MCV:
	Mobile:
		Speed: 0   
	Transforms:
		IntoActor: fact2
		Offset: -1,-1
		Facing: 108
		TransformSounds: constru2.aud, hvydoor1.aud
		NoTransformNotification: BuildingCannotPlaceAudio

RMBONEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	GrantConditionOnPrerequisite@rmboDamage:
		Condition: rmboDamage
		Prerequisites: rmboUpgradeDamage
	GrantConditionOnPrerequisite@rmboHealth:
		Condition: rmboHealth
		Prerequisites: rmboUpgradeHealth
	GrantConditionOnPrerequisite@rmboReload:
		Condition: rmboReload
		Prerequisites: rmboUpgradeReload
	GrantConditionOnPrerequisite@rmbofire:
		Condition: rmbofire
		Prerequisites: rmbofire
	RangeMultiplier:
		Modifier: 140
		RequiresCondition: rmboDamage
	DamageMultiplier:
		RequiresCondition: rmboHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: rmboReload
		Modifier: 80
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (rmboDamage + rmboHealth + rmboReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (rmboDamage + rmboHealth + rmboReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (rmboDamage + rmboHealth + rmboReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: cross
		RequiresCondition: rmbofire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	RenderSprites:
		Image: rmbo
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Commando
	Buildable:
		BuildDuration: 5500
		BuildPaletteOrder: 50
		Queue: E6Infantery
		Description: Elite sniper infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles
	Mobile:
		Speed: 71
		Voice: Move
	Guard:
		Voice: Move
	Health:
		HP: 150
	Passenger:
		PipType: Red
		Voice: Move
	RevealsShroud:
		Range: 6c0
		RequiresCondition: !rmboDamage
	RevealsShroud@Upgraded:
		Range: 10c0
		RequiresCondition: rmboDamage
	AutoTarget:
		ScanRadius: 8
	Armament:
		Weapon: Sniper
		RequiresCondition: !rmbofire
	SpeedMultiplier@stpcmmdo:
		RequiresCondition: (stpcmmdo + rmbofire) >= 2
		Modifier: 5
	Armament@second:
		Weapon: DualSniper
		RequiresCondition: rmbofire
	AttackFrontal:
		Voice: Attack
	AttackMove:
		Voice: Attack
	WithInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1,idle2,idle3
	Voiced:
		VoiceSet: CommandoVoice	
	ExternalCondition@stopsdetected: 
		Condition: stpcmmdo
		TotalCap: 1
	RejectsOrders:
E1New:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^AutoTargetInfantry
	GrantConditionOnPrerequisite@E1Damage:
		Condition: E1Damage
		Prerequisites: E1UpgradeDamage
	GrantConditionOnPrerequisite@E1Health:
		Condition: E1Health
		Prerequisites: E1UpgradeHealth
	GrantConditionOnPrerequisite@E1Reload:
		Condition: E1Reload
		Prerequisites: E1UpgradeReload
	GrantConditionOnPrerequisite@e1fire:
		Condition: e1fire
		Prerequisites: e1fire
	FirepowerMultiplier:
		Modifier: 125
		RequiresCondition: E1Damage
	DamageMultiplier:
		RequiresCondition: E1Health
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: E1Reload
		Modifier: 80
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (E1Reload + E1Health + E1Damage) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (E1Reload + E1Health + E1Damage) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (E1Reload + E1Health + E1Damage) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: orangeball
		RequiresCondition: e1fire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	-Selectable:
	RenderSprites:
		Image: e1
	Valued:
		Cost: 0
	Tooltip:
		Name: Minigunner
	Buildable:
		BuildDuration: 1300
		BuildPaletteOrder: 10
		Queue: E1Infantery
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Vehicles
	Mobile:
		Speed: 56
	Health:
		HP: 50
	Armament@m16:
		Weapon: M16
		RequiresCondition: !e1fire
	Armament@laser:
		Weapon: MLaser
		LocalOffset: 0,50,300
		RequiresCondition: e1fire
	AttackFrontal:
	WithInfantryBody:
		IdleSequences: idle1,idle2,idle3,idle4
		DefaultAttackSequence: shoot
	RejectsOrders:

PLACEHOLDER:
	Inherits: ^Vehicle
	-Selectable:
	RenderSprites:
		Image: placeholder
	Valued:
		Cost: 0
	Tooltip:
		Name: Reset your Factories
	Buildable:
		BuildDuration: 50
		BuildPaletteOrder: 10000
		Queue: Defenses.Fact
		Description: Resets all your factories, they start producing at the same time.\nGood to generate waves.
	Mobile:
		Speed: 56
	Health:
		HP: 1
	AttackFrontal:  
  
E2New:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	GrantConditionOnPrerequisite@e2Damage:
		Condition: e2Damage
		Prerequisites: e2UpgradeDamage
	GrantConditionOnPrerequisite@e2Health:
		Condition: e2Health
		Prerequisites: e2UpgradeHealth
	GrantConditionOnPrerequisite@e2Reload:
		Condition: e2Reload
		Prerequisites: e2UpgradeReload
	GrantConditionOnPrerequisite@grenadefire:
		Condition: e2efire
		Prerequisites: grenadefire
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: e2Damage
	DamageMultiplier:
		RequiresCondition: e2Health
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: e2Reload
		Modifier: 70
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (e2Damage + e2Health + e2Reload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (e2Damage + e2Health + e2Reload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (e2Damage + e2Health + e2Reload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: grenadier
		RequiresCondition: e2efire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	-Selectable:
	RenderSprites:
		Image: e2
	Valued:
		Cost: 0
	Tooltip:
		Name: Grenadier
	Buildable:
		BuildDuration: 1400
		BuildPaletteOrder: 10
		Queue: E2Infantery
		Description: Fast infantry armed with grenades. \n  Strong vs Buildings, slow-moving targets
	Mobile:
		Speed: 71
	Health:
		HP: 50
	Armament:
		Weapon: Grenade
		LocalOffset: 0,0,427
		FireDelay: 15
		RequiresCondition: !e2efire
	Armament@bag:
		Weapon: GrenadeBag
		LocalOffset: 0,0,427
		FireDelay: 15
		RequiresCondition: e2efire
	Armament@bagbounce1:
		Weapon: GrenadeBounceOnce
		LocalOffset: 0,0,427
		FireDelay: 15
		RequiresCondition: e2efire
	Armament@bagbounce2:
		Weapon: GrenadeBounceTwice
		LocalOffset: 0,0,427
		FireDelay: 15
		RequiresCondition: e2efire
	Armament@bagbounce3:
		Weapon: GrenadeBounceTrice
		LocalOffset: 0,0,427
		FireDelay: 15
		RequiresCondition: e2efire
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: throw
	Explodes:
		Weapon: GrenadierExplode
		EmptyWeapon: GrenadierExplode
		Chance: 50
	RejectsOrders:
	
E22New:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	GrantConditionOnPrerequisite@e22Damage:
		Condition: e22Damage
		Prerequisites: e22UpgradeDamage
	GrantConditionOnPrerequisite@e22Health:
		Condition: e22Health
		Prerequisites: e22UpgradeHealth
	GrantConditionOnPrerequisite@e22Reload:
		Condition: e22Reload
		Prerequisites: e22UpgradeReload
	GrantConditionOnPrerequisite@e22fire:
		Condition: e22fire
		Prerequisites: e22fire
	FirepowerMultiplier:
		Modifier: 130
		RequiresCondition: e22Damage
	DamageMultiplier:
		RequiresCondition: e22Health
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: e22Reload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (e22Damage + e22Health + e22Reload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (e22Damage + e22Health + e22Reload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (e22Damage + e22Health + e22Reload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: e22plus
		RequiresCondition: e22fire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	-Selectable:
	RenderSprites:
		Image: e22
		PlayerPalette: raplayer
	Valued:
		Cost: 0
	Tooltip:
		Name: Mortar Soldier
	Buildable:
		BuildDuration: 2800
		BuildPaletteOrder: 10
		Queue: E22Infantery
		Description: Slow infantry armed with a Mortar. \n  Strong vs Buildings, slow-moving targets
	RevealsShroud:
		Range: 8c0
	Mobile:
		Speed: 34
	Health:
		HP: 75
	Armament:
		Weapon: MortarShell
		LocalOffset: 200,0,10
		FireDelay: 10
		RequiresCondition: !e22fire
	Armament@JevalinMissile:
		Weapon: JevalinMissile
		Name: secondary
		LocalOffset: 200,0,10
		FireDelay: 10
		RequiresCondition: e22fire
		LocalYaw: 0,0,0
	Armament@JevalinMissile@Air:
		Weapon: JevalinMissileAir
		Name: third
		LocalOffset: 200,0,10
		FireDelay: 10
		RequiresCondition: e22fire
		LocalYaw: 0,0,0
	AttackFrontal:
		Armaments: primary, secondary, third
	WithInfantryBody:
		DefaultAttackSequence: throw
	Explodes:
		Weapon: GrenadierExplode
		EmptyWeapon: GrenadierExplode
		Chance: 50
	AutoTarget:
		InitialStanceAI: Defend
		ScanRadius: 10
	RejectsOrders:
	
E3New:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^AutoTargetVehicleAircrafts
	GrantConditionOnPrerequisite@e3fire:
		Condition: e3fire
		Prerequisites: e3fire
	GrantConditionOnPrerequisite@e3Damage:
		Condition: e3Damage
		Prerequisites: e3UpgradeDamage
	GrantConditionOnPrerequisite@e3Health:
		Condition: e3Health
		Prerequisites: e3UpgradeHealth
	GrantConditionOnPrerequisite@e3Reload:
		Condition: e3Reload
		Prerequisites: e3UpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: e3Damage
	DamageMultiplier:
		RequiresCondition: e3Health
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: e3Reload
		Modifier: 60
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (e3Damage + e3Health + e3Reload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (e3Damage + e3Health + e3Reload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (e3Damage + e3Health + e3Reload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: tripple
		RequiresCondition: e3fire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	-Selectable:
	RenderSprites:
		Image: e3
	Valued:
		Cost: 0
	Tooltip:
		Name: Rocket Soldier
	Buildable:
		BuildDuration: 2700
		BuildPaletteOrder: 10
		Queue: E3Infantery
		Description: Anti-tank/Anti-aircraft infantry. \n  Strong vs Tanks, Aircraft\n  Weak vs Infantry
	Mobile:
		Speed: 42
	Health:
		HP: 45
	AutoTarget:
		ScanRadius: 6
	Armament:
		Weapon: Rockets
		LocalOffset: 128,43,341
		FireDelay: 5
		RequiresCondition: !e3fire
	Armament@Tripple:
		Weapon: TrippelRockets
		LocalOffset: 128,143,341,128,43,341,128,-77,341
		FireDelay: 5
		RequiresCondition: e3fire
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	RejectsOrders:

