# if u read this u r dum lol
#
# the reason for the big map sizes is explained at LeavesTrailsCrashPreventer:
#
#	TABLE OF CONTENTS:
#		PALETTE RULES
#		WORLD RULES
#		PLAYER RULES
#		DEFAULT RULES
#		STRUCTURE RULES
#		INFANTRY RULES
#		VEHICLE RULES
#		AIRCRAFT RULES
#		NAVY RULES
#		HERO RULES
#		CIVILIAN RULES (also contains rules for hostile/neutral entities and tech-buildings)
#		DECORATION RULES
#		HUSK RULES
#		CRATE RULES
#		MISC RULES (also contains certain actors that make explosions and superweapons work)


#	---------------------	#
#	PALETTE RULES			#
#	---------------------	#
^Palettes:
	Inherits: ^BME_Palettes
	PaletteFromFile@terrain-snow:
		Name: terrain
		Tileset: SNOW
		Filename: snow.pal
		ShadowIndex: 3, 4
	PaletteFromFile@terrain-interior:
		Name: terrain
		Tileset: INTERIOR
		Filename: interior.pal
		ShadowIndex: 3, 4
	PaletteFromFile@terrain-temperat:
		Name: terrain
		Tileset: TEMPERAT
		Filename: temperat.pal
		ShadowIndex: 3, 4
	PaletteFromFile@terrain-desert:
		Name: terrain
		Tileset: DESERT
		Filename: desert.pal
		ShadowIndex: 3, 4
	PaletteFromFile@player:
		Name: player
		Filename: temperat.pal
		ShadowIndex: 4
	PaletteFromFile@chrome:
		Name: chrome
		Filename: temperat.pal
		ShadowIndex: 3
		AllowModifiers: false
	PaletteFromFile@cursor:
		Name: cursor
		Filename: temperat.pal
		AllowModifiers: false
		CursorPalette: true
	PaletteFromFile@effect:
		Name: effect
		Filename: temperat.pal
		ShadowIndex: 4
	PaletteFromFile@colorpicker:
		Name: colorpicker
		Filename: temperat.pal
		ShadowIndex: 4
		AllowModifiers: false
	PaletteFromFile@desert:
		Name: desert
		Filename: desert.pal
		ShadowIndex: 4
	PaletteFromRGBA@shadow:
		Name: shadow
		R: 0
		G: 0
		B: 0
		A: 140
	PaletteFromRGBA@submerged:
		Name: submerged
		R: 0
		G: 0
		B: 0
		A: 140
	PaletteFromRGBA@highlight:
		Name: highlight
		R: 255
		G: 255
		B: 255
		A: 128
	PaletteFromRGBA@moveflash:
		Name: moveflash
		R: 255
		G: 255
		B: 255
		A: 64
	PaletteFromRGBA@invuln:
		Name: invuln
		R: 128
		G: 0
		B: 0
		A: 128
	PaletteFromRGBA@invuln2:
		Name: invuln2
		R: 0
		G: 0
		B: 128
		A: 128
	PaletteFromRGBA@cryo1:
		Name: cryo1
		R: 96
		G: 96
		B: 255
		A: 32
	PaletteFromRGBA@cryo2:
		Name: cryo2
		R: 128
		G: 128
		B: 255
		A: 64
	PaletteFromRGBA@cryo3:
		Name: cryo3
		R: 160
		G: 160
		B: 255
		A: 96
	PaletteFromRGBA@cryo4:
		Name: cryo4
		R: 192
		G: 192
		B: 255
		A: 128
	PaletteFromRGBA@disabled:
		Name: disabled
		R: 0
		G: 0
		B: 0
		A: 180
	ShroudPalette@shroud:
		Name: shroud
	ShroudPalette@fog:
		Name: fog
		Fog: true
	PlayerColorPalette:
		BasePalette: player
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
	PaletteFromPlayerPaletteWithAlpha@cloak:
		BaseName: cloak
		BasePalette: player
		Alpha: 0.55
	PlayerHighlightPalette:
	MenuPaletteEffect:
	RotationPaletteEffect@defaultwater:
		Palettes: terrain
		ExcludeTilesets: DESERT
	RotationPaletteEffect@actorswater:
		Palettes: player, effect
	RotationPaletteEffect@desertwater:
		Palettes: terrain
		Tilesets: DESERT
		RotationBase: 32
	LightPaletteRotator:
		ExcludePalettes: terrain, effect
	ChronoshiftPaletteEffect:
	FlashPaletteEffect@NUKE:
		Type: Nuke

^BME_Palettes:
	PaletteFromFile@SPECIALEFFECTS_RED:
		Name: special_red
		Filename: palettes/red.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@SPECIALEFFECTS_BLUE:
		Name: special_blue
		Filename: palettes/blue.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromFile@SPECIALEFFECTS_RAINBOW:
		Name: special_rainbow
		Filename: palettes/rainbow.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_RAINBOW_ALPHA:
		BasePalette: special_rainbow
		Name: special_rainbow_a
		Alpha: 0.25
	PaletteFromFile@SPECIALEFFECTS_GREEN:
		Name: special_green
		Filename: palettes/green.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_GREEN_ALPHA:
		BasePalette: special_green
		Name: special_green_a
		Alpha: 0.75
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_BLUE_ALPHA:
		BasePalette: special_blue
		Name: special_blue_a
		Alpha: 0.25
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_RED_ALPHA:
		BasePalette: special_red
		Name: special_red_a
		Alpha: 0.5
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_RED_ALPHA2:
		BasePalette: special_red
		Name: special_red_a2
		Alpha: 0.75
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_RED_ALPHA3:
		BasePalette: special_red
		Name: special_red_a3
		Alpha: 0.66
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_RED_ALPHA4:
		BasePalette: special_red
		Name: special_red_a4
		Alpha: 0.25
	PaletteFromPaletteWithAlpha@SPECIALEFFECTS_RED_ALPHA5:
		BasePalette: special_red
		Name: special_red_a5
		Alpha: 0.1
	PaletteFromFile@SPECIALEFFECTS_GASPAL:
		Name: special_gas
		Filename: palettes/gas.pal
		ShadowIndex: 1
		AllowModifiers: false
	PaletteFromPaletteWithAlpha@GAS_ALPHA:
		BasePalette: special_gas
		Name: special_gas_a
		Alpha: 0.5
	PaletteFromFile@TD:
		Name: td_temperat
		Filename: palettes/tdtemp.pal
		ShadowIndex: 4
	FixedColorPalette@Grey:
		Base: player
		Name: greyscale
		Color: F0F0F0
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
	FixedColorPalette@Tiberium:
		Base: td_temperat
		Name: td_temperat_tib
		Color: 80FF10
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	RotationPaletteEffect@tiberium:
		Palettes: td_temperat_tib
		RotationBase: 176
		RotationRange: 3
		RotationStep: 0.1
	RotationPaletteEffect@tiberium2:
		Palettes: td_temperat_tib
		RotationBase: 184
		RotationRange: 3
		RotationStep: 0.15
	PlayerColorPalette@TD:
		BasePalette: td_temperat
		BaseName: player_td
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	FixedColorPalette@Soviet:
		Base: player
		Name: sovietpal
		Color: FF0000
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
	PaletteFromRGBA@just_red:
		Name: just_red
		R: 255
		G: 0
		B: 0
		A: 64
	PaletteFromRGBA@just_green:
		Name: just_green
		R: 0
		G: 255
		B: 0
		A: 64
	PaletteFromRGBA@just_blue:
		Name: just_blue
		R: 0
		G: 0
		B: 255
		A: 64
	PaletteFromRGBA@shadow_a:
		Name: shadow_a
		R: 0
		G: 0
		B: 0
		A: 35
	PaletteFromFile@invulnnew:
		Filename: palettes/red.pal
		Name: invulnnew
		ShadowIndex: 1
		AllowModifiers: true
	RotationPaletteEffect@invuln:
		Palettes: invulnnew
		RotationBase: 2
		RotationRange: 254
		RotationStep: 3
	PaletteFromPaletteWithAlpha@PlayerAlpha01:
		BasePalette: player
		Name: player_a01
		Alpha: 0.01
	PaletteFromPaletteWithAlpha@PlayerAlpha02:
		BasePalette: player
		Name: player_a02
		Alpha: 0.02
#	---------------------	#
#	WORLD RULES				#
#	---------------------	#
^BaseWorld:
	Locomotor@FOOT:
		Name: foot
		Crushes: mine, crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
			Tree: 70
				PathingCost: 300
	Locomotor@WHEELED:
		Name: wheeled
		Crushes: mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 40
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 40
			Tree: 70
				PathingCost: 150
	Locomotor@HEAVYWHEELED:
		Name: heavywheeled
		Crushes: wall, mine, crate, infantry
		TerrainSpeeds:
			Clear: 80
			Rough: 40
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 40
			Tree: 70
				PathingCost: 150
	Locomotor@LIGHTTRACKED:
		Name: lighttracked
		Crushes: wall, mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
			Tree: 70
				PathingCost: 150
	Locomotor@TRACKED:
		Name: tracked
		Crushes: wall, infantry, mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
			Tree: 70
				PathingCost: 150
	Locomotor@HEAVYTRACKED:
		Name: heavytracked
		Crushes: wall, infantry, mine, crate, heavywall
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
			Tree: 70
				PathingCost: 150
	Locomotor@NAVAL:
		Name: naval
		Crushes: crate, mine
		TerrainSpeeds:
			Clear: 60
			Rough: 50
			Road: 100
			Bridge: 100
			Ore: 40
			Gems: 40
			Tree: 40
			Beach: 50
			Water: 125
	Locomotor@SUPERNAVAL:
		Name: navyspeeder
		Crushes: crate, mine
		TerrainSpeeds:
			Clear: 100
			Rough: 100
			Road: 100
			Bridge: 100
			Ore: 100
			Gems: 100
			Beach: 100
			Water: 125
			Tree: 100
	Locomotor@JOHNNY:
		Name: walker
		Crushes: heavywall, wall, mine, crate, infantry, vehicle
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
			Tree: 70
				PathingCost: 150
	Locomotor@AMPHIB:
		Name: amphib
		Crushes: wall, mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Tree: 70
				PathingCost: 150
			Beach: 70
			Water: 70
	Locomotor@HEAVYAMPHIB:
		Name: heavyamphib
		Crushes: wall, mine, crate, infantry
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Tree: 70
				PathingCost: 150
			Beach: 70
			Water: 70
	Locomotor@FULLSPEEDAHEAD:
		Name: fullspeed
		TerrainSpeeds:
			Clear: 100
			Rough: 100
			Road: 100
			Bridge: 100
			Ore: 100
			Gems: 100
			Beach: 100
			Tree: 100
	Locomotor@FULLERSPEEDAHEAD:
		Name: fullspeedallterrain
		TerrainSpeeds:
			Clear: 100
			Rough: 100
			Road: 100
			Bridge: 100
			Ore: 100
			Gems: 100
			Beach: 100
			Water: 100
			River: 100
			Tree: 100
			Rock: 100
			Wall: 100
	ResourceType@ore:
		Type: Ore
		Name: Salt
		PipColor: Yellow
		ResourceType: 1
		TerrainType: Ore
		Palette: greyscale
		Sequences: gold01,gold02,gold03,gold04
		MaxDensity: 18
		ValuePerUnit: 25
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true
	ResourceType@gem:
		Type: Gems
		Name: Roobees
		PipColor: Red
		ResourceType: 2
		TerrainType: Gems
		Palette: player
		Sequences: gem01,gem02,gem03,gem04
		MaxDensity: 9
		ValuePerUnit: 50
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true
	ResourceType@tiberium:
		Type: Tiberium
		Name: Tobleroneium
		PipColor: Green
		ResourceType: 3
		TerrainType: Tree		#The Tree terrain type is defined, but does not seem to be used for map tiles - making it a good candidate to be recycled for other stuff
		Palette: td_temperat_tib
		Sequences: ti1,ti2,ti3,ti4,ti5,ti6,ti7,ti8,ti9,ti10,ti11,ti12
		MaxDensity: 36
		ValuePerUnit: 10
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true
		AllowUnderBuildings: false
	Faction@1:
		Name: Discount Americans
	Faction@2:
		Name: Please don't shoot, I surrender
	Faction@3:
		Name: Damn Nazis
	Faction@5:
		Name: Damn Commies
	Faction@6:
		Name: Russian Playground
	Faction@random:
		Name: lol so random xD
		
World:
	ObjectivesPanel:
		ExitDelay: 2500
	CrateSpawner:
		DeliveryAircraft: badr
		QuantizedFacings: 16
		Minimum: 6
		Maximum: 999
		SpawnInterval: 250
		WaterChance: 0
		InitialSpawnDelay: 250
		CheckboxDisplayOrder: 1
		CrateActors: crate.good, crate.meh, crate.bad, crate.barrelspawner, crate.runner, crate.suicidetree, crate.gems, crate.ore, crate.tiberium, crate.silo, t01.para, t02.para, t03.para, t05.para, t06.para, t07.para, t08.para, t16.para
		CrateActorShares: 10, 10, 10, 2, 2, 5, 5, 5, 2, 5, 10, 10, 10, 10, 10, 10, 10, 10
	MapOptions:
		TechLevelDropdownLabel: Fun Level
		GameSpeedDropdownLabel: Sonic
		TechLevel: medium
	MissionData:
		Briefing: \n\n╔═══════════════════════════════════════\n║▓Heey guis im am .•'°InsertName68723°'•. i am new to this game and hope to maek many friens\n║▓this is is my first map i worked verry hard i hope yu like it xDD\n╚═══════════════════════════════════════\n▓▓███▓▓▓▓▓▓▓███\n▓██▓██▓▓▓▓▓██▓██\n██▓▓▓██▓▓▓██▓▓▓██\n\n█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█\n▓███████████████\nPlz rate and subscribe
	MPStartUnits@mcvonly:
		Class: none
		ClassName: The Long March
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: mcv
	MPStartUnits@lightallies:
		Class: light
		ClassName: Child Support
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e1.neutral,e1.neutral,e1.neutral,e3.gen,e3.gen,panzer
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@lightsoviet:
		Class: light
		ClassName: Child Support
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e1.neutral,e1.neutral,e1.neutral,e3.gen,e3.gen,panzer
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@heavyallies:
		Class: heavy
		ClassName: Quick Shot
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e1.neutral,e1.neutral,e1.neutral,e1.neutral,e1.neutral,e3.gen,e3.gen,panzer,panzer,mproc,mpowr
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@heavysoviet:
		Class: heavy
		ClassName: Quick Shot
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: mcv
		SupportActors: e1.neutral,e1.neutral,e1.neutral,e1.neutral,e1.neutral,e3.gen,e3.gen,panzer,panzer,mproc,mpowr
		InnerSupportRadius: 3
		OuterSupportRadius: 5
		
