaseStructureDynamic
  components:
  - type: Anomaly
    maxPointsPerSecond: 0
    minPointsPerSecond: 0
    pulseSound:
      collection: RadiationPulse
      params:
        volume: 5
  - type: AmbientSound
    range: 5
    volume: -5
    sound:
      path: /Audio/Ambience/anomaly_drone.ogg
  - type: Sprite
    sprite: Structures/Specific/Anomalies/ice_anom.rsi
    noRot: true
    drawdepth: Effects #it needs to draw over stuff.
    layers:
    - state: anom
      map: ["enum.AnomalyVisualLayers.Base"]
    - state: pulse
      map: ["enum.AnomalyVisualLayers.Animated"]
      visible: false
  - type: PointLight
    radius: 2.0
    energy: 2.5
    color: "#befaff"
    castShadows: false
  - type: Anchorable
  - type: Pullable

- type: entity
  id: FakeAnomalyPyroclastic
  parent: FakeAnomalyIce
  components:
  - type: Sprite
    sprite: Structures/Specific/Anomalies/pyro_anom.rsi
    noRot: true
    drawdepth: Effects #it needs to draw over stuff.
    layers:
    - state: anom
      map: ["enum.AnomalyVisualLayers.Base"]
    - state: pulse
      map: ["enum.AnomalyVisualLayers.Animated"]
      visible: false
  - type: PointLight
    radius: 6.0
    energy: 7.5
    color: "#E25822"
    castShadows: false

- type: entity
  id: FakeAnomalyGravity
  parent: FakeAnomalyIce
  components:
  - type: Sprite
    noRot: true
    drawdepth: Effects #it needs to draw over stuff.
    sprite: Structures/Specific/anomaly.rsi
    layers:
    - state: anom2
      map: ["enum.AnomalyVisualLayers.Base"]
    - state: anom2-pulse
      map: ["enum.AnomalyVisualLayers.Animated"]
      visible: false
  - type: PointLight
    radius: 5.0
    energy: 20
    color: "#1e070e"
    castShadows: false

- type: entity
  id: FakeAnomalyElectricity
  parent: FakeAnomalyIce
  components:
  - type: Sprite
    noRot: true
    drawdepth: Effects #it needs to draw over stuff.
    sprite: Structures/Specific/anomaly.rsi
    layers:
    - state: anom3
      map: ["enum.AnomalyVisualLayers.Base"]
    - state: anom3-pulse
      map: ["enum.AnomalyVisualLayers.Animated"]
      visible: false
  - type: PointLight
    radius: 2.0
    energy: 5.0
    color: "#ffffaa"
    castShadows: false

- type: entity
  id: FakeAnomalyFlesh
  parent: FakeAnomalyIce
  components:
  - type: Sprite
    noRot: true
    drawdepth: Effects #it needs to draw over stuff.
    sprite: Structures/Specific/anomaly.rsi
    layers:
    - state: anom5
      map: ["enum.AnomalyVisualLayers.Base"]
    - state: anom5-pulse
      map: ["enum.AnomalyVisualLayers.Animated"]
      visible: false
  - type: PointLight
    radius: 2.0
    energy: 7.5
    color: "#cb5b7e"
    castShadows: false

- type: entity
  id: FakeAnomalyBluespace
  parent: FakeAnomalyIce
  components:
  - type: Sprite
    noRot: true
    drawdepth: Effects #it needs to draw over stuff.
    sprite: Structures/Specific/anomaly.rsi
    layers:
    - state: anom4
      map: ["enum.AnomalyVisualLayers.Base"]
    - state: anom4-pulse
      map: ["enum.AnomalyVisualLayers.Animated"]
      visible: false
  - type: PointLight
    radius: 2.0
    energy: 7.5
    color: "#00ccff"
    castShadows: false