E4New:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	GrantConditionOnPrerequisite@e4Damage:
		Condition: e4Damage
		Prerequisites: e4UpgradeDamage
	GrantConditionOnPrerequisite@e4Health:
		Condition: e4Health
		Prerequisites: e4UpgradeHealth
	GrantConditionOnPrerequisite@e4Reload:
		Condition: e4Reload
		Prerequisites: e4UpgradeReload
	GrantConditionOnPrerequisite@flamerfire:
		Condition: e4fire
		Prerequisites: flamerfire
	FirepowerMultiplier:
		Modifier: 130
		RequiresCondition: e4Damage
	DamageMultiplier:
		RequiresCondition: e4Health
		Modifier: 75
	ReloadDelayMultiplier:
		RequiresCondition: e4Reload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (e4Damage + e4Health + e4Reload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (e4Damage + e4Health + e4Reload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (e4Damage + e4Health + e4Reload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: flamer
		RequiresCondition: e4fire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	-Selectable:
	RenderSprites:
		Image: e4
	Valued:
		Cost: 0
	Tooltip:
		Name: Flamethrower
	Buildable:
		BuildDuration: 1400
		BuildPaletteOrder: 10
		Queue: E4Infantery
		Description: Advanced Anti-infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Tanks
	Mobile:
		Speed: 56
	Health:
		HP: 90
	Armament:
		Weapon: Flamethrower
		LocalOffset: 341,0,256
		FireDelay: 3
		MuzzleSequence: muzzle
		RequiresCondition: !e4fire
	Armament@FlameGrenade:
		Weapon: FlameGrenade
		LocalOffset: 341,0,256
		RequiresCondition: e4fire
	AttackFrontal:
	WithMuzzleOverlay:
		RequiresCondition: !e4fire
	WithInfantryBody:
		DefaultAttackSequence: shoot
	RejectsOrders:


E5New:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	GrantConditionOnPrerequisite@e5Damage:
		Condition: e5Damage
		Prerequisites: e5UpgradeDamage
	GrantConditionOnPrerequisite@e5Health:
		Condition: e5Health
		Prerequisites: e5UpgradeHealth
	GrantConditionOnPrerequisite@e5Reload:
		Condition: e5Reload
		Prerequisites: e5UpgradeReload
	GrantConditionOnPrerequisite@chemfire:
		Condition: chemfire
		Prerequisites: chemfire
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: e5Damage
	DamageMultiplier:
		RequiresCondition: e5Health
		Modifier: 50
	ReloadDelayMultiplier:
		RequiresCondition: e5Reload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (e5Damage + e5Health + e5Reload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (e5Damage + e5Health + e5Reload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (e5Damage + e5Health + e5Reload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: chemplus
		RequiresCondition: chemfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Soldier
	-Selectable:
	RenderSprites:
		Image: e5
	Valued:
		Cost: 0
	Tooltip:
		Name: Chemical Warrior
	Buildable:
		BuildDuration: 2700
		BuildPaletteOrder: 10
		Queue: E5Infantery
		Description: Advanced general-purpose infantry.\n  Strong vs all Ground units
	Mobile:
		Speed: 56
	Health:
		HP: 110
	Armament:
		Weapon: Chemspray
		LocalOffset: 341,0,256
		FireDelay: 3
		MuzzleSequence: muzzle
		RequiresCondition: !chemfire
	Armament@ranged:
		Weapon: RangeSpray
		LocalOffset: 341,0,256
		FireDelay: 3
		RequiresCondition: chemfire        
	AttackFrontal:
	WithMuzzleOverlay:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	RejectsOrders:
	
VICE:
	-Selectable:
	RejectsOrders:
	GrantConditionOnPrerequisite@e5Damage:
		Condition: e5Damage
		Prerequisites: e5UpgradeDamage
	GrantConditionOnPrerequisite@e5Health:
		Condition: e5Health
		Prerequisites: e5UpgradeHealth
	GrantConditionOnPrerequisite@e5Reload:
		Condition: e5Reload
		Prerequisites: e5UpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: e5Damage
	DamageMultiplier:
		RequiresCondition: e5Health
		Modifier: 50
	ReloadDelayMultiplier:
		RequiresCondition: e5Reload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (e5Damage + e5Health + e5Reload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (e5Damage + e5Health + e5Reload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (e5Damage + e5Health + e5Reload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
		  

JEEPNEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^AutoTargetInfantry
	GrantConditionOnPrerequisite@jeepfire:
		Condition: jeepfire
		Prerequisites: jeepfire
	GrantConditionOnPrerequisite@jeepDamage:
		Condition: jeepDamage
		Prerequisites: jeepUpgradeDamage
	GrantConditionOnPrerequisite@jeepHealth:
		Condition: jeepHealth
		Prerequisites: jeepUpgradeHealth
	GrantConditionOnPrerequisite@jeepReload:
		Condition: jeepReload
		Prerequisites: jeepUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: jeepDamage
	DamageMultiplier:
		RequiresCondition: jeepHealth
		Modifier: 65
	ReloadDelayMultiplier:
		RequiresCondition: jeepReload
		Modifier: 50
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (jeepReload + jeepDamage + jeepHealth) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (jeepReload + jeepDamage + jeepHealth) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (jeepReload + jeepDamage + jeepHealth) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: grenade
		RequiresCondition: jeepfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Vehicle
	RenderSprites:
		Image: jeep
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Hum-Vee
	Buildable:
		BuildDuration: 2800
		BuildPaletteOrder: 20
		Queue: Jeep.Fact
		Description: Fast scout and anti-infantry vehicle.\n  Strong vs Infantry\n  Weak vs Tanks
	Targetable:
		TargetTypes: Ground, Vehicle, Light
	Mobile:
		TurnSpeed: 10
		Speed: 156
	Health:
		HP: 160
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 10
		Offset: -85,0,128
	Armament@Gun:
		Weapon: MachineGun
		LocalOffset: 171,0,85
		MuzzleSequence: muzzle
	Armament@Tow:
		Weapon: TOWMissile
		LocalOffset: 25,20,85
		RequiresCondition: jeepfire
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	AutoTarget:
	SpawnActorOnDeath:
		Actor: JEEP.Husk
	SelectionDecorations:
		VisualBounds: 32,32
	RejectsOrders:
 
BGGYNEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^AutoTargetInfantry  
	GrantConditionOnPrerequisite@jeepfire:
		Condition: jeepfire
		Prerequisites: jeepfire
	GrantConditionOnPrerequisite@buggyDamage:
		Condition: buggyDamage
		Prerequisites: buggyUpgradeDamage
	GrantConditionOnPrerequisite@buggyHealth:
		Condition: buggyHealth
		Prerequisites: buggyUpgradeHealth
	GrantConditionOnPrerequisite@buggyReload:
		Condition: buggyReload
		Prerequisites: buggyUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: buggyDamage
	DamageMultiplier:
		RequiresCondition: buggyHealth
		Modifier: 65
	ReloadDelayMultiplier:
		RequiresCondition: buggyReload
		Modifier: 50
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (buggyDamage + buggyHealth + buggyReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (buggyDamage + buggyHealth + buggyReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (buggyDamage + buggyHealth + buggyReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: grenade
		RequiresCondition: jeepfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Inherits: ^Vehicle
	RenderSprites:
		Image: bggy
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Buggy
	Buildable:
		BuildDuration: 2800
		BuildPaletteOrder: 20
		Queue: Jeep2.Fact
		Description: Fast scout and anti-infantry vehicle.\n  Strong vs Infantry\n  Weak vs Tanks
	Targetable:
		TargetTypes: Ground, Vehicle, Light
	Mobile:
		TurnSpeed: 10
		Speed: 156
	Health:
		HP: 160
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 10
		Offset: -85,0,128
	Armament@Gun:
		Weapon: MachineGun
		LocalOffset: 171,0,85
		MuzzleSequence: muzzle
	Armament@Tow:
		Weapon: TOWMissile
		LocalOffset: 25,20,85
		RequiresCondition: jeepfire
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	AutoTarget:
	SpawnActorOnDeath:
		Actor: BGGY.Husk
	SelectionDecorations:
		VisualBounds: 32,32
	RejectsOrders:
 
MTNKNEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll		  
	Inherits: ^AutoTargetVehicle
	Inherits: ^Tank
	
	GrantConditionOnPrerequisite@mtnknapalm:
		Condition: mtnknapalm
		Prerequisites: mtnknapalm
	GrantConditionOnPrerequisite@mtnkDamage:
		Condition: mtnkDamage
		Prerequisites: mtnkUpgradeDamage
	GrantConditionOnPrerequisite@mtnkHealth:
		Condition: mtnkHealth
		Prerequisites: mtnkUpgradeHealth
	GrantConditionOnPrerequisite@mtnkReload:
		Condition: mtnkReload
		Prerequisites: mtnkUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: mtnkDamage
	DamageMultiplier:
		RequiresCondition: mtnkHealth
		Modifier: 90
	ReloadDelayMultiplier:
		RequiresCondition: mtnkReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (mtnkDamage + mtnkHealth + mtnkReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (mtnkDamage + mtnkHealth + mtnkReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (mtnkDamage + mtnkHealth + mtnkReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: hazard
		RequiresCondition: mtnknapalm
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: mtnk
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Medium Tank
	Buildable:
		BuildDuration: 4800
		BuildPaletteOrder: 40
		Queue: Car2.Fact
		Description: General-Purpose GDI Tank.\n  Strong vs Tanks, Vehicles\n  Weak vs Infantry
	Mobile:
		Speed: 85
	Health:
		HP: 425
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 5
	Armament@normal:
		Weapon: 120mm
		Recoil: 128
		RecoilRecovery: 26
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
		RequiresCondition: !mtnknapalm
	Armament@Napalm:
		Weapon: 120mmSplash
		Recoil: 128
		RecoilRecovery: 26
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
		RequiresCondition: mtnknapalm
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	AutoTarget:
	SpawnActorOnDeath:
		Actor: MTNK.Husk
	SelectionDecorations:
		VisualBounds: 32,32
	RejectsOrders:
	