#	---------------------	#
#	PLAYER RULES			#
#	---------------------	#
Player:
	ClassicProductionQueue@Building:
		Type: Building
		LowPowerModifier: 300
		QueuedAudio: Building
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 70, 50, 33, 25
	ClassicProductionQueue@Defense:
		Type: Defense
		LowPowerModifier: 300
		QueuedAudio: BuildingDefense
		ReadyAudio: DefenseComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 70, 50, 33, 25
	ClassicProductionQueue@Vehicle:
		Type: Vehicle
		LowPowerModifier: 300
		ReadyAudio: VehicleReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: VehicleTraining
		OnHoldAudio: OnHold
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 70, 50, 33, 25
	ClassicProductionQueue@Infantry:
		Type: Infantry
		LowPowerModifier: 300
		ReadyAudio: InfantryReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 70, 50, 33, 25
	ClassicProductionQueue@Ship:
		Type: Ship
		LowPowerModifier: 300
		ReadyAudio: ShipReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: NavyTraining
		OnHoldAudio: OnHold
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 70, 50, 33, 25
	ClassicProductionQueue@Aircraft:
		Type: Aircraft
		LowPowerModifier: 300
		ReadyAudio: AircraftReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: AircraftTraining
		OnHoldAudio: OnHold
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 70, 50, 33, 25
	BaseAttackNotifier:
		AllyNotification: AllyBaseAttacked
	ProvidesTechPrerequisite@infonly:
		Name: Moderate
		Prerequisites: techlevel.core
		Id: infantryonly
	ProvidesTechPrerequisite@low:
		Name: High (lol weed)
		Prerequisites: techlevel.core, techlevel.superlimit
		Id: low
	ProvidesTechPrerequisite@medium:
		Name: OvEr 9000 !!1 xDDD
		Prerequisites: techlevel.core, techlevel.superlimit, techlevel.clonetotal
		Id: medium
	ProvidesTechPrerequisite@high:
		Name: Z0MG NUKESES!
		Prerequisites: techlevel.core, techlevel.supernolimit, techlevel.cloneeach
		Id: nosuperweapons
	ProvidesTechPrerequisite@unrestricted:
		Name: Fucking Lag
		Prerequisites: techlevel.core, techlevel.supernolimit, techlevel.clonenolimit
		Id: unrestricted
	ResourceStorageWarning:
		AdviceInterval: 12

#	---------------------	#
#	DEFAULT RULES			#
#	---------------------	#

^GainsExperience:
	SelfHealing@VET2:
		PercentageStep: 1
		Delay: 75
		HealIfBelow: 50
		DamageCooldown: 125
		RequiresCondition: rank-veteran == 2
	SelfHealing@VET3:
		PercentageStep: 1
		Delay: 50
		HealIfBelow: 50
		DamageCooldown: 125
		RequiresCondition: rank-veteran == 3
	SelfHealing@ELITE:
		Step: 0
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: rank-elite	

^Building.BME:	
	Inherits@Panzer: ^PanzerSpawnerAlways
	Inherits@emp:^EmpDisable
	Inherits@Glitch: ^Glitch

^BasicBuilding:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^IronCurtainable
	Inherits@3: ^SpriteActor
	Inherits@shape: ^1x1Shape
	Inherits@bounty: ^GlobalBounty
	Inherits@BME: ^Building.BME
	Building:
		Dimensions: 1,1
		Footprint: x
		TerrainTypes: Clear,Road
		RequiresBaseProvider: True
		BuildSounds: placbldg.aud, sounds/notifications/ballin.aud
		UndeploySounds: cashturn.aud
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 3
		
^Building:
	SpawnActorsOnSell:
		ActorTypes: e1.neutral,e1.neutral,e1.neutral,tecn,tecn
	Sellable:
		SellSounds: sounds/notifications/noob.aud
	ActorLostNotification:
		Notification: StructureDestroyed
	Building:
		TerrainTypes: Clear, Road, Rough, Beach
		BuildSounds: placbldg.aud, sounds/notifications/ballin.aud
	RepairableBuilding:
		RepairStep: 700
		RepairInterval: 20
		PlayerExperience: 25
		
^ScienceBuilding:
	SpawnActorsOnSell:
		ActorTypes: e1.neutral,e1.neutral,e1.neutral,e1.neutral,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,e6,e6,e6,e6,e6,crate.meh,crate.meh,crate.meh,crate.meh,crate.good,crate.bad,chan,chan,chan,chan

^Defense:

^Wall:

^TechBuilding:
	-SpawnActorOnDeath@Panzer:

^Unit.BME:	
	Inherits@warp:^ACTIVATEWARPSPEED
	Inherits@trees:^TreeKiller
	Inherits@emp:^EmpDisableMobile
	Inherits@Glitch: ^Glitch
	Inherits@Cryo: ^Cryo
	ProximityExternalCondition@cogitoergosum:
		Condition: notalone
		ValidStances: Ally, Neutral, Enemy
		Range: 3c0
	GrantConditionOnPrerequisite@german:
		Condition: structures.germany
		Prerequisites: structures.germany
	Armor@German:
		Type: German
		RequiresCondition: structures.germany
	GrantConditionOnPrerequisite@french:
		Condition: structures.france
		Prerequisites: structures.france
	ExternalCondition@baguette:
		Condition: baguette
	SpeedMultiplier@baguette:
		Modifier: 200
		RequiresCondition: structures.france && baguette
	GrantConditionOnTerrain@impassable:
		TerrainTypes: Rock, Water
		Condition: remove
	KillsSelf@impassable:
		RequiresCondition: remove
		RemoveInstead: true

^Infantry.BME:
	Inherits@base: ^Unit.BME
	Inherits@mines:^MineDeathInfantry
	Inherits@zombies:^ZombieDeath
	Inherits@combot:^Combot.Bonus
	ExternalCondition@barracksheal:
		Condition: barracks
	GrantCondition@barracksheal:
		RequiresCondition: barracks && damaged
		Condition: barracksheal
	GrantCondition@healicon:
		RequiresCondition: barracksheal || hospitalheal
		Condition: healicon
	SelfHealing@barracks:
		Step: 0
		PercentageStep: 5
		Delay: 37
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: barracksheal
	SelfHealing@HOSPITAL:
		Step: 0
		PercentageStep: 5
		Delay: 37
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	DamagedByTerrain@Tiberium:
		Terrain: Tree
		Damage: 200
		DamageInterval: 16
		DamageTypes: TiberiumDeath

^InfantryExperienceHospitalOverrides:
	WithDecoration@RANK-1:
		BlinkInterval: 32
		BlinkPatterns:
			healicon: On, Off
	WithDecoration@RANK-2:
		BlinkInterval: 32
		BlinkPatterns:
			healicon: On, Off
	WithDecoration@RANK-3:
		BlinkInterval: 32
		BlinkPatterns:
			healicon: On, Off
	WithDecoration@RANK-ELITE:
		BlinkInterval: 32
		BlinkPatterns:
			healicon: On, Off

^Infantry:
	Inherits@BMEBase: ^Infantry.BME
	Inherits@Panzer: ^PanzerSpawnerRare
	Inherits@Invulnerability: ^IronCurtainableUnit
	RevealsShroud:
		Range: 7c0
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath, TiberiumDeath
		VolumeMultiplier: 1.25
	DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: FireDeath
		VolumeMultiplier: 1.25
	DeathSounds@ZAPPED:
		Voice: Zapped
		DeathTypes: ElectricityDeath
		VolumeMultiplier: 1.5
	WithDeathAnimation:
		DeathTypes:
			DefaultDeath: 1
			BulletDeath: 2
			SmallExplosionDeath: 3
			ExplosionDeath: 4
			FireDeath: 5
			ElectricityDeath: 6
			TiberiumDeath: 1
	Crushable:
		CrushSound: squishy2.aud
	WithDecoration@REDCROSS:
		RequiresCondition: healicon

^Soldier:
	TakeCover:
		SpeedModifier: 70
		
^CivInfantry:
	ActorLostNotification:
		Notification: CivilianKilled
		NotifyAll: true
	RevealsShroud:
		Range: 5c0

^ArmedCivilian:
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Tooltip:
		Name: ANGERY CIVILIAN (I mean come on, he just lost his house, of course he'd be angry)
		GenericVisibility: None
		RequiresCondition: invulnerability
	Tooltip@Vulnerable:
		Name: Slightly less angery civilian
		GenericVisibility: None
	Armament:
		Weapon: CivPistol
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Armor@Civ:
		Type: Civilian
	AutoTarget:
		ScanRadius: 8
		InitialStance: AttackAnything
	RevealsShroud:
		Range: 8c512
	Wanders:
		WanderMoveRadius: 4
		MinMoveDelay: 150
		MaxMoveDelay: 750
		RequiresCondition: !invulnerability
	AttackWander@anger:
		WanderMoveRadius: 4
		MinMoveDelay: 1
		MaxMoveDelay: 5
		RequiresCondition: invulnerability


^Vehicle.BME:
	Inherits@base: ^Unit.BME
	Inherits@smoke:^SmokeOnDamage
	Inherits@mines:^MineDeath
	Inherits@psi:^PsiDeath
	Inherits@shadows:^ShadowDeath
	Inherits@Panzer: ^PanzerSpawnerHigh
	Inherits@combot:^Combot.Bonus.Vehicle

^Vehicle:
	Inherits@bme: ^Vehicle.BME
	Inherits@2: ^IronCurtainableUnit
	Cloneable:
		Types: Vehicle
	DeathSounds:
		VolumeMultiplier: 1.25
	Crushable:
		CrushClasses: vehicle
		CrushSound: kaboom25.aud
	-WithDamageOverlay:
	GrantConditionOnMovement@movement:
		Condition: moving
	AmbientSound@friendlydrivers:
		SoundFiles: sounds/honk01.aud, sounds/honk02.aud, sounds/honk03.aud, sounds/honk04.aud, sounds/honk05.aud, sounds/honk06.aud, sounds/honk07.aud, sounds/honk08.aud
		RequiresCondition: (moving && notalone > 1 && !(combot_unit > 24))
		Delay: 15, 125
		Interval: 125, 250 
	ExternalCondition@imsolonely:
		Condition: notalone
		AffectsParent: false
	DamagedByTerrain@Tiberium:
		Terrain: Tree
		Damage: 300
		DamageInterval: 16
	Passenger:
		CargoType: Vehicle
		Weight: 2
	EdibleByLeap:


^TrackedVehicle:
	Inherits: ^Vehicle
	DamagedByTerrain@Tiberium:
		Damage: 400
	Passenger:
		CargoType: Vehicle
		Weight: 3
		
^Ship:	
	Inherits@3: ^IronCurtainableUnit
	Inherits@bme: ^Vehicle.BME
	Cloneable:
		Types: Ship
	DeathSounds:
	Voiced:
		VoiceSet: ShipVoice
	-WithDamageOverlay:
	GrantConditionOnTerrain@impassable:
		TerrainTypes: Rock
		Condition: remove

^NeutralPlane:
	Inherits@smoke:^SmokeOnDamage
	Inherits@psi:^PsiDeathAir
	Inherits@Cryo: ^Cryo
	Targetable@AIRBORNE:
		TargetTypes: Air, Aircraft
		RequiresCondition: airborne
	Voiced:
		VoiceSet: AirVoice
	DeathSounds:
	Hovers@CRUISING:
		OffsetModifier: -256
	Cloneable:
		Types: Aircraft
	ExternalCondition@smokingisbadforyourhealth:
		Condition: no_smoke
	LeavesTrails@damage0:
		StationaryInterval: 7
		MovingInterval: 2
		Palette: special_red_a2
		RequiresCondition: damage_smoke1 && !no_smoke
	LeavesTrails@damage1:
		StationaryInterval: 7
		MovingInterval: 2
		Palette: special_red_a2
		RequiresCondition: damage_smoke2 && !no_smoke
	EjectOnDeath:
		PilotActor: E1.Pilot

^Helicopter:
	Hovers@CRUISING:
		RequiresCondition: cruising
		OffsetModifier: 42
	DetectCloaked@submarine:
		CloakTypes: Underwater
		Range: 3c0
	RenderDetectionCircle:
	LeavesTrails@damage0:
		StationaryInterval: 7
		MovingInterval: 4
		Palette: special_red_a
	LeavesTrails@damage1:
		StationaryInterval: 7
		MovingInterval: 4
		Palette: special_red_a

^CivBuilding:
	Armor@Civ:
		Type: Civilian
	SpawnActorOnDeath@1:
		Actor: c1
		Probability: 40
		OwnerType: InternalName
		InternalOwner: Creeps
	SpawnActorOnDeath@2:
		Actor: c4
		Probability: 20
		OwnerType: InternalName
		InternalOwner: Creeps
	SpawnActorOnDeath@3:
		Actor: c3
		Probability: 15
		OwnerType: InternalName
		InternalOwner: Creeps
	Explodes:
		Weapon: SmallBuildingExplode
	Explodes@CIVPANIC:
		Weapon: CivPanicExplosion

^IronCurtainable:
	WithColoredOverlay@IRONCURTAIN:
		Palette: invulnnew
		RequiresCondition: invulnerability

^IronCurtainableUnit:
	Inherits: ^IronCurtainable
	AmbientSound@invuln:
		SoundFiles: sounds/asterix.aud
		RequiresCondition: invulnerability
	ReloadDelayMultiplier@ANGERY:
		Modifier: 40
		RequiresCondition: invulnerability
	SpeedMultiplier@ANGERY:
		Modifier: 250
		RequiresCondition: invulnerability

^EmpDisable:
	WithColoredOverlay@emp:
		RequiresCondition: empdisable
		Palette: disabled
	PowerMultiplier@EMPDISABLE:
		RequiresCondition: empdisable
		Modifier: 0
	WithDecoration@EMPDISABLE:
		Image: ^emp
		Sequence: emp-overlay
		StartSequence: emp-start
		Palette: effect
		RequiresCondition: empdisable
		ShowToEnemies: true
		ZOffset: 1024
		ReferencePoint: Top, Center
		ValidStances: Ally, Neutral, Enemy
	ExternalCondition@EMPDISABLE:
		Condition: empdisable
	GrantCondition:
		Condition: disabled
		RequiresCondition: empdisable

