- type: entity
  parent: BasicHitscan
  id: DominatorLethalShot
  components:
  - type: DangerMobCollider
  - type: HitscanBasicDamage
    damage:
      types:
        Heat: 20
        Cellular: 10
  - type: HitscanBasicVisuals
    muzzleFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: muzzle_beam_heavy2
    travelFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: beam_heavy2
    impactFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: impact_beam_heavy2

- type: entity
  parent: BasicHitscan
  id: DominatorNonLethalShot
  components:
  - type: DangerMobCollider
    minDanger: 6
  - type: HitscanStaminaDamage
    staminaDamage: 40
  - type: HitscanBasicVisuals
    muzzleFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: muzzle_xray
    travelFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: xray
    impactFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: impact_xray


- type: entity
  parent: BasicHitscan
  id: AssaultDominatorLethalShot
  components:
  - type: DangerMobCollider
  - type: HitscanBasicDamage
    damage:
      types:
        Heat: 8
        Cellular: 4
  - type: HitscanBasicVisuals
    muzzleFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: muzzle_beam_heavy
    travelFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: beam_heavy
    impactFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: impact_beam_heavy


- type: entity
  parent: BasicHitscan
  id: AssaultDominatorNonLethalShot
  components:
  - type: DangerMobCollider
    minDanger: 6
  - type: HitscanStaminaDamage
    staminaDamage: 15
  - type: HitscanBasicVisuals
    muzzleFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: muzzle_xray
    travelFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: xray
    impactFlash:
      sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
      state: impact_xray