NEW3TNK:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll		  
	Inherits: ^AutoTargetVehicle
	Inherits: ^Tank
	
	GrantConditionOnPrerequisite@tnkfire3:
		Condition: tnkfire3
		Prerequisites: tnkfire3
	GrantConditionOnPrerequisite@tnkUpgradeDamage3:
		Condition: tnkUpgradeDamage3
		Prerequisites: tnkUpgradeDamage3
	GrantConditionOnPrerequisite@tnkUpgradeHealth3:
		Condition: tnkUpgradeHealth3
		Prerequisites: tnkUpgradeHealth3
	GrantConditionOnPrerequisite@tnkUpgradeReload3:
		Condition: tnkUpgradeReload3
		Prerequisites: tnkUpgradeReload3
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: tnkUpgradeDamage3
	DamageMultiplier:
		RequiresCondition: tnkUpgradeHealth3
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: tnkUpgradeReload3
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (tnkUpgradeDamage3 + tnkUpgradeHealth3 + tnkUpgradeReload3) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (tnkUpgradeDamage3 + tnkUpgradeHealth3 + tnkUpgradeReload3) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (tnkUpgradeDamage3 + tnkUpgradeHealth3 + tnkUpgradeReload3) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: 3tnkplus
		RequiresCondition: tnkfire3
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: new3tnk
		PlayerPalette: raplayer
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Heavy Tank
	Buildable:
		BuildDuration: 5500
		BuildPaletteOrder: 40
		Queue: tank3.Fact
		Description: General-Purpose GDI Tank.\n  Strong vs Tanks, Vehicles\n  Weak vs Infantry
	Mobile:
		Speed: 70
	Health:
		HP: 725
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	WithSpriteTurret@base:
	WithSpriteTurret@upgrade:
		Turret: secondary
		RequiresCondition: tnkfire3
		Sequence: samturr
	Turreted@base:
		TurnSpeed: 5
	Turreted@upgrade:
		TurnSpeed: 5
		Turret: secondary
		Offset: -256,0,190
	Armament@normal:
		Weapon: 3TNK110MM
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 768,85,90, 768,-85,90
		MuzzleSequence: muzzle
	Armament@Minitusk:
		Weapon: MiniTusks
		Name: secondary
		Turret: secondary
		LocalOffset: 256,125,20, 256,-125,20
		RequiresCondition: tnkfire3
	AttackTurreted:
	WithMuzzleOverlay:
	AutoTarget:
	SpawnActorOnDeath:
		Actor: MTNK.Husk
	SelectionDecorations:
		VisualBounds: 32,32
	RejectsOrders:

HTNKNEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll	   
	Inherits: ^AutoTargetVehicle
	Inherits: ^Tank
	
	GrantConditionOnPrerequisite@htnkDamage:
		Condition: htnkDamage
		Prerequisites: htnkUpgradeDamage
	GrantConditionOnPrerequisite@htnkHealth:
		Condition: htnkHealth
		Prerequisites: htnkUpgradeHealth
	GrantConditionOnPrerequisite@htnkReload:
		Condition: htnkReload
		Prerequisites: htnkUpgradeReload
	GrantConditionOnPrerequisite@mammofire:
		Condition: mammofire
		Prerequisites: mammofire
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: htnkDamage
	DamageMultiplier:
		RequiresCondition: htnkHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: htnkReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (htnkDamage + htnkHealth + htnkReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (htnkDamage + htnkHealth + htnkReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (htnkDamage + htnkHealth + htnkReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: mammoplus
		RequiresCondition: mammofire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: htnk
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Mammoth Tank
	Buildable:
		BuildDuration: 7000
		BuildPaletteOrder: 60
		Queue: Car3.Fact
		Description: Heavily armored GDI Tank.\nCan attack Aircraft.\n  Strong vs Everything
	Mobile:
		Crushes: wall, heavywall, crate, infantry
		Speed: 56
		TurnSpeed: 3
	Health:
		HP: 1400
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	WithSpriteTurret:
	Turreted:
		TurnSpeed: 3
	Armament@PRIMARY:
		Weapon: 120mmDual
		LocalOffset: 900,180,340, 900,-180,340
		Recoil: 170
		RecoilRecovery: 42
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: MammothMissiles
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100, 100
		Recoil: 10
		MuzzleSequence: muzzle
		RequiresCondition: !mammofire
	Armament@SECONDARYLaser:
		Name: secondary
		Weapon: TuskLaser
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100, 100
		RequiresCondition: mammofire
	Armament@SECONDARYLaserSecond:
		Name: third
		Weapon: TuskLaser
		FireDelay: 25
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100, 100
		RequiresCondition: mammofire
	AttackTurreted:
		Armaments: primary, secondary, third
	WithMuzzleOverlay:
	AutoTarget:
	SelfHealing:
		Delay: 10
		HealIfBelow: 50
		DamageCooldown: 200
	SpawnActorOnDeath:
		Actor: HTNK.Husk
	SelectionDecorations:
		VisualBounds: 34,34,0,-3
	RejectsOrders:

MSAMNEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^Tank
	
	GrantConditionOnPrerequisite@msamDamage:
		Condition: msamDamage
		Prerequisites: msamUpgradeDamage
	GrantConditionOnPrerequisite@msamHealth:
		Condition: msamHealth
		Prerequisites: msamUpgradeHealth
	GrantConditionOnPrerequisite@msamReload:
		Condition: msamReload
		Prerequisites: msamUpgradeReload
	GrantConditionOnPrerequisite@msamfire:
		Condition: msamfire
		Prerequisites: msamfire
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: msamDamage
	DamageMultiplier:
		RequiresCondition: msamHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: msamReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (msamDamage + msamHealth + msamReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (msamDamage + msamHealth + msamReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (msamDamage + msamHealth + msamReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: msamdouble
		RequiresCondition: msamfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: msam
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Rocket Launcher
	Buildable:
		BuildDuration: 6500
		BuildPaletteOrder: 50
		Queue: Car4.Fact
		Description: Long range rocket artillery.\n  Strong vs Vehicles.\n CANNOT ATTACK INFANTRY ANYMORE!
	Targetable:
		TargetTypes: Ground, Vehicle, Light
	Mobile:
		Speed: 85
		TurnSpeed: 4
	Health:
		HP: 120
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 255
		Offset: -256,0,128
	Armament@PRIMARY:
		Weapon: Heavy227mm
		LocalOffset: 213,180,0, 213,90,0, 213,-180,0, 213,-90,0
		RequiresCondition: !msamfire
	Armament@SECONDARY:
		Weapon: Heavy227mm
		LocalOffset:  213,180,100, 213,90,100, 213,-90,100, 213,-180,100
		FireDelay: 20
		RequiresCondition: !msamfire
	Armament@NEWPRIMARY:
		Weapon: Quad227mm
		LocalOffset: 213,180,0, 213,90,0, 213,-180,0, 213,-90,0
		RequiresCondition: msamfire
	Armament@NEWSECONDARY:
		Weapon: Quad227mm
		LocalOffset: 213,180,100, 213,90,100, 213,-90,100, 213,-180,100
		FireDelay: 20
		RequiresCondition: msamfire
	AttackFrontal:
	WithSpriteTurret:
		AimSequence: aim
	AutoTarget:
	SpawnActorOnDeath:
		Actor: MSAM.Husk
	CustomSelectionSize:
		CustomBounds: 36,36,0,-5
	RejectsOrders:

HELINEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns
	Inherits: ^AutoTargetInfantry	 
	Inherits: ^Helicopter
	
	GrantConditionOnPrerequisite@helifire:
		Condition: helifire
		Prerequisites: helifire
	GrantConditionOnPrerequisite@heliDamage:
		Condition: heliDamage
		Prerequisites: heliUpgradeDamage
	GrantConditionOnPrerequisite@heliHealth:
		Condition: heliHealth
		Prerequisites: heliUpgradeHealth
	GrantConditionOnPrerequisite@heliReload:
		Condition: heliReload
		Prerequisites: heliUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: heliDamage
	DamageMultiplier:
		RequiresCondition: heliHealth
		Modifier: 85
	RangeMultiplier:
		RequiresCondition: heliReload
		Modifier: 115
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (heliDamage + heliHealth + heliReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (heliDamage + heliHealth + heliReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (heliDamage + heliHealth + heliReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: cross
		RequiresCondition: helifire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: heli
	Valued:
		Cost: 0
	Tooltip:
		Name: Apache Longbow
	Buildable:
		BuildDuration: 4600
		BuildPaletteOrder: 20
		Queue: Fly2.Fact
		Description: Helicopter Gunship with Chainguns.\n  Strong vs Infantry, Light Vehicles and\n  Aircraft\n  Can't target Tanks
	Aircraft:
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 186
		RepulsionSpeed: 700
	Health:
		HP: 125
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	Armament@PRIMARY:
		Weapon: HeliAGGunNew
		LocalOffset: 128,-213,-85, 128,213,-85
		MuzzleSequence: muzzle
		RequiresCondition: !helifire && !empdisable
	Armament@newprimary:
		Weapon: HeliAGGunnoInf
		LocalOffset: 128,-213,-85, 128,213,-85
		MuzzleSequence: muzzle
		RequiresCondition: helifire && !empdisable
	Armament@Snipe:
		Weapon: HeliSnipe
		LocalOffset: 128,-213,-85, 128,213,-85
		MuzzleSequence: muzzle
		RequiresCondition: helifire && !empdisable
	Armament@SECONDARY:
		Name: secondary
		Weapon: HeliAAGun
		LocalOffset: 128,-213,-85, 128,213,-85
		MuzzleSequence: muzzle
		RequiresCondition: !empdisable
	AttackHeli:
		FacingTolerance: 20
	AmmoPool:
		Ammo: 14
		PipCount: 5
		SelfReloads: true
		ReloadCount: 14
		SelfReloadDelay: 250
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Offset: 0,0,85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: HELI.Husk
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	-Selectable:
	RejectsOrders:

ORCANEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns  
	Inherits: ^AutoTargetVehicleAircrafts
	Inherits: ^Helicopter
	