^EmpDisableMobile:
	Inherits: ^EmpDisable
	Mobile:
		RequiresCondition: !empdisable	

^Cryo:
	ExternalCondition@cryo:
		Condition: cryo
	SpeedMultiplier@cryo1:
		Modifier: 85
		RequiresCondition: cryo >= 1 && cryo < 4
	ReloadDelayMultiplier@cryo1:
		Modifier: 110
		RequiresCondition: cryo >= 1 && cryo < 4
	SpeedMultiplier@cryo2:
		Modifier: 60
		RequiresCondition: cryo >= 4 && cryo < 6
	ReloadDelayMultiplier@cryo2:
		Modifier: 120
		RequiresCondition: cryo >= 4 && cryo < 6
	SpeedMultiplier@cryo3:
		Modifier: 45
		RequiresCondition: cryo >= 6 && cryo < 9
	ReloadDelayMultiplier@cryo3:
		Modifier: 130
		RequiresCondition: cryo >= 6 && cryo < 9
	SpeedMultiplier@cryo4:
		Modifier: 30
		RequiresCondition: cryo >= 9
	ReloadDelayMultiplier@cryo4:
		Modifier: 140
		RequiresCondition: cryo >= 9
	WithColoredOverlay@Cryo1:
		Palette: cryo1
		RequiresCondition: cryo >= 1 && cryo < 4
	WithColoredOverlay@Cryo2:
		Palette: cryo2
		RequiresCondition: cryo >= 4 && cryo < 6
	WithColoredOverlay@Cryo3:
		Palette: cryo3
		RequiresCondition: cryo >= 6 && cryo < 9
	WithColoredOverlay@Cryo4:
		Palette: cryo4
		RequiresCondition: cryo >= 9

^SmokeOnDamage:
	LeavesTrails@damage0:
		Image: smoke_moving
		Sequences: tiny_smoke1, tiny_smoke2, tiny_smoke3, tiny_smoke4, tiny_smoke5, tiny_smoke6, tiny_smoke7, tiny_smoke8, tiny_smoke9, tiny_smoke10, tiny_smoke11, tiny_smoke12
		Type: CenterPosition
		Palette: special_red_a3
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: true
		StationaryInterval: 7
		MovingInterval: 4
		SpawnAtLastPosition: false
		RequiresCondition: damage_smoke1
	LeavesTrails@damage1:
		Image: smoke_moving
		Sequences: small_smoke1, small_smoke2, small_smoke3, small_smoke4, small_smoke5, small_smoke6, small_smoke7, small_smoke8, small_smoke9, small_smoke10, small_smoke11, small_smoke12
		Type: CenterPosition
		Palette: special_red_a3
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: true
		StationaryInterval: 7
		MovingInterval: 4
		SpawnAtLastPosition: false
		RequiresCondition: damage_smoke2
	GrantConditionOnDamageState@smoke1:
		Condition: damage_smoke1
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@smoke2:
		Condition: damage_smoke2
		ValidDamageStates: Critical

^SmokeHusk:
	LeavesTrails@husk:
		Image: smoke_moving
		Sequences: small_smoke1, small_smoke2, small_smoke3, small_smoke4, small_smoke5, small_smoke6, small_smoke7, small_smoke8, small_smoke9, small_smoke10, small_smoke11, small_smoke12
		Type: CenterPosition
		Palette: special_red_a2
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: true
		StationaryInterval: 5
		MovingInterval: 4
		SpawnAtLastPosition: false

^Husk:
	Inherits@smoke: ^SmokeHusk

^HelicopterHusk:
	Inherits: ^BasicHusk
	Inherits@smoke: ^SmokeHusk
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	Tooltip:
		GenericName: sadfdsfsdfsd
	Aircraft:
		CanHover: True
		VTOL: true
	FallsToEarth:
		Explosion: UnitExplodeHeli
		Velocity: -128
	BodyOrientation:
		UseClassicFacingFudge: True
	RevealOnDeath:
		Duration: 60
		Radius: 4c0
	KillsSelf:
		Delay: 35, 45
	Explodes:
		Weapon: HarmlessExplode
		EmptyWeapon: HarmlessExplode
	LeavesTrails@husk:
		RequiresCondition: !no_smoke
	ExternalCondition@@smokingisbadforyourhealth:
		Condition: no_smoke
	ConditionManager:

^PlaneHusk:
	Inherits@smoke: ^SmokeHusk
	ConditionManager:
	LeavesTrails@husk:
		MovingInterval: 2
		RequiresCondition: !no_smoke
	ExternalCondition@@smokingisbadforyourhealth:
		Condition: !no_smoke

^ACTIVATEWARPSPEED:#too bad you can't change turnspeed with the speedmultiplier
	ExternalCondition@warp:
		Condition: warp
	Wanders@warp:
		RequiresCondition: warp
		WanderMoveRadius: 15
		ReduceMoveRadiusDelay: 25
	SpeedMultiplier@warp:
		Modifier: 3000
		RequiresCondition: warp
	RejectsOrders@warp:
		RequiresCondition: warp
	AmbientSound@MEEPMEEP:
		SoundFiles: sounds/meepmeep.aud
		RequiresCondition: warp
		Delay: 1, 25
		Interval: 50, 100
	ExternalCondition@miniwarp:
		Condition: miniwarp
	Wanders@miniwarp:
		RequiresCondition: miniwarp
		WanderMoveRadius: 1
		ReduceMoveRadiusDelay: 25
	SpeedMultiplier@miniwarp:
		Modifier: 200
		RequiresCondition: miniwarp

^PanzerSpawnerAlways:
	SpawnActorOnDeath@Panzer:
		Probability: 100
		Actor: panzer
		OwnerType: Killer
		DeathType: PanzerDeath
		RequiresLobbyCreeps: false
^PanzerSpawnerHigh:
	SpawnActorOnDeath@Panzer:
		Probability: 66
		Actor: panzer
		OwnerType: Killer
		DeathType: PanzerDeath
		RequiresLobbyCreeps: false
^PanzerSpawnerMedium:
	SpawnActorOnDeath@Panzer:
		Probability: 25
		Actor: panzer
		OwnerType: Killer
		DeathType: PanzerDeath
		RequiresLobbyCreeps: false
^PanzerSpawnerRare:
	SpawnActorOnDeath@Panzer:
		Probability: 10
		Actor: panzer
		OwnerType: Killer
		DeathType: PanzerDeath
		RequiresLobbyCreeps: false

^CustomExplosionWorkaround:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	HiddenUnderFog:
		Type: CenterPosition
	Health:
		HP: 1
	Immobile:
		OccupiesSpace: false
	HitShape:
		Type: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 512
	BodyOrientation:
	RenderSprites:
		Image: invisibleactor
	KillsSelf:
	-AppearsOnRadar:

^PsiDeath:
	SpawnActorOnDeath@psideath:
		Actor: PsiDeathActor
		OwnerType: InternalName
		DeathType: PsiEmitter
	SpawnActorOnDeath@demonspawner:
		Actor: Imp
		Probability: 33
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: PsiEmitter

^PsiDeathAir:
	Inherits: ^PsiDeath
	SpawnActorOnDeath@psideath:
		Actor: PsiDeathActorAir
	SpawnActorOnDeath@demonspawner:
		Actor: Caco

^ShadowDeath:
	SpawnActorOnDeath@shadowzombie:
		Probability: 20
		Actor: ShadowZombieSpawner
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: ShadowDeath
	SpawnActorOnDeath@shoggy:
		Probability: 4
		Actor: Viceroid
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: ShadowDeath

^ZombieDeath:
	SpawnActorOnDeath@psizombie:
		Probability: 25
		Actor: Zombie
		OwnerType: Killer
		DeathType: PsiEmitter
	SpawnActorOnDeath@zombie1:
		Probability: 66
		Actor: Zombie
		OwnerType: Killer
		DeathType: ZombieDeath
	SpawnActorOnDeath@zombie2:
		Probability: 33
		Actor: Zombie
		OwnerType: Killer
		DeathType: ConversionDeath
	SpawnActorOnDeath@tib:
		Probability: 33
		Actor: Zombie
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: TiberiumDeath
	SpawnActorOnDeath@tib2:
		Probability: 1
		Actor: Viceroid
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: TiberiumDeath

^MineDeath:
	SpawnActorOnDeath@minedeath:
		Actor: MinefieldSpawner
		OwnerType: Killer
		DeathType: MineDeath

^MineDeathInfantry:
	Inherits: ^MineDeath
	SpawnActorOnDeath@minedeath:
		Probability: 10

^Mine:
	Inherits: ^SpriteActor
	Interactable:
	WithSpriteBody:
	HiddenUnderFog:
	Mine:
		CrushClasses: mine
		DetonateClasses: mine
		AvoidFriendly: true
		BlockFriendly: false
	Crushable:
	Health:
		HP: 10000
		NotifyAppliedDamage: false
	Armor:
		Type: Light
	Armor@MineImmune:
		Type: Mine
	Cloak:
		CloakSound:
		UncloakSound:
		Palette: cloak
		IsPlayerPalette: true
		CloakTypes: Mine
		InitialDelay: 0
	Tooltip:
		Name: Lego Brick
	Targetable:
		TargetTypes: Ground, Defense
	Immobile:
		OccupiesSpace: true
	HitShape:
	MapEditorData:
		Categories: System
	ThrowsShrapnel@0:
		Weapons: Minelauncher
		Pieces: 2,4
		Range: 1c0, 2c0
	ThrowsShrapnel@1:
		Weapons: Minelauncher
		Pieces: 2,4
		Range: 1c0, 2c0
	ThrowsShrapnel@2:
		Weapons: Minelauncher
		Pieces: 3,6
		Range: 2c0, 3c0
	ThrowsShrapnel@3:
		Weapons: Minelauncher
		Pieces: 3,6
		Range: 2c0, 3c0

^Tree:
	Inherits@1: ^SpriteActor
	Inherits@shape: ^1x1Shape
	Interactable:
	Tooltip:
		Name: Secret Government Agent
		ShowOwnerRow: false
	RenderSprites:
		Palette: terrain
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDamageOverlay@SmallBurn:
		DamageType: Incendiary
		Image: burn-s
		MinimumDamageState: Light
		MaximumDamageState: Medium
	WithDamageOverlay@MediumBurn:
		DamageType: Incendiary
		Image: burn-m
		MinimumDamageState: Medium
		MaximumDamageState: Heavy
	WithDamageOverlay@LargeBurn:
		DamageType: Incendiary
		Image: burn-l
		MinimumDamageState: Heavy
		MaximumDamageState: Dead
	HiddenUnderShroud:
		AlwaysVisibleStances: Ally, Neutral, Enemy
	ScriptTriggers:
	MapEditorData:
		ExcludeTilesets: INTERIOR
		Categories: Tree
	KillsSelf:
		RequiresCondition: TreeKiller
		Delay: 25, 100
	Explodes:
		Weapon: TreeExplosion.Harmless
		EmptyWeapon: TreeExplosion.Harmless
		RequiresCondition: !tiberium
	ExternalCondition@treekiller:
		Condition: TreeKiller
	ConditionManager:
	KillsSelf@tib:
		RequiresCondition: tiberium
		Delay: 1500, 4500
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static
		RequiresCondition: tiberium
		SkipMakeAnimations: false
	ExternalCondition@tiberium:
		Condition: tiberium
		AffectsParent: false

^ParaTree:
	Inherits: ^Tree
	Mobile:
		Speed: 1
		Locomotor: fullspeed
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: true
		GroundImpactSound: squishy2.aud
		WaterImpactSound: splash9.aud
		WaterCorpseSequence: small_splash
		ParachutingCondition: parachute
	Wanders:
	RevealsShroud:
		Range: 2c512
	Passenger:
		CargoType: Infantry
	KillsSelf:
		RequiresCondition: TreeKiller
	Explodes:
		Weapon: TreeExplosion.Harmless
		EmptyWeapon: TreeExplosion.Harmless
	DamagedByTerrain@Tiberium:
		Terrain: Tree
		Damage: 7500
		DamageInterval: 12
		DamageTypes: tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree
		DeathType: tiberium
		SkipMakeAnimations: false

^SuicideTree:
	Inherits: ^Infantry
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry, Vehicle, Water, Underwater, Defense
		InvalidTargets: NoAutoTarget, WaterStructure, Structure
	AutoTargetPriority@ATTACKANYTHING:
		ValidTargets: Infantry, Vehicle, Water, Underwater, Defense
		InvalidTargets: NoAutoTarget, WaterStructure, Structure,
	Valued:
		Cost: 500
	Tooltip:
		Name: Secret Government Agent
		ShowOwnerRow: false
	Health:
		HP: 2500
	Mobile:
		Speed: 140
		Locomotor: fullspeed
	-DamagedByTerrain@Tiberium:
	RevealsShroud:
		Range: 10c0
	AutoTarget:
		ScanRadius: 6
	WithInfantryBody:
	WithIdleOverlay:
		Sequence: stand
	Explodes:
		Weapon: TreeExplosion.Suicide
		EmptyWeapon: TreeExplosion.Suicide
		RequiresCondition: hellosirdoyouhaveaminutetotalkaboutjesuschrist
	Explodes@prematuredetonation:
		Weapon: TreeExplosion.SuicideWeak
		EmptyWeapon: TreeExplosion.SuicideWeak
		RequiresCondition: !hellosirdoyouhaveaminutetotalkaboutjesuschrist
	AttackFrontal:
	Armament:
		Weapon: FakeAttack.SuicideTree
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	-WithDeathAnimation:
	GrantConditionOnAttack:
		Condition: ToraToraTora
	KillsSelf:
		RequiresCondition: ToraToraTora
		Delay: 1
	Voiced:
		VoiceSet: CivilianMaleVoice
	Targetable@hiding:
		TargetTypes: Ground, Infantry, Disguise
		RequiresForceFire: true
	Targetable:
		TargetTypes: Ground, Infantry, Disguise
		RequiresCondition: hellosirdoyouhaveaminutetotalkaboutjesuschrist
	GrantConditionOnMovement:
		Condition: hellosirdoyouhaveaminutetotalkaboutjesuschrist
	RadarColorFromTerrain:
		Terrain: Tree
	-ProximityExternalCondition@treekiller:

