- type: entity
  name: cyborg tether gun
  parent: BaseItem
  id: WeaponTetherGunBorg
  description: Manipulates gravity around objects to fling them at high velocities.
  components:
  - type: Item
    storedRotation: -90
  - type: TetherGun
    frequency: 5
    dampingRatio: 4
  - type: Sprite
    sprite: Objects/Weapons/Guns/Launchers/tether_gun.rsi
    layers:
    - state: base
    - state: base-unshaded
      map: [ "unshaded" ]
      shader: unshaded
      visible: false
  - type: ToggleableLightVisuals
    spriteLayer: unshaded
    inhandVisuals:
      left:
      - state: inhand-left-unshaded
        shader: unshaded
      right:
      - state: inhand-right-unshaded
        shader: unshaded
  - type: Appearance
  - type: GenericVisualizer
    visuals:
      enum.TetherVisualsStatus.Key:
        unshaded:
          True: { visible: true }
          False: { visible: false }

- type: entity
  name: cyborg force gun
  parent: BaseItem
  id: WeaponForceGunBorg
  description: Manipulates gravity around objects to fling them at high velocities.
  components:
  - type: Item
    storedRotation: -90
  - type: ForceGun
    frequency: 15
    dampingRatio: 4
    massLimit: 50
    lineColor: "#18a2d5"
    soundLaunch:
      path: /Audio/Weapons/soup.ogg
      params:
        volume: 2
  - type: Sprite
    sprite: Objects/Weapons/Guns/Launchers/force_gun.rsi
    layers:
    - state: base
    - state: base-unshaded
      map: [ "unshaded" ]
      shader: unshaded
      visible: false
    - type: ToggleableLightVisuals
      spriteLayer: unshaded
      inhandVisuals:
        left:
        - state: inhand-left-unshaded
          shader: unshaded
        right:
        - state: inhand-right-unshaded
          shader: unshaded
  - type: Appearance
  - type: GenericVisualizer
    visuals:
      enum.TetherVisualsStatus.Key:
        unshaded:
          True: { visible: true }
          False: { visible: false }