	GrantConditionOnPrerequisite@orcafire:
		Condition: orcafire
		Prerequisites: orcafire
	GrantConditionOnPrerequisite@orcaDamage:
		Condition: orcaDamage
		Prerequisites: orcaUpgradeDamage
	GrantConditionOnPrerequisite@orcaHealth:
		Condition: orcaHealth
		Prerequisites: orcaUpgradeHealth
	GrantConditionOnPrerequisite@orcaReload:
		Condition: orcaReload
		Prerequisites: orcaUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: orcaDamage
	DamageMultiplier:
		RequiresCondition: orcaHealth
		Modifier: 85
	RangeMultiplier:
		RequiresCondition: orcaReload
		Modifier: 115
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (orcaDamage + orcaHealth + orcaReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (orcaDamage + orcaHealth + orcaReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (orcaDamage + orcaHealth + orcaReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: rocket
		RequiresCondition: orcafire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: orca
	Valued:
		Cost: 0
	Tooltip:
		Name: Orca
	Buildable:
		BuildDuration: 4800
		BuildPaletteOrder: 20
		Queue: Fly1.Fact
		Description: Helicopter Gunship with AG Missiles.\n  Strong vs Buildings, Tanks\n  Weak vs Infantry
	Aircraft:
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 186
		RepulsionSpeed: 600
	Health:
		HP: 90
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	Armament@PRIMARY:
		Weapon: OrcaAGMissilesNew
		LocalOffset: 427,-171,-213, 427,171,-213
		AmmoPoolName: Rockets
		RequiresCondition: !empdisable
	Armament@SECONDARY:
		Weapon: OrcaAAMissilesNew
		LocalOffset: 427,-171,-213, 427,171,-213
		AmmoPoolName: Rockets
		RequiresCondition: !empdisable
	Armament@TVMissile:
		Weapon: TVMissile
		LocalOffset: 427,0,-213
		RequiresCondition: orcafire && !empdisable
		AmmoPoolName: TVMissile
	AttackHeli:
		FacingTolerance: 20
	AmmoPool@normal:
		Name: Rockets
		Ammo: 8
		PipCount: 8
		SelfReloads: true
		ReloadCount: 2
		SelfReloadDelay: 100
	AmmoPool@TVmissile:
		Name: TVMissile
		Ammo: 1
		PipCount: 1
		SelfReloads: true
		ReloadCount: 1
		PipType: Blue
		SelfReloadDelay: 350
		RequiresCondition: orcafire
	SpawnActorOnDeath:
		Actor: ORCA.Husk
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	WithMoveAnimation:
		MoveSequence: move
	-Selectable:
	RejectsOrders:
    

ORCAHUNTER:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns  
	Inherits: ^AutoTargetVehicleAircrafts
	Inherits: ^Helicopter
	
	GrantConditionOnPrerequisite@orbmfire:
		Condition: orbmfire
		Prerequisites: orbmfire
	GrantConditionOnPrerequisite@orbmDamage:
		Condition: orbmDamage
		Prerequisites: orbmUpgradeDamage
	GrantConditionOnPrerequisite@orbmHealth:
		Condition: orbmHealth
		Prerequisites: orbmUpgradeHealth
	GrantConditionOnPrerequisite@orbmReload:
		Condition: orbmReload
		Prerequisites: orbmUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: orbmDamage
	DamageMultiplier:
		RequiresCondition: orbmHealth
		Modifier: 85
	RangeMultiplier:
		RequiresCondition: orbmReload
		Modifier: 115
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (orbmDamage + orbmHealth + orbmReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (orbmDamage + orbmHealth + orbmReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (orbmDamage + orbmHealth + orbmReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: orbmpolus
		RequiresCondition: orbmfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: orbm
	Valued:
		Cost: 0
	Tooltip:
		Name: Orca Hunter
	Buildable:
		BuildDuration: 6500
		BuildPaletteOrder: 20
		Queue: Flyhunt.Fact
		Description: Helicopter Gunship with AG Missiles.\n  Strong vs Buildings, Tanks\n  Weak vs Infantry
	Aircraft:
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 186
		RepulsionSpeed: 600
	Health:
		HP: 215
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	Armament@PRIMARY:
		Weapon: HunterMissiles
		LocalOffset: 384,-384,-85,384,384,-85
		AmmoPoolName: Rockets
		RequiresCondition: !orbmfire
	Armament@UPGRADE:
		Weapon: HunterTuskLaser
		LocalOffset: 384,-384,-85,384,384,-85
		AmmoPoolName: Tusk
		RequiresCondition: orbmfire
	AttackHeli:
		FacingTolerance: 20
	AmmoPool@normal:
		Name: Rockets
		Ammo: 12
		PipCount: 6
		SelfReloads: true
		ReloadCount: 12
		SelfReloadDelay: 250
	AmmoPool@Laser:
		Name: Tusk
		Ammo: 8
		PipCount: 8
		SelfReloads: true
		ReloadCount: 6
		SelfReloadDelay: 195
	SpawnActorOnDeath:
		Actor: ORCAHUNTER.Husk
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	WithMoveAnimation:
		MoveSequence: move
	-Selectable:
	RejectsOrders:
    
ORCAHUNTER.Husk:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: Orca Hunter
	Aircraft:
		TurnSpeed: 1
		Speed: 100
	RenderSprites:
		Image: orbm
	FallsToEarth:
		Explosion: LargeHeliCrash
		Velocity: 30
	Tooltip:
		Name: Cruiser
	Contrail:
		Offset: -853,0,0
	SmokeTrailWhenDamaged:
		Offset: -1024,0,0
		Interval: 2
		MinDamage: Undamaged
	SmokeTrailWhenDamaged@ExplodesConstant:
		Offset: -412,-30,0
		Interval: 10
		MinDamage: Undamaged
		Sprite: constantexplode
	SmokeTrailWhenDamaged@ExplodesConstant3:
		Offset: 160,56,143
		Interval: 6
		MinDamage: Undamaged
		Sprite: constantexplode
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	WithColoredOverlay@dieing:
		Palette: shadow
        
HINDNEW:
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns  
	Inherits: ^AutoTargetVehicleAircrafts
	Inherits: ^Helicopter
	
	GrantConditionOnPrerequisite@hindfire:
		Condition: hindfire
		Prerequisites: hindfire
	GrantConditionOnPrerequisite@hindUpgradeDamage:
		Condition: hindUpgradeDamage
		Prerequisites: hindUpgradeDamage
	GrantConditionOnPrerequisite@hindUpgradeHealth:
		Condition: hindUpgradeHealth
		Prerequisites: hindUpgradeHealth
	GrantConditionOnPrerequisite@hindUpgradeReload:
		Condition: hindUpgradeReload
		Prerequisites: hindUpgradeReload
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: hindUpgradeDamage
	DamageMultiplier:
		RequiresCondition: hindUpgradeHealth
		Modifier: 85
	RangeMultiplier:
		RequiresCondition: hindUpgradeReload
		Modifier: 115
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (hindUpgradeDamage + hindUpgradeHealth + hindUpgradeReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (hindUpgradeDamage + hindUpgradeHealth + hindUpgradeReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (hindUpgradeDamage + hindUpgradeHealth + hindUpgradeReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: flamer
		RequiresCondition: hindfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: hind
		PlayerPalette: raplayer
	Valued:
		Cost: 0
	Tooltip:
		Name: Hind
	Buildable:
		BuildDuration: 6200
		BuildPaletteOrder: 20
		Queue: Flyhind.Fact
		Description: none
	Aircraft:
		CruiseAltitude: 1c754
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 116
		RepulsionSpeed: 600
	Health:
		HP: 210
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	Armament@PRIMARY:
		Weapon: HindChaingun
		LocalOffset: 712,0,-145
		MuzzleSequence: muzzle
		RequiresCondition: !empdisable
		AmmoPoolName: Chaingun
	Armament@SECONDARY:
		Name: secondary
		Weapon: HindRocketLoad
		LocalOffset: 85,213,-85
		RequiresCondition: !empdisable && !hindfire
		AmmoPoolName: Rockets
	Armament@Third:
		Name: third
		Weapon: HindRocketLoad
		LocalOffset: 85,-213,-85
		RequiresCondition: !empdisable && !hindfire
		AmmoPoolName: Rockets
	Armament@fourth:
		Name: fourth
		Weapon: HindFireBombs
		LocalOffset: 85,213,-85
		RequiresCondition: !empdisable && hindfire
		AmmoPoolName: Rockets
	Armament@fifth:
		Name: fifth
		Weapon: HindFireBombs
		LocalOffset: 85,-213,-85
		RequiresCondition: !empdisable && hindfire
		AmmoPoolName: Rockets
	AttackHeli:
		FacingTolerance: 20
		Armaments: primary, secondary, third, fourth, fifth
	AmmoPool@normal:
		Name: Rockets
		Ammo: 12
		PipCount: 6
		SelfReloads: true
		ReloadCount: 12
		SelfReloadDelay: 235
	AmmoPool@chaingun:
		Name: Chaingun
		Ammo: 24
		PipCount: 4
		SelfReloads: true
		ReloadCount: 24
		PipType: Blue
		SelfReloadDelay: 160
	SpawnActorOnDeath:
		Actor: HIND.Husk
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	-Selectable:
	RejectsOrders:
	SelectionDecorations:
		VisualBounds: 38,32
	WithMuzzleOverlay:
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	
HIND.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Hind
	Aircraft:
		TurnSpeed: 4
		Speed: 186
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	WithIdleOverlay:
		Sequence: slow-rotor
		Offset: 0,0,300
	RenderSprites:
		PlayerPalette: raplayer
		Image: hind
	FallsToEarth:
		Explosion: LargeHeliCrash