^TreeHusk:
	Inherits@1: ^SpriteActor
	Targetable:
		TargetTypes: Trees
	Interactable:
	RenderSprites:
		Palette: terrain
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	Health:
		HP: 50000
	DamageMultiplier:
		Modifier: 0
	Armor:
		Type: Wood
	Building:
		Footprint: x
		Dimensions: 1,1
	WithSpriteBody:
	Tooltip:
		Name: No Charlies here...
		ShowOwnerRow: false
	ScriptTriggers:
	MapEditorData:
		Categories: Tree
	Explodes:
		Weapon: FartNoise
		EmptyWeapon: FartNoise
	KillsSelf:
		Delay: 3000, 6000
	HitShape:

^TreeKiller:
	ProximityExternalCondition@treekiller:
		Condition: TreeKiller
		Range: 1c768
		ValidStances: Enemy, Neutral


^Combot.Bonus:
	ProximityExternalCondition@COMBOT_UNIT:
		Condition: combot_unit
		ValidStances: Ally
		Range: 6c0
		RequiresCondition: combot
		AffectsParent: true
	ExternalCondition@combot:
		Condition: combot
	ExternalCondition@combot_unit:
		Condition: combot_unit
	DamageMultiplier@combot:
		Modifier: 90
		RequiresCondition: combot && combot_unit < 25
	DamageMultiplier@combot1:
		Modifier: 80
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	DamageMultiplier@combot2:
		Modifier: 70
		RequiresCondition: combot_unit >= 50
	ReloadDelayMultiplier@combot1:
		Modifier: 90
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	ReloadDelayMultiplier@combot2:
		Modifier: 80
		RequiresCondition: combot_unit >= 50
	SpeedMultiplier@combot1:
		Modifier: 115
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	SpeedMultiplier@combot2:
		Modifier: 130
		RequiresCondition: combot_unit >= 50
	SelfHealing@combot1:
		Step: 0
		PercentageStep: 2
		Delay: 50
		HealIfBelow: 100
		DamageCooldown: 25
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	SelfHealing@combot2:
		Step: 0
		PercentageStep: 2
		Delay: 40
		HealIfBelow: 100
		DamageCooldown: 5
		RequiresCondition: combot_unit >= 50
	WithDecoration@CombotRed1:
		Image: explosion
		Sequence: red_glow_loop
		Palette: special_red_a5
		ReferencePoint: Center
		ZOffset: -10000
		ValidStances: Ally, Neutral, Enemy
		RequiresCondition: combot_unit >= 25
	WithDecoration@CombotRed2:
		Image: explosion
		Sequence: red_glow_loop
		Palette: special_red_a4
		ReferencePoint: Center
		ZOffset: -10000
		ValidStances: Ally, Neutral, Enemy
		RequiresCondition: combot_unit >= 50

^Combot.Bonus.Vehicle:
	#Vehicles give additional points for the combot horde bonus	
	ProximityExternalCondition@COMBOT_UNIT1:
		Condition: combot_unit
		ValidStances: Ally
		Range: 6c0
		RequiresCondition: combot
		AffectsParent: true
	ProximityExternalCondition@COMBOT_UNIT2:
		Condition: combot_unit
		ValidStances: Ally
		Range: 6c0
		RequiresCondition: combot
		AffectsParent: true
	ProximityExternalCondition@COMBOT_UNIT3:
		Condition: combot_unit
		ValidStances: Ally
		Range: 6c0
		RequiresCondition: combot
		AffectsParent: true
	ExternalCondition@combot:
		Condition: combot
	ExternalCondition@combot_unit:
		Condition: combot_unit
	DamageMultiplier@combot:
		Modifier: 95
		RequiresCondition: combot && combot_unit < 25
	DamageMultiplier@combot1:
		Modifier: 85
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	DamageMultiplier@combot2:
		Modifier: 75
		RequiresCondition: combot_unit >= 50
	ReloadDelayMultiplier@combot1:
		Modifier: 90
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	ReloadDelayMultiplier@combot2:
		Modifier: 80
		RequiresCondition: combot_unit >= 50
	SpeedMultiplier@combot1:
		Modifier: 110
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	SpeedMultiplier@combot2:
		Modifier: 120
		RequiresCondition: combot_unit >= 50
	SelfHealing@combot1:
		Step: 0
		PercentageStep: 2
		Delay: 100
		HealIfBelow: 100
		DamageCooldown: 25
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	SelfHealing@combot2:
		Step: 0
		PercentageStep: 2
		Delay: 75
		HealIfBelow: 100
		DamageCooldown: 5
		RequiresCondition: combot_unit >= 50
	WithDecoration@CombotRed1:
		Image: explosion
		Sequence: red_glow_loop
		Palette: special_red_a5
		ReferencePoint: Center
		ZOffset: -10000
		ValidStances: Ally, Neutral, Enemy
		RequiresCondition: combot_unit >= 25
	WithDecoration@CombotRed2:
		Image: explosion
		Sequence: red_glow_loop
		Palette: special_red_a4
		ReferencePoint: Center
		ZOffset: -10000
		ValidStances: Ally, Neutral, Enemy
		RequiresCondition: combot_unit >= 50

^Crate:
	Inherits@1: ^SpriteActor
	Valued:
		Cost: 25
	Interactable:
	HiddenUnderFog:
	Tooltip:
		Name: BAWX
		GenericName: Crate
		ShowOwnerRow: false
	Crate:
		Lifetime: 300
		TerrainTypes: Clear, Rough, Road, Ore, Beach
	RenderSprites:
		Palette: effect
		Image: scrate
	WithCrateBody:
		XmasImages: xcratea, xcrateb, xcratec, xcrated
		LandSequence: land
		WaterSequence: water
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: false
		ParachutingCondition: parachute
	Passenger:
	WithParachute:
		Image: parach
		Sequence: idle
		OpeningSequence: open
		ShadowImage: parach-shadow
		ShadowSequence: idle
		RequiresCondition: parachute
	ConditionManager:
	MapEditorData:
		Categories: System

#	---------------------	#
#	STRUCTURE RULES			#
#	---------------------	#
KENN:
	-Buildable:

DOME:
	Inherits: ^Building
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-384,0, 630,384,0, -700,-512,0, -700,512,0
	Tooltip:
		Name: Oversized Hat
	Buildable:
		Queue: Building
		BuildPaletteOrder: 90
		Description: it makes beep boop
		Prerequisites: proc, ~techlevel.core
	Valued:
		Cost: 1800
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 6c0
		RequiresCondition: !disabled
	WithBuildingBib:
	ProvidesRadar:
		RequiresCondition: !jammed && !disabled
	InfiltrateForExploration:
		Types: SpyInfiltrate
	DetectCloaked:
		Range: 10c0
		RequiresCondition: !disabled
	RenderDetectionCircle:
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
		Prerequisite: dome
		RequiresCondition: !powerdown
	ExternalCondition@JAMMED:
		Condition: jammed
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	AirstrikePower@sas:
		OrderName: SASParatroopers
		Prerequisites: ~techlevel.superlimit, ~structures.england
		Icon: paratroopers
		ChargeInterval: 5250
		Description: SAS Infiltration
		LongDesc: that's bloody disgusting mate
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: sasdropper
		QuantizedFacings: 32
		DisplayBeacon: true
		BeaconPoster: pbmbicon
		SquadSize: 1
		SquadOffset: 1792,1792,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		EndChargeSpeechNotification: SASReady
		PauseOnCondition: disabled || empdisable
	AirstrikePower@sas2:
		OrderName: SASParatroopers2
		Prerequisites: ~techlevel.supernolimit, ~structures.england
		Icon: paratroopers
		ChargeInterval: 5250
		Description: SAS Infiltration
		LongDesc: that's bloody disgusting mate
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: sasdropper
		QuantizedFacings: 32
		DisplayBeacon: true
		BeaconPoster: pbmbicon
		SquadSize: 1
		SquadOffset: 1792,1792,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		EndChargeSpeechNotification: SASReady
		AllowMultiple: true
		PauseOnCondition: disabled || empdisable
	SupportPowerChargeBar:
	RenderSprites:
		Image: dome

DOME.BOTWORKAROUND:	
	Inherits: DOME
	Tooltip:
		Name: Workaround for Bots
	RenderSprites:
		Image: dome
	Buildable:
		Prerequisites: proc, ~techlevel.core, ~structures.bot, ~structures.england, ~techlevel.supernolimit
		Description: The idea is to have bots build multiple of these in order to gain access to multiple paradrops, when techlevels permit it\nthe bots.yaml should make bots want to have one of these, but since they are always replaced by a "normal" dome, they will never have one, prompting them to build more
	Health:
		HP: 0
		NotifyAppliedDamage: false
	-Explodes:
	-WithMakeAnimation:
	-ActorLostNotification:
	-UpdatesPlayerStatistics:
	-ShakeOnDeath:
	-SoundOnDamageTransition:
	KillsSelf:
	SpawnActorOnDeath:
		Actor: dome

WEAP:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	Tooltip:
		Name: Fac Wartory
	Buildable:
		Queue: Building
		BuildPaletteOrder: 80
		Description: Veduces prohicles
		Prerequisites: proc, ~techlevel.core
	Valued:
		Cost: 2000
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 150000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	WithProductionDoorOverlay:
		Sequence: build-top
	RallyPoint:
	Exit@1:
		SpawnOffset: 213,-128,0
		ExitCell: 1,2
	Production:
		Produces: Vehicle
		PauseOnCondition: empdisable
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: vehicles.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: vehicles.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: vehicles.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: vehicles.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: vehicles.germany
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: vehicles.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: vehicles.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: vehicles.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: vehicles.ukraine
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: vehicles.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: vehicles.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: vehicles.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: vehicles.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.germany
		Prerequisite: vehicles.germany
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: vehicles.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: vehicles.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: vehicles.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: vehicles.ukraine
	PrimaryBuilding:
		PrimaryCondition: primary
	ProductionBar:
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
		Prerequisite: weap
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: vehicles.upgraded
		Types: SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	WithIdleOverlay@anitop:
		IsPlayerPalette: true
		Palette: player
		RequiresCondition: !damage && !build-incomplete
	GrantConditionOnDamageState:
		Condition: damage
	Selectable:
		Bounds: 72,48,0,0
	RenderSprites:
		Image: weap

ATEK:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x2Shape
	Tooltip:
		Name: Modern Art Sculpture
	Valued:
		Cost: 1500
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Description: what does it mean?
		Prerequisites: dome, ~structures.allies, ~techlevel.core
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	Power:
		Amount: -150
	ProvidesPrerequisite@buildingname:
		Prerequisite: atek
		RequiresCondition: !powerdown
	ProvidesPrerequisite:
		Prerequisite: techcenter
		RequiresCondition: !powerdown
	RenderSprites:
		Image: atek
	-GpsPower:

STEK:
	Inherits: ^ScienceBuilding
	Inherits@shape: ^3x2Shape
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	HitShape:
		TargetableOffsets: 420,-768,0, 420,768,0, -770,-768,0, -770,768,0
	Tooltip:
		Name: Soviet Temple of Disco
	Buildable:
		Queue: Building
		BuildPaletteOrder: 150
		Description: Provides Soviet advanced dance moves.
		Prerequisites: dome, ~structures.soviet, ~techlevel.core
	Valued:
		Cost: 1500
	Building:
		Footprint: XxX XxX ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: -150
	GrantConditionOnDamageState:
		Condition: no_disco
	WithMakeAnimation:
		Condition: no_disco
	WithIdleOverlay@disco:
		Sequence: disco
		Palette: special_rainbow
		RequiresCondition: !(no_disco || empdisable || disabled)
	AmbientSound@disco:
		SoundFiles: music/stek.aud
		RequiresCondition: !(no_disco || empdisable || disabled)
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
		Prerequisite: stek
		RequiresCondition: !powerdown
	ProvidesPrerequisite:
		Prerequisite: techcenter
		RequiresCondition: !powerdown
	RenderSprites:
		Image: stek

BARR:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 490,-470,0, 355,512,0, -355,-512,0, -630,512,0
	Tooltip:
		Name: Beer Cans
	Buildable:
		Queue: Building
		BuildPaletteOrder: 30
		Description: would you step over your own mother just to get one?
		Prerequisites: ~structures.soviet, ~techlevel.core
	Valued:
		Cost: 500
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -170,810,0
		ExitCell: 1,2
		ProductionTypes: Soldier, Infantry
	Exit@2:
		SpawnOffset: -725,640,0
		ExitCell: 0,2
		ProductionTypes: Soldier, Infantry
	Production:
		Produces: Infantry, Soldier
		PauseOnCondition: empdisable
	PrimaryBuilding:
		PrimaryCondition: primary
	ProductionBar:
	ProvidesPrerequisite:
		Prerequisite: barracks
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: infantry.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: infantry.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: infantry.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: infantry.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: infantry.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: infantry.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: infantry.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: infantry.ukraine
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
		Prerequisite: barr
	InfiltrateForSupportPower:
		Proxy: barracks.upgraded
		Types: SpyInfiltrate
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProximityExternalCondition@barracksheal:
		Condition: barracks
		ValidStances: Ally
		Range: 2c512
	WithRangeCircle:
		Range: 2c512
	RenderSprites:
		Image: barr

TENT:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
	Valued:
		Cost: 500
	Tooltip:
		Name: Camp Site
	Buildable:
		Queue: Building
		BuildPaletteOrder: 20
		Description: no littering
		Prerequisites: ~structures.allies, ~techlevel.core
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -42,810,0
		ExitCell: 1,2
		ProductionTypes: Soldier, Infantry
	Exit@2:
		SpawnOffset: -725,640,0
		ExitCell: 0,2
		ProductionTypes: Soldier, Infantry
	Production:
		Produces: Infantry, Soldier
		PauseOnCondition: empdisable
	PrimaryBuilding:
		PrimaryCondition: primary
	ProductionBar:
	ProvidesPrerequisite@barracks:
		Prerequisite: barracks
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: infantry.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: infantry.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: infantry.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: infantry.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: infantry.germany
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: infantry.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: infantry.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: infantry.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: infantry.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.germany
		Prerequisite: infantry.germany
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
		Prerequisite: tent
	InfiltrateForSupportPower:
		Proxy: barracks.upgraded
		Types: SpyInfiltrate
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProximityExternalCondition@barracksheal:
		Condition: barracks
		ValidStances: Ally
		Range: 2c512
	WithRangeCircle:
		Range: 2c512
	Selectable:
		Bounds: 48,48
	RenderSprites:
		Image: tent
	
