<Entity tags="mortal" >

  <!-- mortal is required so it can explode -->

  <Base file="data/entities/base_item_physics.xml" >
    <PhysicsImageShapeComponent
      image_file="data/clockwork_gfx/items/barrel_of_gold.png"
      material="metal" >
    </PhysicsImageShapeComponent>
  </Base>

  <MaterialInventoryComponent 
    drop_as_item="0" 
    on_death_spill="1"
    leak_on_damage_percent="0.5"
    audio_collision_size_modifier_amount="0.8"
    >
    <count_per_material_type>
      <Material material="gold" count="300"  />
	  </count_per_material_type>
  </MaterialInventoryComponent>

  <DamageModelComponent 
    air_needed="0" 
    blood_material="gold" 
    drop_items_on_death="0" 
    falling_damage_damage_max="1.2" 
    falling_damage_damage_min="0.1" 
    falling_damage_height_max="250" 
    falling_damage_height_min="70" 
    falling_damages="0" 
    fire_damage_amount="0.0" 
    fire_probability_of_ignition="0"
	critical_damage_resistance="1"
    hp="0.2" 
    is_on_fire="0" 
    materials_create_messages="0" 
    materials_damage="1"
    materials_that_damage="lava,acid"
    materials_how_much_damage="0.0001,0.001"
    ragdoll_filenames_file="" 
    ragdoll_material="" >
	<damage_multipliers
		melee="0.1"
		>
	</damage_multipliers>
  </DamageModelComponent>
  
  <AudioLoopComponent
    _tags="sound_spray"
    file="data/audio/Desktop/materials.snd"
    event_name="materials/spray" 
    volume_autofade_speed="0.25" >
  </AudioLoopComponent>
  
  <AudioComponent
    file="data/audio/Desktop/materials.snd"
    event_root="collision/metalhollow"
    set_latest_event_position="1" >
  </AudioComponent>

</Entity>