STNKNEW:
	Inherits: ^Vehicle
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	GrantConditionOnPrerequisite@stnkDamage:
		Condition: stnkDamage
		Prerequisites: stnkUpgradeDamage
	GrantConditionOnPrerequisite@stnkHealth:
		Condition: stnkHealth
		Prerequisites: stnkUpgradeHealth
	GrantConditionOnPrerequisite@stnkReload:
		Condition: stnkReload
		Prerequisites: stnkUpgradeReload
	GrantConditionOnPrerequisite@stnkfire:
		Condition: stnkfire
		Prerequisites: stnkfire	   
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: stnkDamage
	DamageMultiplier:
		RequiresCondition: stnkHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: stnkReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (stnkDamage + stnkHealth + stnkReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (stnkDamage + stnkHealth + stnkReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (stnkDamage + stnkHealth + stnkReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: stnkplus
		RequiresCondition: stnkfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	Valued:
		Cost: 0
	RenderSprites:
		Image: stnk
	Tooltip:
		Name: Stealth Tank
	Buildable:
		BuildDuration: 4000
		BuildPaletteOrder: 85
		Queue: Car10.Fact
		Description: Long-range missile tank that can cloak.\nCan attack Aircraft.\nHas weak armor. Can be spotted by infantry and defense structures.\n  Strong vs Vehicles, Tanks\n  Weak vs Infantry.
	Mobile:
		TurnSpeed: 10
		Speed: 142
		Crushes: crate, infantry
	Health:
		HP: 150
	Armor:
		Type: Light
	RevealsShroud:
		Range: 7c0
	Cloak:
		InitialDelay: 90
		CloakDelay: 90
		CloakSound: trans1.aud
		UncloakSound: trans1.aud
		RequiresCondition: !stnkfire
	Cloak@Better:
		InitialDelay: 25
		CloakDelay: 25
		CloakSound: trans1.aud
		UncloakSound: trans1.aud
		RequiresCondition: stnkfire
	Armament:
		Weapon: 227mm.new
		LocalOffset: 213,43,128, 213,-43,128
	AttackFrontal:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	Targetable:
	SpawnActorOnDeath:
		Actor: STNK.Husk
	-MustBeDestroyed:
	-Selectable:
	RejectsOrders:
BIKENEW:
	Inherits: ^Vehicle
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	GrantConditionOnPrerequisite@bikeDamage:
		Condition: bikeDamage
		Prerequisites: bikeUpgradeDamage
	GrantConditionOnPrerequisite@bikeHealth:
		Condition: bikeHealth
		Prerequisites: bikeUpgradeHealth
	GrantConditionOnPrerequisite@bikeReload:
		Condition: bikeReload
		Prerequisites: bikeUpgradeReload
	GrantConditionOnPrerequisite@ltnkfire:
		Condition: ltnkfire
		Prerequisites: ltnkfire
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: bikeDamage
	DamageMultiplier:
		RequiresCondition: bikeHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: bikeReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (bikeDamage + bikeHealth + bikeReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (bikeDamage + bikeHealth + bikeReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (bikeDamage + bikeHealth + bikeReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral	
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: ltnk
		RequiresCondition: ltnkfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	-Selectable:
	RenderSprites:
		Image: ltnk
	Valued:
		Cost: 0
	Tooltip:
		Name: Light Tank
	Buildable:
		BuildDuration: 3300
		BuildPaletteOrder: 30
		Queue: Car8.Fact
		Description: Fast, light tank.\n  Strong vs Vehicles, Tanks\n  Weak vs Infantry
	Targetable:
		TargetTypes: Ground, Vehicle
	Mobile:
		TurnSpeed: 7
		Speed: 130
	Health:
		HP: 325
	Armor:
		Type: Light
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 7
	Turreted@Flak:
		TurnSpeed: 20
		Turret: flakturret
	Armament:
		Weapon: 70mm
		Recoil: 85
		RecoilRecovery: 17
		LocalOffset: 720,0,90
		MuzzleSequence: muzzle
		RequiresCondition: !ltnkfire
	Armament@LazerSight:
		Weapon: LtnkFlakGun
		Name: third
		Recoil: 96
		RecoilRecovery: 18
		LocalOffset: 85,85,299, 85,-85,299
		MuzzleSequence: flakmuzzle
		RequiresCondition: ltnkfire
		Turret: flakturret
	Armament@FarRapid:
		Weapon: LtnkFlakAA
		Name: secondary
		Recoil: 96
		RecoilRecovery: 18
		LocalOffset: 85,85,299, 85,-85,299
		MuzzleSequence: flakmuzzle
		RequiresCondition: ltnkfire
		Turret: flakturret
	AttackTurreted:
		Armaments: primary, secondary, third
	WithMuzzleOverlay:
	WithSpriteTurret:
		RequiresCondition: !ltnkfire
	WithSpriteTurret@flak:
		Turret: flakturret
		Sequence: flakturret
		RequiresCondition: ltnkfire
	AutoTarget:
	SpawnActorOnDeath:
		Actor: LTNK.Husk 
	RejectsOrders:

MLRSNEW:
	Inherits: ^Vehicle
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	GrantConditionOnPrerequisite@mlrsfire:
		Condition: mlrsfire
		Prerequisites: mlrsfire
	GrantConditionOnPrerequisite@mlrsDamage:
		Condition: mlrsDamage
		Prerequisites: mlrsUpgradeDamage
	GrantConditionOnPrerequisite@mlrsHealth:
		Condition: mlrsHealth
		Prerequisites: mlrsUpgradeHealth
	GrantConditionOnPrerequisite@mlrsReload:
		Condition: mlrsReload
		Prerequisites: mlrsUpgradeReload
	FirepowerMultiplier:
		Modifier: 125
		RequiresCondition: mlrsDamage
	DamageMultiplier:
		RequiresCondition: mlrsHealth
		Modifier: 60
	RangeMultiplier:
		RequiresCondition: mlrsReload
		Modifier: 145
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (mlrsDamage + mlrsHealth + mlrsReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition:  (mlrsDamage + mlrsHealth + mlrsReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition:  (mlrsDamage + mlrsHealth + mlrsReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: blueball
		RequiresCondition: mlrsfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: mlrs
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Mobile S.A.M.
	Buildable:
		BuildDuration: 3600
		BuildPaletteOrder: 70
		Queue: Car7.Fact
		Description: Powerful anti-air unit.\nCannot attack Ground units.
	Targetable:
		TargetTypes: Ground, Vehicle, Light
	Mobile:
		Speed: 99
		TurnSpeed: 7
	Health:
		HP: 150
	Armor:
		Type: Light
	RevealsShroud@normal:
		Range: 8c0
		RequiresCondition: !mlrsReload
	RevealsShroud@Upgrade:
		Range: 14c0
		RequiresCondition: mlrsReload
	DetectCloaked:
		Range: 6c0
	Turreted:
		TurnSpeed: 8
		Offset: -128,0,128
		RealignDelay: 0
	Armament@normal:
		RequiresCondition: !mlrsfire
		Weapon: Patriot
		LocalOffset: 0,-171,0, 0,171,0
	Armament@emp:
		RequiresCondition: mlrsfire
		UpgradeMaxEnabledLevel: 1
		Weapon: EMPSAMMissile
		LocalOffset: 0,-171,0, 0,171,0
	AmmoPool:
		Ammo: 2
		PipCount: 0
		SelfReloads: true
		ReloadCount: 1
		SelfReloadDelay: 45
	AttackTurreted:
	WithReloadingSpriteTurret:
		AmmoPoolName: primary
	AutoTarget:
		InitialStanceAI: Defend
	RenderRangeCircle:
	SpawnActorOnDeath:
		Actor: MLRS.Husk
	RejectsOrders:
	
ARTYNEW:
	Inherits: ^Tank
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	GrantConditionOnPrerequisite@artyDamage:
		Condition: artyDamage
		Prerequisites: artyUpgradeDamage
	GrantConditionOnPrerequisite@artyHealth:
		Condition: artyHealth
		Prerequisites: artyUpgradeHealth
	GrantConditionOnPrerequisite@artyReload:
		Condition: artyReload
		Prerequisites: artyUpgradeReload
	GrantConditionOnPrerequisite@artyfire:
		Condition: artyfire
		Prerequisites: artyfire   
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: artyDamage
	DamageMultiplier:
		RequiresCondition: artyHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: artyReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (artyDamage + artyHealth + artyReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition:  (artyDamage + artyHealth + artyReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition:  (artyDamage + artyHealth + artyReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: artyfive
		RequiresCondition: artyfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: arty
	-Selectable:
	Valued:
		Cost: 0
	Targetable:
		TargetTypes: Ground, Vehicle, Light
	Tooltip:
		Name: Artillery
	Buildable:
		BuildDuration: 6000
		BuildPaletteOrder: 60
		Queue: Car5.Fact
		Description: Long-range artillery.\n  Strong vs Infantry, Vehicles and Buildings
	Mobile:
		TurnSpeed: 2
		Speed: 85
	Health:
		HP: 75
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Armament:
		Weapon: ArtilleryShell
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		RequiresCondition: !artyfire
	Armament@artyfire:
		Weapon: ArtilleryShellOFive
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		RequiresCondition: artyfire
	AttackFrontal:
	WithMuzzleOverlay:
	AutoTarget:
		InitialStanceAI: Defend
	SpawnActorOnDeath:
		Actor: ARTY.Husk
	Explodes:
		Weapon: ArtilleryShell
		EmptyWeapon: UnitExplode
		LoadedChance: 75
	RejectsOrders:
 
FTNKNEW:
	Inherits: ^Tank
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^AutoTargetInfantry
	
	GrantConditionOnPrerequisite@ftnkDamage:
		Condition: ftnkDamage
		Prerequisites: ftnkUpgradeDamage
	GrantConditionOnPrerequisite@ftnkHealth:
		Condition: ftnkHealth
		Prerequisites: ftnkUpgradeHealth
	GrantConditionOnPrerequisite@ftnkReload:
		Condition: ftnkReload
		Prerequisites: ftnkUpgradeReload
	GrantConditionOnPrerequisite@ftnkfire:
		Condition: ftnkfire
		Prerequisites: ftnknapalm
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: ftnkDamage
	DamageMultiplier:
		RequiresCondition: ftnkHealth
		Modifier: 85
	ReloadDelayMultiplier:
		RequiresCondition: ftnkReload
		Modifier: 85
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (ftnkDamage + ftnkHealth + ftnkReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (ftnkDamage + ftnkHealth + ftnkReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (ftnkDamage + ftnkHealth + ftnkReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: hazard
		RequiresCondition: ftnkfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: ftnk
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Flame Tank
	Buildable:
		BuildDuration: 4550
		BuildPaletteOrder: 120
		Queue: Car6.Fact
		Description: Heavily armored flame-throwing vehicle.\n  Strong vs Infantry, Buildings and Vehicles\n  Weak vs Tanks
	Mobile:
		TurnSpeed: 7
		Speed: 99
	Health:
		HP: 200
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 5c0
	Armament@fire:
		Weapon: BigFlamer
		LocalOffset: 512,128,42, 512,-128,42
		MuzzleSequence: muzzle
		RequiresCondition: !ftnkfire
	Armament@chem:
		Weapon: BigChemmer
		LocalOffset: 512,128,42, 512,-128,42
		MuzzleSequence: muzzlechem
		RequiresCondition: ftnkfire
	AttackFrontal:
	AutoTarget:
	WithMuzzleOverlay:
	Explodes:
		Weapon: FlametankExplode
		EmptyWeapon: FlametankExplode
	SpawnActorOnDeath:
		Actor: FTNK.Husk
	SelectionDecorations:
		VisualBounds: 32,32
	RejectsOrders:

FATWR:
	Inherits: ^Helicopter
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns
	
#	GrantConditionOnPrerequisite@fawrDamage:
#		Condition: fawrDamage
#		Prerequisites: fawrUpgradeDamage
#	GrantConditionOnPrerequisite@fawrHealth:
#		Condition: fawrHealth
#		Prerequisites: fawrUpgradeHealth
#	GrantConditionOnPrerequisite@fawrReload:
#		Condition: fawrReload
#		Prerequisites: fawrUpgradeReload
#	FirepowerMultiplier:
#		Modifier: 110
#		RequiresCondition: fawrDamage
#	DamageMultiplier:
#		RequiresCondition: fawrHealth
#		Modifier: 85
#	ReloadDelayMultiplier:
#		RequiresCondition: fawrReload
#		Modifier: 85
#	WithDecoration@1:
#		Image: ranks
#		Sequence: rank1
#		RequiresCondition: (fawrDamage + fawrHealth + fawrReload) == 1
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@2:
#		Image: ranks
#		Sequence: rank2
#		RequiresCondition: (fawrDamage + fawrHealth + fawrReload) == 2
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@3:
#		Image: ranks
#		Sequence: rank3
#		RequiresCondition: (fawrDamage + fawrHealth + fawrReload) == 3
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
	DetectCloaked:
		Range: 6c0
	RenderSprites:
		Image: fatwr
	Valued:
		Cost: 0
	Tooltip:
		Name: Flying Advanced Guard Tower
	Health:
		HP: 290
	Buildable:
		BuildDuration: 5500
		BuildPaletteOrder: 60
		Queue: Secret2.Fact
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 7c0
		Type: CenterPosition
	Armament@PRIMARY:
		Weapon: TowerMissleFT
		LocalOffset: 256,128,0
		RequiresCondition: !empdisable
	Armament@SECONDARY:
		Weapon: TowerAAMissileFT
		LocalOffset: 256,128,0
		RequiresCondition: !empdisable
	SpawnActorOnDeath:
		Actor: FATWR.Husk
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,300
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Offset: 0,0,300
		Sequence: slow-rotor
		RequiresCondition: !airborne
	Aircraft:
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 80
		RepulsionSpeed: 500
	AttackHeli:
		FacingTolerance: 20
	AmmoPool:
		Ammo: 20
		PipCount: 5
		SelfReloads: true
		ReloadCount: 20
		SelfReloadDelay: 200
	-Selectable:
	RejectsOrders:

TMPLANGEL:
	Inherits: ^Helicopter
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns
	
#	GrantConditionOnPrerequisite@tmplsDamage:
#		Condition: tmplsDamage
#		Prerequisites: tmplsUpgradeDamage
#	GrantConditionOnPrerequisite@tmplsHealth:
#		Condition: tmplsHealth
#		Prerequisites: tmplsUpgradeHealth
#	GrantConditionOnPrerequisite@tmplsReload:
#		Condition: tmplsReload
#		Prerequisites: tmplsUpgradeReload
#	FirepowerMultiplier:
#		Modifier: 110
#		RequiresCondition: tmplsDamage
#	DamageMultiplier:
#		RequiresCondition: tmplsHealth
#		Modifier: 85
#	ReloadDelayMultiplier:
#		RequiresCondition: tmplsReload
#		Modifier: 85
#	WithDecoration@1:
#		Image: ranks
#		Sequence: rank1
#		RequiresCondition: (tmplsDamage + tmplsHealth + tmplsReload) == 1
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@2:
#		Image: ranks
#		Sequence: rank2
#		RequiresCondition: (tmplsDamage + tmplsHealth + tmplsReload) == 2
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@3:
#		Image: ranks
#		Sequence: rank3
#		RequiresCondition: (tmplsDamage + tmplsHealth + tmplsReload) == 3
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
	Buildable:
		BuildDuration: 6000
		BuildPaletteOrder: 60
		Queue: Secret1.Fact
	WithFacingSpriteBody@1:
		Sequence: wings
	Valued:
		Cost: 0
	Tooltip:
		Name: Temple Angel
	Health:
		HP: 365
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 7c0
		Type: CenterPosition
	Armament:
		Weapon: QuickLaser
		LocalOffset: 0,-300,800
		RequiresCondition: !empdisable
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	Aircraft:
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 80
		RepulsionSpeed: 400
	AttackHeli:
		FacingTolerance: 20
	AmmoPool:
		Ammo: 1
		PipCount: 5
		SelfReloads: true
		ReloadCount: 1
		SelfReloadDelay: 1
	-Selectable:
	SpawnActorOnDeath:
		Actor: TMPLANGEL.Husk
	RejectsOrders:

GUNTANK:
	Inherits: ^Vehicle
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
#	GrantConditionOnPrerequisite@guntnkDamage:
#		Condition: guntnkDamage
#		Prerequisites: guntnkUpgradeDamage
#	GrantConditionOnPrerequisite@guntnkHealth:
#		Condition: guntnkHealth
#		Prerequisites: guntnkUpgradeHealth
#	GrantConditionOnPrerequisite@guntnkReload:
#		Condition: guntnkReload
#		Prerequisites: guntnkUpgradeReload
#	FirepowerMultiplier:
#		Modifier: 110
#		RequiresCondition: guntnkDamage
#	RangeMultiplier:
#		RequiresCondition: guntnkHealth
#		Modifier: 115
#	ReloadDelayMultiplier:
#		RequiresCondition: guntnkReload
#		Modifier: 85
#	WithDecoration@1:
#		Image: ranks
#		Sequence: rank1
#		RequiresCondition: (guntnkDamage + guntnkHealth + guntnkReload) == 1
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@2:
#		Image: ranks
#		Sequence: rank2
#		RequiresCondition: (guntnkDamage + guntnkHealth + guntnkReload) == 2
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@3:
#		Image: ranks
#		Sequence: rank3
#		RequiresCondition: (guntnkDamage + guntnkHealth + guntnkReload) == 3
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
	Tooltip:
		Name: Nuclear Command Vehicle
	Valued:
		Cost: 0
	Buildable:
		BuildDuration: 8400
		BuildPaletteOrder: 180
		Queue: secret3.fact 
	Mobile:
		TurnSpeed: 4
		Speed: 46
	Health:
		HP: 450
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 14c0
	AttackTurreted:
	AutoTarget:
	WithMuzzleOverlay:
	Turreted@1:
		TurnSpeed: 8
		Offset: 0,0,300
		Turret: turrone
	Armament@1:
		Turret: turrone
		Weapon: Atomicnew
		LocalOffset: 0,0,50
	WithSpriteTurret@1:
		Turret: turrone
		Sequence: spinneridle
		AimSequence: spinner1
	Turreted@2:
		TurnSpeed: 8
		Offset: -550,300,300
		Turret: turr2
	WithSpriteTurret@2:
		Turret: turr2
		Sequence: spinneridle
		AimSequence: spinner1
	Turreted@3:
		TurnSpeed: 8
		Offset: -550,-300,300
		Turret: turr3
	WithSpriteTurret@3:
		Turret: turr3
		Sequence: spinneridle
		AimSequence: spinner1
	-Selectable:
	RejectsOrders:

MOICO:
	Inherits: ^Vehicle
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
#	GrantConditionOnPrerequisite@moicoDamage:
#		Condition: moicoDamage
#		Prerequisites: moicoUpgradeDamage
#	GrantConditionOnPrerequisite@moicoHealth:
#		Condition: moicoHealth
#		Prerequisites: moicoUpgradeHealth
#	GrantConditionOnPrerequisite@moicoReload:
#		Condition: moicoReload
#		Prerequisites: moicoUpgradeReload
#	FirepowerMultiplier:
#		Modifier: 110
#		RequiresCondition: moicoDamage
#	RangeMultiplier:
#		RequiresCondition: moicoHealth
#		Modifier: 115
#	ReloadDelayMultiplier:
#		RequiresCondition: moicoReload
#		Modifier: 85
#	WithDecoration@1:
#		Image: ranks
#		Sequence: rank1
#		RequiresCondition: (moicoDamage + moicoHealth + moicoReload) == 1
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@2:
#		Image: ranks
#		Sequence: rank2
#		RequiresCondition: (moicoDamage + moicoHealth + moicoReload) == 2
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
#	WithDecoration@3:
#		Image: ranks
#		Sequence: rank3
#		RequiresCondition: (moicoDamage + moicoHealth + moicoReload) == 3
#		ReferencePoint: Bottom, Right
#		Palette: effect
#		ZOffset: 256
#		ValidStances: ally, enemy, neutral
	Valued:
		Cost: 0
	Buildable:
		BuildDuration: 8400
		BuildPaletteOrder: 190
		Queue: secret4.fact 
	Tooltip:
		Name: Mobile Ion Cannon
	Mobile:
		TurnSpeed: 5
		Speed: 56
	Health:
		HP: 350
	Armor:
		Type: Heavy
	Armament:
		Turret: turr1
		Weapon: PortableIoncannon
		LocalOffset: -40,0,100
	RevealsShroud:
		Range: 8c0
	RenderSprites:
		Image: moico
	WithFacingSpriteBody@1:
		Sequence: spinner
	AttackTurreted:
	AutoTarget:
	Turreted@1:
		TurnSpeed: 10
		Offset: 10,0,700
		Turret: turr1
	WithSpriteTurret@1:
		Sequence: turret
		AimSequence: attack
		Turret: turr1
	-Selectable:
	RejectsOrders:

FGTWRH.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Flying Advanced Guard Tower
	Aircraft:
		TurnSpeed: 4
		Speed: 186
	RevealsShroud:
		Range: 6c0
		Type: CenterPosition
	WithIdleOverlay:
		Offset: 0,0,300
	RenderSprites:
		Image: fgtwr
	FallsToEarth:
		Explosion: LargeHeliCrash

		
FATWR.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Flying Advanced Guard Tower
	Aircraft:
		TurnSpeed: 4
		Speed: 186
	RevealsShroud:
		Range: 6c0
		Type: CenterPosition
	WithIdleOverlay:
		Offset: 0,0,400
	RenderSprites:
		Image: fatwr
	FallsToEarth:
		Explosion: LargeHeliCrash