FIX:
	Inherits: ^Building
	Valued:
		Cost: 1200
	Tooltip:
		Name: Repair Pad
	Buildable:
		Queue: Building
		BuildPaletteOrder: 100
		Description: How does it work?
		Prerequisites: weap, ~techlevel.core
	Building:
		Footprint: _=_ xxx _=_
		Dimensions: 3,3
	Selectable:
		Bounds: 68,34,0,3
		DecorationBounds: 72,48
	SelectionDecorations:
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
		HasMinibib: Yes
	Reservable:
	RallyPoint:
	RepairsUnits:
		HpPerStep: 1000
		Interval: 5
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
		PauseOnCondition: empdisable
	WithResupplyAnimation:
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
		Prerequisite: fix
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -683
			BottomRight: 1536, 853
	HitShape@TOPANDBOTTOM:
		TargetableOffsets: 840,0,0, -1060,0,0
		Type: Rectangle
			TopLeft: -640, -768
			BottomRight: 640, 1024
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		Image: fix

MSLO:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x1Shape
	Valued:
		Cost: 3000
	Tooltip:
		Name: Tactical Nuke Home Defense Supplement
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 140
		Prerequisites: stek, ~techlevel.superlimit, ~structures.soviet
		BuildLimit: 9000
		Description: HI BILLY MAYS HERE TODAY WITH THE NEWEST TOPOTHELINE HOME DEFENCE SYSTEM\nMaximum 9000 can be built (you only get one NOOK total, though).\n  Special Ability: NOOK
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 5c0
		RequiresCondition: !disabled
	NukePower:
		PauseOnCondition: disabled || empdisable
		Cursor: nuke
		Icon: abomb
		ChargeInterval: 9000
		Description: NOOK
		LongDesc: are you feeling it now, mr. crabs?
		BeginChargeSpeechNotification: AbombPrepping
		EndChargeSpeechNotification: AbombReady
		SelectTargetSpeechNotification: SpecialTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		IncomingSpeechNotification: AbombLaunchDetected
		LaunchSound: sounds/chariotsoffire.aud
		IncomingSound: sounds/chariotsoffire.aud
		MissileWeapon: nook
		MissileDelay: 5
		FlightDelay: 1415
		FlightVelocity: 0c64
		SpawnOffset: 1c0,427,0
		CameraRemoveDelay: 50
		DisplayTimerStances: Ally, Neutral, Enemy
		DisplayBeacon: True
		DisplayRadarPing: True
		BeaconPoster: atomicon
		FlashType: Nuke
		CameraRange: 10c0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
	SupportPowerChargeBar:
	Power:
		Amount: -150
	MustBeDestroyed:
		RequiredForShortGame: false
	WithNukeLaunchAnimation:
	RenderSprites:
		Image: mslo
MSLO.Allies:
	Inherits: MSLO
	Tooltip:
		Name: Car-Sharing Agency
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 141
		Prerequisites: atek, ~techlevel.superlimit, ~structures.allies
		Description: Maximum 9000 can be built (you only get one Cartaclysm total, though).\n  Special Ability: Cartaclysm
	-NukePower:
	SpawnActorPower:
		PauseOnCondition: disabled || empdisable
		Description: Cartaclysm
		LongDesc: best pun evur
		Icon: cartaclysm
		IconPalette: td_temperat
		Cursor: nuke
		ChargeInterval: 9000
		Actor: cataclysmspawner
		EndChargeSpeechNotification: CarReady
		SelectTargetSpeechNotification: SpecialTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		DisplayTimerStances: Ally, Neutral, Enemy
		LaunchSound:
		IncomingSound:
		OrderName: CataclysmPowerInfoOrder
	SupportPowerChargeBar:

MSLO.APOC:
	Inherits: MSLO
	Buildable:
		Prerequisites: stek, ~structures.soviet, ~techlevel.supernolimit
		Description: You get as many NOOKs as you have silos
	NukePower:
		AllowMultiple: true

MSLO.Allies.APOC:
	Inherits: MSLO.Allies
	Buildable:
		Prerequisites: atek, ~structures.allies, ~techlevel.supernolimit
		Description: You get as many Cartaclysms as you have silos
	SpawnActorPower:
		AllowMultiple: true

IRON:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x1Shape
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 130
		Prerequisites: stek, ~structures.soviet, ~techlevel.superlimit
		BuildLimit: 9000
		Description: CAUSES YOUR CAPSLOCK BUTTON TO GET STUCK IN YOUR KEYBOARD
	Valued:
		Cost: 1500
	Tooltip:
		Name: Catalyst of ANGER
	Building:
		Footprint: xx
		Dimensions: 2,1
	Selectable:
		Bounds: 48,28,0,2
		DecorationBounds: 50,50,0,-12
	SelectionDecorations:
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 5c0
		RequiresCondition: !disabled
	WithBuildingBib:
		HasMinibib: Yes
	GrantExternalConditionPower@IRONCURTAIN:
		OrderName: IronCurtain
		PauseOnCondition: disabled
		Icon: invuln
		ChargeInterval: 3000
		Description: ANGER
		LongDesc: Makes a group of units REALLY ANGRY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA\nfor 12 seconds.
		Duration: 350
		SelectTargetSpeechNotification: SelectTarget
		SelectTargetSound: sounds/notifications/redykids.aud
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: 
		EndChargeSpeechNotification: IronCurtainReady
		DisplayRadarPing: True
		Condition: invulnerability
		OnFireSound: sounds/notifications/AAAAAAAA.aud
	SupportPowerChargeBar:
	Power:
		Amount: -200
	MustBeDestroyed:
		RequiredForShortGame: false
	RenderSprites:
		Image: iron

IRON.APOC:
	Inherits: IRON
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 130
		Prerequisites: stek, ~structures.soviet, ~techlevel.supernolimit
	GrantExternalConditionPower@IRONCURTAIN:
		AllowMultiple: true

SILO:
	Inherits: ^Building
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 35
		Description: indeed
		Prerequisites: proc, ~techlevel.core
	Valued:
		Cost: 150
	ProvidesPrerequisite@buildingname:
		Prerequisite: silo
	RequiresBuildableArea:
		AreaTypes: building, silo
	GivesBuildableArea:
		AreaTypes: silo
	Tooltip:
		Name: Ah yes, the most useful building ever
		RequiresCondition: !built
	Tooltip@built:
		Name: Cy-Low
		RequiresCondition: built
	GrantCondition@built:
		Condition: built
	SeedsResource:
		Interval: 250
	Health:
		HP: 30000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
		HasMinibib: Yes
	StoresResources:
		PipCount: 5
		Capacity: 3000
	-SpawnActorsOnSell:
	WithSpriteBody:
	-WithResourceLevelSpriteBody:
	Power:
		Amount: -10
	Explodes:
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode
	ThrowsShrapnel@Excusemesirwerefromthespampreventionagency:
		Weapons: Silo.Explosion
		Pieces: 2,4
		Range: 0c512, 1c512
	ThrowsShrapnel@spammingisacrimethatnotonlyharmsyourselfbutalsoyourfamilyandfriends:
		Weapons: Silo.Explosion
		Pieces: 3,6
		Range: 1c512, 2c512
	ThrowsShrapnel@pleasereportanyspammingtoyourfriendlyneighbourhoodofficers:
		Weapons: Silo.Explosion
		Pieces: 5,10
		Range: 2c512, 3c512
	SpawnActorOnDeath@Panzer:
		Probability: 5
	RenderSprites:
		Image: silo

PDOX:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x2Shape
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: atek, ~structures.allies, ~techlevel.superlimit
		BuildLimit: 9000
		Description: Ask your parents before you call.\nRequires power to operate.\nMaximum 9000 can be built.\n  Special Ability: Chronoshift
	Valued:
		Cost: 1500
	Tooltip:
		Name: Oversized Telephone
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 5c0
		RequiresCondition: !disabled
	WithBuildingBib:
		HasMinibib: Yes
	-ChronoshiftPower@chronoshift:
	-ChronoshiftPower@advancedchronoshift:
	ParatroopersPower@enterprise:
		OrderName: Leaveprise
		PauseOnCondition: disabled
		Prerequisites:  
		Icon: chrono
		ChargeInterval: 4500
		Description: Beam Me Harder, Scotty
		LongDesc: STOP PRANK CALLING ME, I HAVE BACKTRACED YOUR PHONE YOU PIECE OF SHIT
		UnitType: beamplane
		DropItems: redshirt,redshirt,redshirt,redshirt,redshirt,redshirt
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: ChronosphereCharging
		EndChargeSpeechNotification: ChronosphereReady
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		SquadSize: 3
	SupportPowerChargeBar:
	Power:
		Amount: -200
	MustBeDestroyed:
		RequiredForShortGame: false
	RenderSprites:
		Image: pdox

PDOX.APOC:
	Inherits: PDOX
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 130
		Prerequisites: atek, ~structures.allies, ~techlevel.supernolimit
	ParatroopersPower@enterprise:
		AllowMultiple: true

SYRD:
	Inherits: ^Building
	InfiltrateForSupportPower:
		Proxy: powerproxy.sonarpulse
		Types: SpyInfiltrate
	Buildable:
		Queue: Building
		BuildPaletteOrder: 40
		Prerequisites: ~structures.allies, ~techlevel.core
		Description: where all the ships drink milkshakes
	Valued:
		Cost: 1000
	Tooltip:
		Name: Naval Yard
	Targetable:
		TargetTypes: Ground, Water, Structure, WaterStructure, C4, DetonateAttack, SpyInfiltrate
	Building:
		Footprint: XXX xxx XXX
		Dimensions: 3,3
		TerrainTypes: Clear, Road, Water, Rough, Beach
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 3
	GivesBuildableArea:
		AreaTypes: building
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		SpawnOffset: -1024,1024,0
		Facing: 160
		ExitCell: 0,2
		ProductionTypes: Ship, Boat
	Exit@2:
		SpawnOffset: 1024,1024,0
		Facing: 224
		ExitCell: 2,2
		ProductionTypes: Ship, Boat
	Exit@3:
		SpawnOffset: -1024,-1024,0
		Facing: 96
		ExitCell: 0,0
		ProductionTypes: Ship, Boat
	Exit@4:
		SpawnOffset: 1024,-1024,0
		Facing: 32
		ExitCell: 2,0
		ProductionTypes: Ship, Boat
	Production:
		Produces: Ship, Boat
		PauseOnCondition: empdisable
	PrimaryBuilding:
		PrimaryCondition: primary
	-SpawnActorsOnSell:
	RepairsUnits:
		HpPerStep: 1000
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	RallyPoint:
	ProductionBar:
	Power:
		Amount: -30
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: ships.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: ships.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: ships.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: ships.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: ships.germany
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: ships.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: ships.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: ships.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: ships.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.germany
		Prerequisite: ships.germany
	ProvidesPrerequisite@buildingname:
		Prerequisite: syrd
	MapEditorData:
		ExcludeTilesets: INTERIOR
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	HitShape:
		TargetableOffsets: 768,0,0, 768,-1024,0, 768,1024,0
		Type: Rectangle
			TopLeft: -1536, -1152
			BottomRight: 1536, 598
	HitShape@BOTTOM:
		TargetableOffsets: -768,0,0
		Type: Rectangle
			TopLeft: -512, 598
			BottomRight: 512, 1110
	ProvidesPrerequisite@ships:
		Prerequisite: navalproduction
	RenderSprites:
		Image: syrd

SPEN:
	Inherits: ^Building
	InfiltrateForSupportPower:
		Proxy: powerproxy.sonarpulse
		Types: SpyInfiltrate
	Valued:
		Cost: 800
	Tooltip:
		Name: Sub Pen #fucking pencil supremacists (pencists?)
	Buildable:
		Queue: Building
		BuildPaletteOrder: 50
		Prerequisites: ~structures.soviet, ~techlevel.core
		Description: how're you going to write with it?
	Targetable:
		TargetTypes: Ground, Water, Structure, WaterStructure, C4, DetonateAttack, SpyInfiltrate
	Building:
		Footprint: XXX xxx XXX
		Dimensions: 3,3
		TerrainTypes: Clear, Road, Water, Rough, Beach
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 3
	GivesBuildableArea:
		AreaTypes: building
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		SpawnOffset: 0,-213,0
		Facing: 96
		ExitCell: -1,2
		ProductionTypes: Submarine
	Exit@2:
		SpawnOffset: 0,-213,0
		Facing: 160
		ExitCell: 3,2
		ProductionTypes: Submarine
	Exit@3:
		SpawnOffset: 0,0,0
		Facing: 32
		ExitCell: 0,0
		ProductionTypes: Submarine
	Exit@4:
		SpawnOffset: 0,0,0
		Facing: 224
		ExitCell: 2,0
		ProductionTypes: Submarine
	Exit@b1:
		SpawnOffset: -1024,1024,0
		Facing: 160
		ExitCell: 0,2
		ProductionTypes: Ship
	Exit@b2:
		SpawnOffset: 1024,1024,0
		Facing: 224
		ExitCell: 2,2
		ProductionTypes: Ship
	Exit@b3:
		SpawnOffset: -1024,-1024,0
		Facing: 96
		ExitCell: 0,0
		ProductionTypes: Ship
	Exit@b4:
		SpawnOffset: 1024,-1024,0
		Facing: 32
		ExitCell: 2,0
		ProductionTypes: Ship
	Production:
		Produces: Ship, Submarine
		PauseOnCondition: empdisable
	PrimaryBuilding:
		PrimaryCondition: primary
	-SpawnActorsOnSell:
	RepairsUnits:
		HpPerStep: 1000
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	RallyPoint:
	ProductionBar:
	Power:
		Amount: -30
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: ships.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: ships.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: ships.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: ships.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: ships.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: ships.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: ships.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: ships.ukraine
	ProvidesPrerequisite@buildingname:
		Prerequisite: spen
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -598
			BottomRight: 1536, 598
	HitShape@TOPANDBOTTOM:
		TargetableOffsets: 811,0,0, -811,0,0
		Type: Rectangle
			TopLeft: -555, -1110
			BottomRight: 555, 1110
	ProvidesPrerequisite@ships:
		Prerequisite: navalproduction
	RenderSprites:
		Image: spen

HPAD:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
	Valued:
		Cost: 1000
	Tooltip:
		Name: Natural Helicopter Habitat
	Buildable:
		Queue: Building
		BuildPaletteOrder: 120
		Prerequisites: dome, ~techlevel.core
		Description: crikey
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	Exit@1:
		SpawnOffset: 0,-256,0
		ExitCell: 0,0
		MoveIntoWorld: false
		Facing: 224
	RallyPoint:
	Production:
		Produces: Aircraft, Helicopter
		PauseOnCondition: empdisable
	Reservable:
	ProductionBar:
	PrimaryBuilding:
		PrimaryCondition: primary
	Power:
		Amount: -20
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: aircraft.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: aircraft.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: aircraft.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: aircraft.germany
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: aircraft.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: aircraft.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: aircraft.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.germany
		Prerequisite: aircraft.germany
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: aircraft.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: aircraft.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: aircraft.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: aircraft.ukraine
	ProvidesPrerequisite@air:
		Prerequisite: airproduction
	ProvidesPrerequisite@buildingname:
		Prerequisite: hpad
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	WithResupplyAnimation:
	RepairsUnits:
		HpPerStep: 500
		Interval: 25
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		Image: hpad

AFLD:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 420,0,0, 420,-1024,0, 420,1024,0, -777,0,0, -777,-1024,0, -777,1024,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 130
		Prerequisites: dome, ~techlevel.core
		Description: most advanced piece of infrastructure in all of europe!
	Valued:
		Cost: 1200
	Tooltip:
		Name: The only piece of asphalt road to ever exist in RA
		RequiresCondition: !built
	Tooltip@built:
		Name: Alföld
		RequiresCondition: built
	GrantCondition@built:
		Condition: built
	Selectable:
		Class: afld
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		ExitCell: 1,1
		Facing: 192
		MoveIntoWorld: false
	RallyPoint:
	Production:
		Produces: Aircraft, Plane
		PauseOnCondition: empdisable
	Reservable:
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: aircraft.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: aircraft.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: aircraft.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: aircraft.germany
	ProvidesPrerequisite@alliedstructure:
		RequiresPrerequisites: structures.allies
		Prerequisite: aircraft.allies
	ProvidesPrerequisite@alliedvanillastructure:
		RequiresPrerequisites: structures.alliesvanilla
		Prerequisite: aircraft.alliesvanilla
	ProvidesPrerequisite@englishstructure:
		RequiresPrerequisites: structures.england
		Prerequisite: aircraft.england
	ProvidesPrerequisite@frenchstructure:
		RequiresPrerequisites: structures.france
		Prerequisite: aircraft.france
	ProvidesPrerequisite@germanstructure:
		RequiresPrerequisites: structures.germany
		Prerequisite: aircraft.germany
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: aircraft.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: aircraft.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: aircraft.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: aircraft.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: aircraft.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: aircraft.ukraine
	-AirstrikePower@spyplane:
	-ParatroopersPower@paratroopers:
	-AirstrikePower@parabombs:
	ProductionBar:
	SupportPowerChargeBar:
	PrimaryBuilding:
		PrimaryCondition: primary
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
		Prerequisite: afld
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		ReferencePoint: Top
		ZOffset: 256
		RequiresCondition: primary
	WithResupplyAnimation:
	ProvidesPrerequisite@air:
		Prerequisite: airproduction
	RepairsUnits:
		HpPerStep: 500
		Interval: 25
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		Image: afld

AFLD.Ukraine:
	-Buildable:

MINAFLD:
	Inherits: ^Building
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -1024
			BottomRight: 512, 1024
	Power:
		Amount: -5
	HitShape:
		UseTargetableCellsOffsets: false
	Buildable:
		Queue: Building
		BuildPaletteOrder: 131
		Prerequisites: afld, ~techlevel.core
		Description: breaking news: eating apples gives you space-aids
	Valued:
		Cost: 400
	Tooltip:
		Name: Low-Carb Airfield
	Selectable:
		Class: afld
	Building:
		Footprint: x x
		Dimensions: 1,2
	Health:
		HP: 50000
	Armor:
		Type: Wood
	WithResupplyAnimation:
	RepairsUnits:
		HpPerStep: 500
		Interval: 25
		FinishRepairingNotification: UnitRepaired
		PlayerExperience: 15
	RallyPoint:
	Reservable:

FACT:
	Inherits: ^Building
	Building:
		Footprint: xxX xxx XxX ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
		UndeploySounds: sounds/trans2.aud
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~debug
		Description: nice debug mode you got there
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany
		Prerequisite: structures.allies
	ProvidesPrerequisite@alliesvanilla:
		Factions: allies
		Prerequisite: structures.alliesvanilla
	ProvidesPrerequisite@england:
		Factions: england
		Prerequisite: structures.england
	ProvidesPrerequisite@france:
		Factions: france
		Prerequisite: structures.france
	ProvidesPrerequisite@germany:
		Factions: germany
		Prerequisite: structures.germany
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: structures.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: structures.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: structures.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: structures.ukraine
	Health:
		HP: 150000
	Armor:
		Type: Wood
	Armor@Conyard:
		Type: Conyard
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	Production:
		Produces: Building,Defense
	Valued:
		Cost: 3000
	Tooltip:
		Name: IKEA
	CustomSellValue:
		Value: 3000
	SpawnActorsOnSell:
		ActorTypes: e1.neutral,e1.neutral,e1.neutral,tecn,tecn,e6
	BaseBuilding:
	Transforms:
		IntoActor: mcv
		Offset: 1,1
		Facing: 96
		RequiresCondition: factundeploy
	GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
		Condition: factundeploy
		Prerequisites: global-factundeploy
	ProductionBar@Building:
		ProductionType: Building
	ProductionBar@Defense:
		ProductionType: Defense
		Color: 8A8A8A
	BaseProvider:
		Range: 16c0
	WithBuildingPlacedAnimation:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
		Prerequisite: fact
	HitShape:
		TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536
	Sellable:
		SellSounds: sounds/trans2.aud
	Power:
		Amount: 50
	ProximityExternalCondition@base:
		Condition: conyard
		ValidStances: Ally, Neutral, Enemy
		Range: 16c0
	ProximityExternalCondition@glitchprotection:
		Condition: glitch_neutralizer
		ValidStances: Ally, Neutral, Enemy
		Range: 6c0
	GrantConditionOnBotOwner@botbuildings:
		Condition: structures.bot
		Bots: rush, normal, naval, turtle, nobonus
	ProvidesPrerequisite@bot:
		Prerequisite: structures.bot
		RequiresCondition: structures.bot
		ResetOnOwnerChange: True
	RenderSprites:
		Image: fact

PROC:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 60
		Prerequisites: fact, ~techlevel.core
		Description: santa not included
	Valued:
		Cost: 1400
	Tooltip:
		Name: Santa's Workshop
	Building:
		Footprint: _X_ xxx X== ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 72,50,0,12
		DecorationBounds: 72,70,0,-2
	SelectionDecorations:
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	Health:
		HP: 90000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	Refinery:
		DockAngle: 64
		DockOffset: 1,2
	StoresResources:
		PipCount: 17
		Capacity: 2000
	DrawLineToTarget:
	CustomSellValue:
		Value: 600
	FreeActor:
		Actor: HARV
		SpawnOffset: 1,2
		Facing: 64
	InfiltrateForCash:
		Percentage: 50
		Types: SpyInfiltrate
		Notification: CreditsStolen
	-WithIdleOverlay@TOP:#For what purpose? Seems to work fine without this
		Sequence: idle-top
	Power:
		Amount: -30
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
		Prerequisite: proc
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 598
	HitShape@TOP:
		TargetableOffsets: 1680,0,0
		Type: Rectangle
			TopLeft: -512, -1536
			BottomRight: 512, -512
	HitShape@BOTTOMLEFT:
		TargetableOffsets: -1260,-1024,0
		Type: Rectangle
			TopLeft: -1536, 598
			BottomRight: -512, 1280
	RenderSprites:
		Image: proc

POWR:
	Inherits: ^Building
	Inherits@POWER_OUTAGE: ^DisabledByPowerOutage
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 640,-384,0, 640,512,0, -710,-512,0, -710,512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 10
		Description: fake nuu~s D:
		Prerequisites: fact, ~techlevel.core
	Valued:
		Cost: 300
	Tooltip:
		Name: Climate Changer
	ProvidesPrerequisite:
		Prerequisite: anypower
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 40000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: 100
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	ScalePowerWithHealth:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	GrantConditionOnDamageState:
		Condition: no_smoke
	WithMakeAnimation:
		Condition: no_smoke
	LeavesTrails@smoke:
		Image: smoke_moving
		Sequences: fast_smoke1, fast_smoke2, fast_smoke3, fast_smoke4, fast_smoke5, fast_smoke6
		Type: CenterPosition
		Palette: special_red_a3
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: true
		StationaryInterval: 7
		StartDelay: 4
		MovingInterval: 5
		SpawnAtLastPosition: false
		Offsets: -650,-400,1024, 400,100,1024
		RequiresCondition: !no_smoke
	RenderSprites:
		Image: powr

APWR:
	Inherits: ^Building
	Inherits@POWER_OUTAGE: ^DisabledByPowerOutage
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: -355,-1024,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 110
		Prerequisites: techcenter, ~techlevel.core
		Description: noitpircseD
	Valued:
		Cost: 500
	Tooltip:
		Name: Free Energy Device
	ProvidesPrerequisite:
		Prerequisite: anypower
	Building:
		Footprint: xxx Xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 72,48
		DecorationBounds: 72,68,0,-10
	SelectionDecorations:
	Health:
		HP: 70000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: 200
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	ScalePowerWithHealth:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		Image: apwr

PBOX:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	-Cargo:
	-AttackGarrisoned:
	Tooltip:
		Name: Tower of Babel
		RequiresCondition: !damaged
	Tooltip@damage:
		Name: Tower of Pisa
		RequiresCondition: damaged
	GrantConditionOnDamageState@pisa:
		Condition: damaged
		ValidDamageStates: Heavy, Critical
	Building:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 40
		Prerequisites: tent, ~structures.allies, ~techlevel.core
		Description: Euphoric
	Valued:
		Cost: 600
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 9c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: Yes
	Turreted:
		TurnSpeed: 255
	Armament:
		Weapon: ConversionRay
		LocalOffset: 0,0,512
		RequiresCondition: !damaged
	Armament@damage:
		Weapon: PizzaRayAlt
		LocalOffset: 0,0,512
		RequiresCondition: damaged
	AttackTurreted:
		PauseOnCondition: empdisable
	RenderRangeCircle:
		FallbackRange: 6c0
	Power:
		Amount: -20
	DetectCloaked:
		Range: 6c0
		CloakTypes: Cloak, Underwater
	RenderSprites:
		Image: pbox
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false

HBOX:
	-Buildable:

GAP:
	-Buildable:

GUN:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 70
		Prerequisites: tent, ~structures.allies, ~techlevel.core
		Description: stops the meanies being nasty
	Valued:
		Cost: 900
	Tooltip:
		Name: Cannon Turret of Love and Friendship
	Building:
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 9c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: Yes
	Turreted:
		TurnSpeed: 12
		InitialFacing: 56
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: HeartGun
		LocalOffset: 512,0,112
		MuzzleSequence: muzzle
	AttackTurreted:
		PauseOnCondition: empdisable
	WithMuzzleOverlay:
	Power:
		Amount: -40
	DetectCloaked:
		Range: 6c0
		CloakTypes: Cloak, Underwater
	BodyOrientation:
		UseClassicFacingFudge: True
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	WithAttackAnimation:#Why is this not in the core game?
		Sequence: recoil
		Delay: 1
		DelayRelativeTo: Attack
	RenderSprites:
		Image: gun

TSLA:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAll
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 80
		Prerequisites: stek, ~structures.soviet, ~techlevel.core
		Description: King of the dance floor
	Valued:
		Cost: 1250
	Tooltip:
		Name: Hoop Master
	Selectable:
		Bounds: 24,24
		DecorationBounds: 24,40,0,-8
	SelectionDecorations:
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	WithBuildingBib:
		HasMinibib: Yes
	WithTeslaChargeAnimation:
	Armament:
		Weapon: PsiEmitter
		LocalOffset: 0,0,896
		MuzzleSequence: muzzle
		MuzzlePalette: special_red
	Armament@1:
		Weapon: PsiEmitter.AA
		LocalOffset: 0,0,896
		MuzzleSequence: muzzle
		MuzzlePalette: special_red
	AttackTesla:
		PauseOnCondition: disabled
		ChargeAudio: tslachg2.aud
		MaxCharges: 1
		ReloadDelay: 65
	Power:
		Amount: -100
	DetectCloaked:
		Range: 6c0
		CloakTypes: Cloak, Underwater
		RequiresCondition: !disabled
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	WithMuzzleOverlay:
	AutoTargetPriority@DEFAULT:
		InvalidTargets: NoAutoTarget, WaterStructure, Demon
	AutoTargetPriority@ATTACKANYTHING:
		InvalidTargets: NoAutoTarget, Demon
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, Demon
	RenderSprites:
		Image: tsla

FTUR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 60
		Prerequisites: barr, ~structures.soviet, ~techlevel.core
		Description: expanded clips
	Valued:
		Cost: 800
	Tooltip:
		Name: Burstfirer
	Building:
	Health:
		HP: 80000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 9c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: Yes
	Turreted:
		TurnSpeed: 255
		Offset: 0,0,112
	Armament:
		Weapon: FireballLauncher
		LocalOffset: 512,0,0
	Armament@1:
		Weapon: FireballLauncher.1
		LocalOffset: 512,0,0
	Armament@2:
		Weapon: FireballLauncher.2
		LocalOffset: 512,0,0
	Armament@3:
		Weapon: FireballLauncher.3
		LocalOffset: 512,0,0
	Armament@4:
		Weapon: FireballLauncher.4
		LocalOffset: 512,0,0
	Armament@5:
		Weapon: FireballLauncher.5
		LocalOffset: 512,0,0
	Armament@6:
		Weapon: FireballLauncher.6
		LocalOffset: 512,0,0
	Armament@7:
		Weapon: FireballLauncher.7
		LocalOffset: 512,0,0
	AttackTurreted:
		PauseOnCondition: empdisable
	-QuantizeFacingsFromSequence:
	BodyOrientation:
		QuantizedFacings: 8
	Power:
		Amount: -20
	DetectCloaked:
		Range: 6c0
		CloakTypes: Cloak, Underwater
	RenderDetectionCircle:
	Explodes:
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		Image: ftur
			
SAM:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAir
	Inherits@shape: ^2x1Shape
	HitShape:
		Type: Rectangle
			TopLeft: -768,-512
			BottomRight: 768,512
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 100
		Prerequisites: dome, ~structures.soviet, ~techlevel.core
		Description: AA Migs
	Valued:
		Cost: 1000
	Tooltip:
		Name: Sams Lawnchair
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 12c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: Yes
	Turreted:
		TurnSpeed: 30
		InitialFacing: 0
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: Adidas
		LocalOffset: 0,0,320
		MuzzleSequence: muzzle
	AttackTurreted:
		PauseOnCondition: disabled
	WithMuzzleOverlay:
	RenderRangeCircle:
		RangeCircleType: aa
	Power:
		Amount: -40
	BodyOrientation:
		UseClassicFacingFudge: True
	RenderSprites:
		Image: sam