TMPLANGEL.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Temple Angel
	Aircraft:
		TurnSpeed: 4
		Speed: 186
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	WithFacingSpriteBody@1:
		Sequence: wings
	RenderSprites:
		Image: tmplangel

A10STRIKER:
	Inherits: ^Plane
	HitShape:
	Tooltip:
		Name: A10 Bomber
	Valued:
		Cost: 2000
	RenderSprites:
		Image: A10
	Aircraft:
		TurnSpeed: 4
		Speed: 373
		Repulsable: False
	Health:
		HP: 150
	Armor:
		Type: Heavy
	AttackBomber:
		Armaments: gun, bombs
		Guns: gun
		Bombs: bombs
	Armament@GUNS:
		Name: gun
		Weapon: VulcanNoBuild
		LocalOffset: 1024,0,-85
	WithMuzzleOverlay:
	Armament@BOMBS:
		Name: bombs
		Weapon: NapalmNoBuild
		LocalOffset: 0,-256,-43, 0,256,-43
	Contrail@1:
		Offset: -640,171,0
		TrailLength: 15
	Contrail@2:
		Offset: -640,-171,0
		TrailLength: 15
		
C17:
	HitShape:
	Health:
		HP: 25
		
C17BOMB:
	Inherits: ^Plane
	HitShape:
	RenderSprites:
		Image: C17
	Tooltip:
		Name: Supply Aircraft
	Valued:
		Cost: 2000
	Aircraft:
		TurnSpeed: 5
		Speed: 326
		Repulsable: False
		AirborneCondition: airborne
		MaximumPitch: 36
		RepulsionSpeed: 300
	Health:
		HP: 25
	Armor:
		Type: Heavy
	AttackBomber:
		Armaments: bombs
		Bombs: bombs
	Armament@BOMBS:
		Name: bombs
		Weapon: BombsNoBuild
		LocalOffset: 0,-256,-43, 0,256,-43
	DamageMultiplier@INVULNERABLE:
		Modifier: 0
	Contrail@1:
		Offset: -261,-650,0
		TrailLength: 15
	Contrail@2:
		Offset: -85,-384,0
		TrailLength: 16
	Contrail@3:
		Offset: -85,384,0
		TrailLength: 16
	Contrail@4:
		Offset: -261,650,0
		TrailLength: 15

TRANNEW:
	Inherits: ^Helicopter
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^AutoTargetInfantry  
	Inherits: ^EMPNoGuns
	
	GrantConditionOnPrerequisite@mlrsDamage:
		Condition: tranUpgradeDamage
		Prerequisites: tranUpgradeDamage
	GrantConditionOnPrerequisite@mlrsHealth:
		Condition: tranUpgradeHealth
		Prerequisites: tranUpgradeHealth
	GrantConditionOnPrerequisite@mlrsReload:
		Condition: tranUpgradeReload
		Prerequisites: tranUpgradeReload
	GrantConditionOnPrerequisite@tranfire:
		Condition: tranfire
		Prerequisites: tranfire
	FirepowerMultiplier:
		Modifier: 110
		RequiresCondition: tranUpgradeDamage
	DamageMultiplier:
		RequiresCondition: tranUpgradeHealth
		Modifier: 85
	RangeMultiplier:
		RequiresCondition: tranUpgradeReload
		Modifier: 135
	WithDecoration@1:
		Image: ranks
		Sequence: rank1
		RequiresCondition: (tranUpgradeDamage + tranUpgradeHealth + tranUpgradeReload) == 1
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@2:
		Image: ranks
		Sequence: rank2
		RequiresCondition: (tranUpgradeDamage + tranUpgradeHealth + tranUpgradeReload) == 2
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@3:
		Image: ranks
		Sequence: rank3
		RequiresCondition: (tranUpgradeDamage + tranUpgradeHealth + tranUpgradeReload) == 3
		ReferencePoint: Bottom, Right
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	WithDecoration@4:
		Image: upgradesymbs
		Sequence: tranplus
		RequiresCondition: tranfire
		ReferencePoint: Top, Left
		Palette: effect
		ZOffset: 256
		ValidStances: ally, enemy, neutral
	RenderSprites:
		Image: trannew
	Valued:
		Cost: 0
	Tooltip:
		Name: Chinook Transport
	Buildable:
		BuildDuration: 2400
		BuildPaletteOrder: 20
		Queue: Fly0.Fact
		Description: Fast minigunned armed Transport Helicopter.
	Aircraft:
		RearmBuildings: hpad
		InitialFacing: 224
		TurnSpeed: 5
		Speed: 140
		RepulsionSpeed: 1000
	DetectCloaked:
		Range: 6c0
	Health:
		HP: 90
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	Armament@PRIMARY:
		Weapon: M16tran
		LocalOffset: 28,-413,-85, 28,413,-85
		MuzzleSequence: muzzle
		RequiresCondition: !empdisable
	AttackHeli:
		FacingTolerance: 20
		Armaments: primary, secondary, third, fourth
	WithSpriteTurret@first:
		Turret: third
		RequiresCondition: tranfire
	Turreted@first:
		TurnSpeed: 10
		Offset: -256,456,50
		Turret: third
	Armament@first:
		Weapon: TranTow
		LocalOffset: 256,125,20, 256,-125,20
		Turret: third
		Name: third
		RequiresCondition: tranfire
	WithSpriteTurret@fourth:
		Turret: fourth
		RequiresCondition: tranfire
	Turreted@fourth:
		TurnSpeed: 10
		Offset: -256,-456,50
		Turret: fourth
	Armament@fourth:
		Weapon: TranTow
		LocalOffset: 256,125,20, 256,-125,20
		FireDelay: 5
		Turret: fourth
		Name: fourth
		RequiresCondition: tranfire
	WithIdleOverlay@ROTOR1AIR:
		Offset: 597,0,85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND:
		Offset: 597,0,85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR2AIR:
		Offset: -597,0,171
		Sequence: rotor2
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR2GROUND:
		Offset: -597,0,171
		Sequence: slow-rotor2
		RequiresCondition: !airborne
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: TRAN.Husk
	AutoTarget:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	-Selectable:
	RejectsOrders:
	
# --- sillyunits ---

SILLYCA:
	Inherits: ^Helicopter
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns
	
	-Selectable:
	RejectsOrders:
	RenderSprites:
		Image: ca
		PlayerPalette: raplayer
	Buildable:
		BuildDuration: 10000
		BuildPaletteOrder: 20
		Queue: Silly1.Fact
	Aircraft:
		RearmBuildings: sillyfact1
		InitialFacing: 224
		TurnSpeed: 3
		Speed: 70
		RepulsionSpeed: 100
	Valued:
		Cost: 0
	Tooltip:
		Name: Cruiser
	Health:
		HP: 400
	Armor:
		Type: Light
	RevealsShroud:
		Range: 7c0
		Type: CenterPosition
	Turreted@PRIMARY:
		Turret: primary
		Offset: -864,0,128
		TurnSpeed: 3
	Turreted@SECONDARY:
		Turret: secondary
		Offset: 768,0,128
		TurnSpeed: 3
	Armament@PRIMARY:
		Turret: primary
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		RequiresCondition: !empdisable
	Armament@SECONDARY:
		Name: secondary
		Turret: secondary
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 20
		RequiresCondition: !empdisable
	AttackTurreted:
	WithMuzzleOverlay:
	SelectionDecorations:
		VisualBounds: 44,44
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@SECONDARY:
		Turret: secondary
	SpawnActorOnDeath:
		Actor: SILLYCA.Husk
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
		
SILLYCA.Husk:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: Cruiser
	Contrail:
		Offset: -853,0,0
	Aircraft:
		TurnSpeed: 5
		Speed: 45
	SmokeTrailWhenDamaged:
		Offset: -1024,0,0
		Interval: 2
		MinDamage: Undamaged
	SmokeTrailWhenDamaged@ExplodesConstant:
		Offset: -964,-30,0
		Interval: 19
		MinDamage: Undamaged
		Sprite: constantexplode
	SmokeTrailWhenDamaged@ExplodesConstant2:
		Offset: -868,20,0
		Interval: 21
		MinDamage: Undamaged
		Sprite: constantexplode
	SmokeTrailWhenDamaged@ExplodesConstant3:
		Offset: 0,56,143
		Interval: 17
		MinDamage: Undamaged
		Sprite: constantexplode
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RenderSprites:
		Image: ca
		PlayerPalette: raplayer
	FallsToEarth:
		Explosion: GiantHeliCrash
		Velocity: 8
	WithIdleOverlay@Turret1:
		Offset: -864,0,128
		Sequence: turret
	WithIdleOverlay@Turret2:
		Offset: 768,0,128
		Sequence: turret
	WithColoredOverlay@dieing:
		Palette: shadow
	SmokeTrailWhenDamaged@Burns1:
		Offset: 1200,56,143
		Interval: 54
		MinDamage: Undamaged
	SmokeTrailWhenDamaged@Burns2:
		Offset: -700,-156,-46
		Interval: 34
		MinDamage: Undamaged
        
        
		
HARVNEW:
	Inherits: ^Tank
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	Valued:
		Cost: 0
	RenderSprites:
		Image: harv
	Tooltip:
		Name: Harvester
		GenericName: Harvester
	Buildable:
		BuildDuration: 6000
		BuildPaletteOrder: 20
		Queue: Silly2.Fact
	Selectable:
		Priority: 7
	Mobile:
		Speed: 85
	Health:
		HP: 2800
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 4c0
	SpawnActorOnDeath:
		Actor: HARV.Husk
	SelectionDecorations:
		VisualBounds: 36,36
	WithAttackAnimation:
		AttackSequence: harvest
	Armament@PRIMARY:
		Weapon: HarvesterEat
	AttackFrontal:	
	AutoTarget:
		ScanRadius: 5
	-Selectable:
	RejectsOrders:

	
SILLYBADR:
	Inherits: ^Helicopter
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns
	