AGUN:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAir
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 90
		Prerequisites: dome, ~structures.allies, ~techlevel.core
		Description: bawomm hweh-ting
	RevealsShroud:
		Range: 10c0
	Valued:
		Cost: 1000
	Tooltip:
		Name: FLAK Cannon
	Selectable:
		Bounds: 24,24
		DecorationBounds: 24,32,0,-4
	SelectionDecorations:
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: Yes
	Turreted:
		TurnSpeed: 15
		InitialFacing: 224
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	WithMuzzleOverlay:
	Power:
		Amount: -50
	BodyOrientation:
		UseClassicFacingFudge: True
	Armament:
		Weapon: FLAKCannon
		LocalOffset: 520,100,450, 520,-150,450
		MuzzleSequence: muzzle
		Name: primary
	Armament@Pellet1:
		Weapon: FLAKCannon.Pellet
		Name: primary1
	Armament@Pellet2:
		Weapon: FLAKCannon.Pellet
		Name: primary1
	Armament@Pellet3:
		Weapon: FLAKCannon.Pellet
		Name: primary1
	Armament@Pellet4:
		Weapon: FLAKCannon.Pellet
		Name: primary1
	Armament@Pellet5:
		Weapon: FLAKCannon.Pellet
		Name: primary1
	Armament@Pellet6:
		Weapon: FLAKCannon.Pellet
		Name: primary1
	RenderRangeCircle:
		RangeCircleType: aa
	WithAttackAnimation:#Why is this not in the core game?
		Sequence: recoil
		Delay: 1
		DelayRelativeTo: Attack
		Armament: primary
	AttackTurreted:
		PauseOnCondition: disabled
		Armaments: primary, primary1
	RenderSprites:
		Image: agun

SBAG:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 10
		Prerequisites: fact, ~techlevel.core
		Description: Infantry and light stop vehicles.\n Tanks be crushed by cans.
	Valued:
		Cost: 10
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Bagsand Wall
	Health:
		HP: 15000
	Armor:
		Type: Wood
	LineBuild:
		Range: 8
		NodeTypes: sandbag
	LineBuildNode:
		Types: sandbag
	WithWallSpriteBody:
		Type: sandbag
	RenderSprites:
		Image: sbag

CYCL:
	Inherits: ^Wall
	Inherits@AUTOTARGET: ^AutoTargetGround
	Tooltip:
		Name: Electric Fence
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 11
		Prerequisites: anypower, ~techlevel.core
		Description: Every time you touch,\nyou get this BRRRZZZRT
		IconPalette: td_temperat
	Armor:
		Type: Wood
	Valued:
		Cost: 250
	CustomSellValue:
		Value: 0
	LineBuild:
		NodeTypes: chain
	Health:
		HP: 15000
	LineBuildNode:
		Types: chain
	WithWallSpriteBody:
		Type: chain
	RevealsShroud:
		Range: 3c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 3c0
	DetectCloaked:
		Range: 1c0
	Turreted:
		TurnSpeed: 255
	Armament:
		Weapon: EFenceWeapon
	AttackTurreted:
	Explodes:
		Weapon: EFenceExplosion
		EmptyWeapon: EFenceExplosion
	RenderSprites:
		Image: cycl
FENC:
	-Buildable:
BRIK:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 12
		Description: Make the Tiberian Dawn players pay for it
		Prerequisites: barracks, ~techlevel.core, ~!structures.france
	Valued:
		Cost: 200
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Wall
	SoundOnDamageTransition:
		DamagedSounds: crmble2.aud
		DestroyedSounds: kaboom30.aud
	Health:
		HP: 50000
	Armor:
		Type: Concrete
	SelfHealing:
		Step: 0
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 100
		DamageCooldown: 250
	Crushable:
		CrushClasses: heavywall
	BlocksProjectiles:
	LineBuild:
		Range: 8
		NodeTypes: concrete
	LineBuildNode:
		Types: concrete
	WithWallSpriteBody:
		Type: concrete
	RenderSprites:
		Image: brik

BAGUETTE:
	Inherits: BRIK
	RenderSprites:
		Image: baguette
		Palette: special_red
	Building:
		Footprint: x
	LineBuild:
		Range: 8
		NodeTypes: baguette
	LineBuildNode:
		Types: baguette
	Tooltip:
		Name: Baguette
	Buildable:
		BuildPaletteOrder: 13
		Description: Omelette du fromage
		Prerequisites: barracks, ~techlevel.core, ~structures.france
	SelfHealing:
		Step: 0
		PercentageStep: 1
		Delay: 25
		HealIfBelow: 100
		DamageCooldown: 250
	ProximityExternalCondition@Baguette:
		Condition: baguette
		ValidStances: Ally
		Range: 3c0

DLC:	#This thing is never actually supposed to be built without debug mode
	Inherits: ^Building
	Valued:
		Cost: 7500
	Buildable:
		Queue: Building
		BuildPaletteOrder: 9999
		Prerequisites: dlcprereq
		Description: Please purchase the\n"Attack of the Nazi Space Vampires" DLC\nto access this unit
	Tooltip:
		Name: Hitlerbot
		RequiresCondition: !built
	Tooltip@built:
		Name: Le "you got le epic troled xDDDDD" meme
		RequiresCondition: built
	GrantCondition@built:
		Condition: built
	-GivesBuildableArea:
	Health:
		HP: 30000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	-SpawnActorsOnSell:
	Explodes:
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode

DLCPREREQ:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: the "Nazi Space Vampire" Faction
	Buildable:
		Description: Please purchase the\n"Attack of the Nazi Space Vampires" DLC\n to access this unit

NAVALPRODUCTION:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: Naval Production
	Buildable:
		Description: Naval Production

AIRPRODUCTION:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: Aircraft Production
	Buildable:
		Description: Aircraft Production

CLONER.INF:
	Inherits: ^ScienceBuilding
	Inherits@shape: ^2x2Shape
	RenderSprites:
		Image: cloner
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: techcenter, barracks, ~techlevel.clonenolimit
		Description: notice: this building (and all other cloners) may not work without having a normal production (in this case barracks) building set to primary
		Icon: icon-inf
	Valued:
		Cost: 5000
	Tooltip:
		Name: Infantry Cloner
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 100000
	Production:
		Produces: Infantry, Soldier
	ClonesProducedUnits:
		CloneableTypes: Infantry, Soldier
	Exit:
		ExitCell: 0,2
		SpawnOffset: -512,768,0
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 5c0
		RequiresCondition: !disabled
	WithBuildingBib:
	Power:
		Amount: -250
	MustBeDestroyed:
		RequiredForShortGame: false
	ProvidesPrerequisite@buildingname:
	RallyPoint:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
		
CLONER.INF.TOT:
	Inherits: CLONER.INF
	Buildable:
		Prerequisites: techcenter, barracks, ~techlevel.clonetotal, !anycloner
	ProvidesPrerequisite@anycloner:
		Prerequisite: anycloner
		
CLONER.INF.EACH:
	Inherits: CLONER.INF
	Buildable:
		Prerequisites: techcenter, barracks, ~techlevel.cloneeach
		BuildLimit: 1
	
CLONER.VEH:
	Inherits: CLONER.INF
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: techcenter, weap, ~techlevel.clonenolimit
		Description: \n\n\n\n\n\n\n\n\n\n
		Icon: icon-veh
	Valued:
		Cost: 6000
	Tooltip:
		Name: Vehicle Cloner
	Health:
		HP: 100000
	Production:
		Produces: Vehicle
	ClonesProducedUnits:
		CloneableTypes: Vehicle
	Exit:
		ExitCell: 1,1
	WithBuildingBib:
	Power:
		Amount: -300
		
CLONER.VEH.TOT:
	Inherits: CLONER.VEH
	Buildable:
		Prerequisites: techcenter, weap, ~techlevel.clonetotal, !anycloner
	ProvidesPrerequisite@anycloner:
		Prerequisite: anycloner
		
CLONER.VEH.EACH:
	Inherits: CLONER.VEH
	Buildable:
		Prerequisites: techcenter, weap, ~techlevel.cloneeach
		BuildLimit: 1
		
CLONER.SHIP:
	Inherits: CLONER.INF
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: techcenter, navalproduction, ~techlevel.clonenolimit
		Description:   \n\n\n\n\n\n\n\n\n\n
		Icon: icon-nav
	Valued:
		Cost: 5000
	Tooltip:
		Name: Ship Cloner
	Production:
		Produces: Ship
	ClonesProducedUnits:
		CloneableTypes: Ship
	Exit:
		ExitCell: 1,1
	Power:
		Amount: -250
		
CLONER.SHIP.TOT:
	Inherits: CLONER.SHIP
	Buildable:
		Prerequisites: techcenter, navalproduction, ~techlevel.clonetotal, !anycloner
	ProvidesPrerequisite@anycloner:
		Prerequisite: anycloner
		
CLONER.SHIP.EACH:
	Inherits: CLONER.SHIP
	Buildable:
		Prerequisites: techcenter, navalproduction, ~techlevel.cloneeach
		BuildLimit: 1
		
CLONER.AIR:
	Inherits: CLONER.INF
	RenderSprites:
		Image: cloner
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: techcenter, airproduction, ~techlevel.clonenolimit
		Description:   \n\n\n\n\n\n\n\n\n\n
		Icon: icon-air
	Valued:
		Cost: 6000
	Tooltip:
		Name: Aircraft Cloner
	Production:
		Produces: Aircraft
	ClonesProducedUnits:
		CloneableTypes: Aircraft
	Exit:
		ExitCell: 1,1
	Power:
		Amount: -300
		
CLONER.AIR.TOT:
	Inherits: CLONER.AIR
	Buildable:
		Prerequisites: techcenter, airproduction, ~techlevel.clonetotal, !anycloner
	ProvidesPrerequisite@anycloner:
		Prerequisite: anycloner
		
CLONER.AIR.EACH:
	Inherits: CLONER.AIR
	Buildable:
		Prerequisites: techcenter, airproduction, ~techlevel.cloneeach
		BuildLimit: 1
	
ANYCLONER:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: Any other Cloner
	Buildable:
		Description: Any other Cloner

# Fake buildings are disabled for now
FPWR:
	-Buildable:

SYRF:
	-Buildable:

SPEF:
	-Buildable:

WEAF:
	-Buildable:

DOMF:
	-Buildable:

FIXF:
	-Buildable:

FAPW:
	-Buildable:

ATEF:
	-Buildable:

PDOF:
	-Buildable:

MSLF:
	-Buildable:

FACF:
	-Buildable:


#	---------------------	#
#	INFANTRY RULES			#
#	---------------------	#
E1:
	Buildable:
		Queue: NULL
E1.BASE:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Tooltip:
		Name: THIS ACTOR SHOULD NEVER SHOW UP IN-GAME
	Valued:
		Cost: 100
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Mobile:
		Voice: Move
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(miniwarp || warp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AutoTarget:
	AnnounceOnKill:
		Voice: Kill
	Armament@PRIMARY:
		Weapon: M41A
	RenderSprites:
		Image: e1
	RevealsShroud:
		Range: 8c0
	Health:
		HP: 6000
	DetectCloaked:
		Range: 1c512
		CloakTypes: Cloak, Underwater
	WithInfantryBody:
		DefaultAttackSequence: shoot
	-MapEditorData:

E1.NEUTRAL:
	Inherits: E1.BASE
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Tooltip:
		Name: Rofl man
	Valued:
		Cost: 150
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 3
		Prerequisites: ~debug
		Description: BUUUUUUGS
	WithInfantryBody:
		IdleSequences: idle1, idle2, idle3, idle4
		MoveSequence: special
	MapEditorData:
		Categories: Infantry

E1.SOVIET:
	Inherits: E1.BASE
	Tooltip:
		Name: Clint Westwood
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 1
		Prerequisites: ~barr, ~techlevel.core
		Description: DON'T BE A FOOL MARSHALL!
	Armament@PRIMARY:
		Weapon: Revolver
		RequiresCondition:!invulnerability
	Armament@INVULNPRIMARY:
		Weapon: SuperRevolver
		RequiresCondition: invulnerability
	RenderSprites:
		Image: cowboy
	WithInfantryBody:
		IdleSequences: idle1#, idle2, idle3, idle4, idle5
	MapEditorData:
		Categories: Infantry

E1.ALLIED:
	Inherits: E1.BASE
	Tooltip:
		Name: Storm Warrior
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 2
		Prerequisites: ~tent, ~techlevel.core
		Description: Stellar Battles: The Empire Retaliates is chinese original movie about epic space battles between good empire and evil taiwanese rebels
	Armament@PRIMARY:
		Weapon: Blasterrifle
		LocalOffset: 512,0,256
		MuzzlePalette: special_red
		MuzzleSequence: muzzle
	WithInfantryBody:
		IdleSequences: idle1, idle2, idle3, idle4
		DefaultAttackSequence: shoot-alt
	WithMuzzleOverlay:
	TakeCover:
		ProneOffset: -64,64,-192
	MapEditorData:
		Categories: Infantry

REDSHIRT:
	Inherits: E1.BASE
	Tooltip:
		Name: Red Shirt
	Valued:
		Cost: 400
	Health:
		HP: 4000
	Mobile:
		Speed: 86
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 4
		Prerequisites: ~debug
		Description: phasers set to stun
	Armament@PRIMARY:
		Weapon: Phaser
		LocalOffset: 512,0,256
		MuzzlePalette: special_red
		MuzzleSequence: muzzle
	WithMuzzleOverlay:
	WithInfantryBody:
		IdleSequences: idle1
		DefaultAttackSequence: shoot
	RenderSprites:
		Image: redshirt
	DetectCloaked:
		Range: 3c0
		CloakTypes: Cloak, Underwater
	Parachutable:
		FallRate: 512
		KilledOnImpassableTerrain: true
		GroundImpactSound: squishy2.aud
		WaterImpactSound: splash9.aud
		WaterCorpseSequence: small_splash
		ParachutingCondition: parachute
	WithParachute:
		ShadowImage: parach-shadow
		ShadowSequence: idle
		Image: explosion
		Sequence: ionsfx
		OpeningSequence: ionsfx
		Offset: 0,0,0
		RequiresCondition: parachute
		Palette: td_temperat
		IsPlayerPalette: false