	-Selectable:
	RejectsOrders:
	RenderSprites:
		Image: badr
		PlayerPalette: raplayer
	Buildable:
		BuildDuration: 10000
		BuildPaletteOrder: 20
		Queue: Silly3.Fact
	Aircraft:
		RearmBuildings: sillyfact3
		InitialFacing: 224
		TurnSpeed: 6
		Speed: 60
		RepulsionSpeed: 200
	Valued:
		Cost: 0
	Tooltip:
		Name: Rocket Bomber
	Health:
		HP: 600
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 7c0
		Type: CenterPosition
	Turreted@PRIMARY:
		Turret: primary
		Offset: 0,556,40
		TurnSpeed: 3
	Turreted@SECONDARY:
		Turret: secondary
		Offset: -178,1240,40
		TurnSpeed: 3
	Turreted@third:
		Turret: third
		Offset: 0,-556,40
		TurnSpeed: 3
	Turreted@fourth:
		Turret: fourth
		Offset: -178,-1240,40
		TurnSpeed: 3
	Armament@Third:
		Turret: third
		Weapon: BadrBombs
		LocalOffset: 480,-0,40
		RequiresCondition: !empdisable
	Armament@fourth:
		Name: fourth
		Turret: fourth
		Weapon: BadrBombs
		LocalOffset: 480,-0,40
		RequiresCondition: !empdisable
	Armament@PRIMARY:
		Turret: primary
		Weapon: BadrBombs
		LocalOffset: 480,-0,40
		RequiresCondition: !empdisable
	Armament@SECONDARY:
		Name: secondary
		Turret: secondary
		Weapon: BadrBombs
		LocalOffset: 480,-0,40
		RequiresCondition: !empdisable
	AttackTurreted:
		Armaments: primary, secondary, third, fourth
	WithMuzzleOverlay:
	SelectionDecorations:
		VisualBounds: 44,44
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@SECONDARY:
		Turret: secondary
	WithSpriteTurret@third:
		Turret: third
	WithSpriteTurret@fourth:
		Turret: fourth
	SpawnActorOnDeath:
		Actor: SILLYBADR.Husk
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
	Contrail@1:
		Offset: -432,560,0
	Contrail@2:
		Offset: -432,-560,0
		
SILLYBADR.Husk:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: Rocket Bomber
	SmokeTrailWhenDamaged@0:
		Offset: -432,560,0
		Interval: 2
	SmokeTrailWhenDamaged@1:
		Offset: -432,-560,0
		Interval: 2
	Contrail@1:
		Offset: -432,560,0
	Contrail@2:
		Offset: -432,-560,0
	Aircraft:
		TurnSpeed: 5
		Speed: 45
	SmokeTrailWhenDamaged@ExplodesConstant:
		Offset: 0,556,40
		Interval: 15
		MinDamage: Undamaged
		Sprite: constantexplode
	SmokeTrailWhenDamaged@ExplodesConstant2:
		Offset: -178,1240,40
		Interval: 20
		MinDamage: Undamaged
		Sprite: constantexplode
	SmokeTrailWhenDamaged@ExplodesConstant3:
		Offset: 0,-556,40
		Interval: 25
		MinDamage: Undamaged
		Sprite: constantexplode
	SmokeTrailWhenDamaged@ExplodesConstant:
		Offset: -178,-1240,40
		Interval: 15
		MinDamage: Undamaged
		Sprite: constantexplode
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RenderSprites:
		Image: badr
		PlayerPalette: raplayer
	FallsToEarth:
		Explosion: GiantHeliCrash
		Velocity: 8
	WithIdleOverlay@Turret1:
		Offset: 0,556,40
		Sequence: turret
	WithIdleOverlay@Turret2:
		Offset: -178,1240,40
		Sequence: turret
	WithIdleOverlay@Turret3:
		Offset: 0,-556,40
		Sequence: turret
	WithIdleOverlay@Turret4:
		Offset: -178,-1240,40
		Sequence: turret
	WithColoredOverlay@dieing:
		Palette: shadow
		
		
FLAGPLAT:
	Inherits: ^Tank
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	-Crushable:
	RenderSprites:
		Image: flagplat
		PlayerPalette: raplayer
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Anti-Air Platform
	Buildable:
		BuildDuration: 8500
		BuildPaletteOrder: 60
		Queue: Silly4.Fact
		Description: Anti Air Platform
	Mobile:
		Speed: 45
		TurnSpeed: 3
		Crushes: wall, heavywall, crate, infantry, Tank, Car, Husk
	Health:
		HP: 1900
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
	WithSpriteTurret@first:
		Sequence: turret
		Turret: first
	WithSpriteTurret@second:
		Sequence: turret
		Turret: second
	WithSpriteTurret@third:
		Sequence: turret
		Turret: third
	Turreted@first:
		Turret: first
		Offset: 1580,0,40
	Turreted@second:
		Turret: second
		Offset: 580,-480,40
	Turreted@third:
		Turret: third
		Offset: 580,480,40
	Armament@first:
		Name: first
		Weapon: ZSU-23
		LocalOffset: 520,100,450, 520,-150,450
		MuzzleSequence: muzzle
		Turret: first
	Armament@second:
		Name: second
		Weapon: ZSU-23
		LocalOffset: 520,100,450, 520,-150,450
		MuzzleSequence: muzzle
		Turret: second
	Armament@third:
		Name: third
		Weapon: ZSU-23
		LocalOffset: 520,100,450, 520,-150,450
		MuzzleSequence: muzzle
		Turret: third
	AttackTurreted:
		Armaments: first, second, third
	WithMuzzleOverlay:
	AutoTarget:
	SelectionDecorations:
		VisualBounds: 34,34,0,-3
	RejectsOrders:
	WithSpriteTurret@tracks2:
		Sequence: tracks
		Turret: tracks2
	Turreted@tracks2:
		Turret: tracks2
		Offset: -612,512,-40
	WithSpriteTurret@tracks3:
		Sequence: tracks
		Turret: tracks3
	Turreted@tracks3:
		Turret: tracks3
		Offset: -612,-512,-40
	WithSpriteTurret@tracks5:
		Sequence: tracks
		Turret: tracks5
	Turreted@tracks5:
		Turret: tracks5
		Offset: 612,512,-40
	WithSpriteTurret@tracks6:
		Sequence: tracks
		Turret: tracks6
	Turreted@tracks6:
		Turret: tracks6
		Offset: 612,-512,-40
	SpawnActorOnDeath:
		Actor: FLAGPLAT.Husk
		
		
FLAGPLAT.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Anti Air Platform (Destroyed)
	ThrowsParticle@turret1:
		Anim: turret
		Offset: 1580,0,40
	ThrowsParticle@turret2:
		Anim: turret
		Offset: 580,-480,40
	ThrowsParticle@turret3:
		Anim: turret
		Offset: 580,480,40
	RenderSprites:
		Image: flagplat.destroyed
		PlayerPalette: raplayer
	WithIdleOverlay@tracks2:
		Sequence: tracks
		Offset: -612,512,-40
	WithIdleOverlay@tracks3:
		Sequence: tracks
		Offset: -612,-512,-40
	WithIdleOverlay@tracks5:
		Sequence: tracks
		Offset: 612,512,-40
	WithIdleOverlay@tracks6:
		Sequence: tracks
		Offset: 612,-512,-40
		
SUBWAY:
	Inherits: ^Vehicle
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	
	RenderSprites:
		Image: ss
		PlayerPalette: raplayer
	-Selectable:
	Valued:
		Cost: 0
	Tooltip:
		Name: Submarine
	Buildable:
		BuildDuration: 6000
		BuildPaletteOrder: 40
		Queue: Silly5.Fact
		Description: Disc Throwing Truck\n Attacks Air and Ground
	Mobile:
		Speed: 80
	Health:
		HP: 450
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	Armament@second:
		Weapon: Torpedo
		LocalOffset: 0,-171,0, 0,171,0
		FireDelay: 2
	AttackFrontal:
	SelectionDecorations:
		VisualBounds: 38,38
	Cloak:
		InitialDelay: 0
		CloakDelay: 20
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		UncloakOn: Dock
	AutoTarget:
	RejectsOrders:
	
LSTNEW:
	Inherits: ^Helicopter
	Inherits: ^Master10k
	Inherits@1: ^Master50k
	Inherits@2: ^Master100k
	Inherits@3: ^AutoTargetAll
	Inherits: ^EMPNoGuns

	-Selectable:
	RejectsOrders:
	RenderSprites:
		Image: flyinglst
	Valued:
		Cost: 0
	Tooltip:
		Name: Landing Craft
	Buildable:
		BuildDuration: 8800
		BuildPaletteOrder: 40
		Queue: Silly6.Fact
		Description: Landing Craft
	Health:
		HP: 750
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	WithFacingSpriteBody:
	WithRoof:
	Aircraft:
		RearmBuildings: sillyfact6
		InitialFacing: 224
		TurnSpeed: 8
		Speed: 100
		RepulsionSpeed: 150
		AirborneCondition: airborne
	WithIdleOverlay@ROTORAIR1:
		Offset: 512,512,-85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORAIR2:
		Offset: -512,512,-85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORAIR3:
		Offset: -512,-512,-85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORAIR4:
		Offset: 512,-512,-85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND1:
		Offset: 512,512,-85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTORGROUND2:
		Offset: -512,512,-85
		Sequence: slow-rotor
	WithIdleOverlay@ROTORGROUND3:
		Offset: -512,-512,-85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTORGROUND4:
		Offset: 512,-512,-85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithSpriteTurret:
		Turret: primary
		Sequence: turret
	Turreted:
		TurnSpeed: 10
		Offset: 0,0,40
		Turret: primary
	Armament@Ground:
		Name: primary
		Turret: primary
		Weapon: Minelauncher
		LocalOffset: 0,265,512, 0,-265,512
		RequiresCondition: !empdisable
	Armament@AntiAir:
		Name: secondary
		Turret: primary
		Weapon: MinelauncherAir
		LocalOffset: 0,265,512, 0,-265,512
		RequiresCondition: !empdisable
	AttackTurreted:
	SpawnActorOnDeath:
		Actor: LSTNEW.Husk
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	
LSTNEW.Husk:
	Inherits: ^HelicopterHusk
	FallsToEarth:
		Explosion: LargeHeliCrash
	Tooltip:
		Name: Landing Craft
	Aircraft:
		TurnSpeed: 5
		Speed: 140
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	WithIdleOverlay@ROTORAIR1:
		Offset: 512,512,-85
		Sequence: rotor
	WithIdleOverlay@ROTORAIR2:
		Offset: -512,512,-85
		Sequence: rotor
	WithIdleOverlay@ROTORAIR3:
		Offset: -512,-512,-85
		Sequence: rotor
	WithIdleOverlay@ROTORAIR4:
		Offset: 512,-512,-85
		Sequence: rotor
	WithIdleOverlay@turret:
		Offset: 0,0,40
		Sequence: turret
	RenderSprites:
		Image: flyinglst