E1.Pilot:
	Inherits: E1.BASE
	Tooltip:
		Name: Rofl man
	KillsSelf:
		RequiresCondition: !parachute
		Delay: 125
	Explodes:
		Weapon: TreeExplosion
		EmptyWeapon: TreeExplosion
	AutoTarget:
		InitialStanceAI: AttackAnything
		InitialStance: AttackAnything

E1.SAS:
	Inherits: E1.BASE
	Valued:
		Cost: 400
	Tooltip:
		Name: SAS Elite [OPERATOR]
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 1337
		Prerequisites: ~debug
		Description: m8
	Health:
		HP: 8000
	Mobile:
		Speed: 78
	Armament@PRIMARY:
		Weapon: SASgun.1
		LocalOffset: 512,0,256
	Armament@PRIMARY1:	
		Weapon: SASgun.1.BurstRound
		LocalOffset: 512,0,256
		FireDelay: 2
	Armament@PRIMARY2:
		Weapon: SASgun.1.BurstRound
		LocalOffset: 512,0,256
		FireDelay: 4
	RenderSprites:
		Image: e1funnyhat
	WithInfantryBody:
		MoveSequence: run
		IdleSequences: idle1, idle2, idle3, idle4
	Voiced:
		VoiceSet: EnglishVoice
	AttackMove:
		Voice: AttackMove
	AttackFrontal:
		Voice: Attack
	SelfHealing@SAS:
		Step: 0
		PercentageStep: 2
		Delay: 100
		HealIfBelow: 100
		DamageCooldown: 250
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
		VolumeMultiplier: 2
	DeathSounds@BURNED:
		VolumeMultiplier: 2

E2.SAS:
	Inherits: E1.SAS
	Tooltip:
		Name: SAS Elite [FIREFIGHTER]
	Health:
		HP: 9000
	Valued:
		Cost: 600
	Mobile:
		Speed: 72
	Armament@PRIMARY:
		Weapon: SASgun.2
		LocalOffset: 512,0,256
	Armament@PRIMARY1:
		Weapon: SASgun.2.Pellet
		LocalOffset: 512,0,256
	Armament@PRIMARY2:
		Weapon: SASgun.2.Pellet
		LocalOffset: 512,0,256
	Armament@PRIMARY3:
		Weapon: SASgun.2.Pellet
		LocalOffset: 512,0,256
	Armament@PRIMARY4:
		Weapon: SASgun.2.Pellet
		LocalOffset: 512,0,256
	Armament@PRIMARY5:
		Weapon: SASgun.2.Pellet
		LocalOffset: 512,0,256
	Armament@PRIMARY6:
		Weapon: SASgun.2.Pellet
		LocalOffset: 512,0,256
	TakeCover:
		SpeedModifier: 80
	Selectable:
		Class: SAS.E2
	WithInfantryBody:
		DefaultAttackSequence: shoot-short
E3.SAS:
	Inherits: E1.SAS
	Tooltip:
		Name: SAS Elite [BOMBERMAN]
	Valued:
		Cost: 600
	Health:
		HP: 6000
	Mobile:
		Speed: 68
	Armament@PRIMARY:
		Weapon: SASgun.3
		LocalOffset: 512,0,256
	-Armament@PRIMARY1:	
	-Armament@PRIMARY2:	
	Selectable:
		Class: SAS.E3
	WithInfantryBody:
		DefaultAttackSequence: shoot-short

E4.SAS:
	Inherits: E1.SAS
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Tooltip:
		Name: SAS Elite [SILENCER]
	Valued:
		Cost: 600
	Health:
		HP: 6000
	Mobile:
		Speed: 68
	Armament@PRIMARY:
		Weapon: SASgun.4
		LocalOffset: 512,0,256
	Armament@PRIMARY1:	
		Weapon: SASgun.4.AA
		LocalOffset: 512,0,256
	-Armament@PRIMARY2:	
	Selectable:
		Class: SAS.E4
	WithInfantryBody:
		DefaultAttackSequence: shoot-short

E2:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~barr, ~techlevel.core
		Description: Lagadier
	Valued:
		Cost: 180
	Tooltip:
		Name: Spamadier
	Health:
		HP: 5000
	Armor@HEGren:
		Type: ExplosionResistant.Grenade
	Mobile:
		Speed: 71
		Voice: Move
	RevealsShroud:
		Range: 10c0
	Armament@PRIMARY:
		Weapon: Spamnade.Inaccurate
		LocalOffset: 0,0,555
		FireDelay: 15
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Spamnade.Inaccurate
		FireDelay: 15
	TakeCover:
		ProneOffset: 256,64,-331
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		DefaultAttackSequence: throw
	Explodes:
		Weapon: HarmlessExplode
		EmptyWeapon: HarmlessExplode
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AnnounceOnKill:
		Voice: Kill
	ThrowsShrapnel@Grens0:
		Weapons: Spamnade.Inaccurate
		Pieces: 2,4
		Range: 0c128, 1c0
	ThrowsShrapnel@Grens1:
		Weapons: Spamnade.Inaccurate
		Pieces: 2,4
		Range: 0c256, 1c512
	ThrowsShrapnel@Grens2:
		Weapons: Spamnade.Inaccurate
		Pieces: 3,6
		Range: 0c512, 2c0

STEALTHINF:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~tent, ~techlevel.core
		Description: Likes: Shadows, Katanas, Nihilism\nDislikes: Happy People, People stealing OCs, Steve from Highschool
	Valued:
		Cost: 250
	Tooltip:
		Name: Darksteel the Shadow Ninja
		RequiresCondition: !sword
	Tooltip@IHaveThePower:
		Name: King Arthur
		RequiresCondition: sword
	DamageMultiplier@MyShoulderPadIncreasesMyACBy10:
		Modifier: 60
		RequiresCondition: sword
	DamageMultiplier@Sworddeflectingbullets:
		Modifier: 50
		RequiresCondition: attack-cooldown
	SpeedMultiplier@swordattack:
		Modifier: 650
		RequiresCondition: teleportsawayfromyou
	Health:
		HP: 5500
	Mobile:
		Speed: 82
		RequiresCondition: !attack-cooldown
	Armament@PRIMARY:
		Weapon: Shuriken
		LocalOffset: 0,0,555
		FireDelay: 2
		RequiresCondition: !sword
	Armament@PRIMARY2:
		Weapon: Shuriken2
		LocalOffset: 0,0,555
		FireDelay: 2
		RequiresCondition: !sword
	Armament@PRIMARY3:
		Weapon: Shuriken3
		LocalOffset: 0,0,555
		FireDelay: 2
		RequiresCondition: !sword
	Armament@SECONDARY:
		Weapon: FoldedThousandTimes
		LocalOffset: 0,0,555
		RequiresCondition: sword
		Name: secondary
	TakeCover:
		ProneOffset: 256,64,-331
	AttackFrontal:
		FacingTolerance: 30
		RequiresCondition: !(warp || miniwarp || empdisable || sword)
	AttackLeap@teleportsbehindyou:
		Armaments: secondary
		Speed: 0c512
		FacingTolerance: 20
		RequiresCondition: !(warp || miniwarp || empdisable) && sword
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		AttackSequences:
			primary: throw
			secondary: sword
		RequiresCondition: !attacking
	WithInfantryBody@jump:
		MoveSequence: jump
		AttackSequences:
			secondary: sword
		RequiresCondition: attacking
	GrantConditionOnAttack@sword:
		Condition: teleportsawayfromyou
		RevokeDelay: 17
		ArmamentNames: secondary
	GrantConditionOnAttack@playswordanimplz:
		Condition: attack-cooldown
		RevokeDelay: 7
		ArmamentNames: secondary
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	RenderSprites:
		Image: ninja
	GrantConditionOnDeploy@ByThePowerOfGreySkull:
		UndeployedCondition: swordoff
		DeployedCondition: sword
		DeploySound: sounds/greyskull.aud
		UndeploySound: sounds/vinylscratch.aud
	Cloak:
		CloakDelay: 75
		IsPlayerPalette: true
		RequiresCondition: !sword
	WithSpriteBody:
		StartSequence: deploy
		RequiresCondition: sword
	WithSpriteBody@undeploy:
		StartSequence: undeploy
		RequiresCondition: !sword
	WithMakeAnimation@deploy:
		Sequence: deploy

STEALTHINF.Bot:
	Inherits: STEALTHINF
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 40
		Prerequisites: ~tent, ~techlevel.core, ~structures.bot
		Description: should not be buildable by players without debug - bots can't deploy and get this workaround unit instead
		Icon: debugicon
	-GrantConditionOnDeploy@ByThePowerOfGreySkull:
	-Armament@PRIMARY:
	-Armament@PRIMARY2:
	-Armament@PRIMARY3:
	Armament@SECONDARY:
		-RequiresCondition:
	Tooltip:
		Name: Darksteel the Shadow Ninja
		RequiresCondition: cloak
	Tooltip@IHaveThePower:
		Name: King Arthur
		RequiresCondition: !cloak
	DamageMultiplier@MyShoulderPadIncreasesMyACBy10:
		Modifier: 40
		RequiresCondition: !cloak
	SpeedMultiplier@sword:
		Modifier: 75
		RequiresCondition: !cloak
	Cloak:	#The idea is to emulate a player staying cloaked while getting into melee range
		CloakDelay: 75
		CloakedCondition: cloak
		-RequiresCondition:
E3:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Tooltip:
		Name: Son Goku
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 30
		Prerequisites: ~barr, ~techlevel.core
		Description: Ay gurl, r u a tank?\n\nCuz I want 2 shoot my rocket inside u.
	Selectable:
		Class: E3
	Valued:
		Cost: 300
	Health:
		HP: 4500
	RevealsShroud:
		Range: 8c0
	Armament@PRIMARY:
		Weapon: Hadouken.AA
		LocalOffset: 0,0,555
	Armament@SECONDARY:
		Name: secondary
		Weapon: Hadouken.AG
		LocalOffset: 0,0,555
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Dragon
	TakeCover:
		ProneOffset: 384,0,-395
	Mobile:
		Voice: Move
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 7
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AnnounceOnKill:
		Voice: Kill
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AutoTarget:
		ScanRadius: -1
E3.gen:
	Inherits: E3
	RenderSprites:
		Image: e3
	-Buildable:
		Prerequisites: ~debug
	Tooltip:
		Name: Javelineer
	Armament@PRIMARY:
		Weapon: Javelin.AA
		LocalOffset: 0,0,555
	Armament@SECONDARY:
		Name: secondary
		Weapon: Javelin.AG
		LocalOffset: 0,0,555
	WithInfantryBody:
		MoveSequence: special
		
E4:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Mobile:
		Voice: Move
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AnnounceOnKill:
		Voice: Kill
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 70
		Prerequisites: ~barr, dome, ~techlevel.core, ~infantry.ukraine
		Description: directed by michael bay
	Valued:
		Cost: 450
	Tooltip:
		Name: Dr. Boom
	Health:
		HP: 4500
	RevealsShroud:
		Range: 8c0
	Armor@HERes:
		Type: ExplosionResistant
	Armament@1:
		Weapon: XPLBeam.1
		LocalOffset: 700,0,500
		FireDelay: 0
	Armament@2:
		Weapon: XPLBeam.2
		LocalOffset: 700,0,500
		FireDelay: 0
	Armament@3:
		Weapon: XPLBeam.3
		LocalOffset: 700,0,500
		FireDelay: 0
	Armament@4:
		Weapon: XPLBeam.4
		LocalOffset: 700,0,500
		FireDelay: 1
	Armament@5:
		Weapon: XPLBeam.5
		LocalOffset: 700,0,500
		FireDelay: 1
	Armament@6:
		Weapon: XPLBeam.6
		LocalOffset: 700,0,500
		FireDelay: 1
	Armament@7:
		Weapon: XPLBeam.7
		LocalOffset: 700,0,500
		FireDelay: 2
	Armament@8:
		Weapon: XPLBeam.8
		LocalOffset: 700,0,500
		FireDelay: 2
	Armament@9:
		Weapon: XPLBeam.9
		LocalOffset: 700,0,500
		FireDelay: 2
	Armament@10:
		Weapon: XPLBeam.10
		LocalOffset: 700,0,500
		FireDelay: 3
	Armament@PRIMARY:
		Weapon: XPLBeamgun
		LocalOffset: 700,0,500
		FireDelay: 3
	TakeCover:
		ProneOffset: 160,0,-288
	WithInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1, idle2, idle3, idle4, idle5, idle6
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

E4.A:
	Inherits: E4
	RenderSprites:
		Image: e4
	Tooltip:
		Name: EXPLOSIONTHROWER
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 70
		Prerequisites: ~barr, dome, ~techlevel.core, ~!infantry.ukraine
		Description: FOR WHEN THROWING FLAMES AIN'T HARDCORE ENOUGH FOR YE
	Armament@PRIMARY:
		Weapon: XPLBeamgun.A
		LocalOffset: 700,0,500
		FireDelay: 25
	Armament@1:
		Weapon: XPLBeam.1A
		LocalOffset: 700,0,500
		FireDelay: 0
	Armament@2:
		Weapon: XPLBeam.2A
		LocalOffset: 700,0,500
		FireDelay: 5
	Armament@3:
		Weapon: XPLBeam.3A
		LocalOffset: 700,0,500
		FireDelay: 10
	Armament@4:
		Weapon: XPLBeam.4A
		LocalOffset: 700,0,500
		FireDelay: 15
	Armament@5:
		Weapon: XPLBeam.5A
		LocalOffset: 700,0,500
		FireDelay: 20
	-Armament@6:
	-Armament@7:
	-Armament@8:
	-Armament@9:
	-Armament@10:

E5:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: e4b
	Valued:
		Cost: 500
	Tooltip:
		Name: Lumberjack
	RevealsShroud:
		Range: 8c0
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 72
		Prerequisites: ~tent, dome, ~techlevel.core, ~!infantry.germany
		Description: placeholder
	Mobile:
		Speed: 48
		Voice: Move
	Health:
		HP: 5000
	Armament:
		Weapon: Chainsaw
		LocalOffset: 341,0,256
		FireDelay: 3
	TakeCover:
		ProneOffset: 190,0,-190
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	-DamagedByTerrain@Tiberium:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	WithDeathAnimation:

E5.g:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: e5
		Scale: 1.35
		PlayerPalette: player_td
	Valued:
		Cost: 500
	Tooltip:
		Name: Gasmeister
	RevealsShroud:
		Range: 8c0
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 72
		Prerequisites: ~tent, dome, ~techlevel.core, ~infantry.germany
		IconPalette: td_temperat
		Description: imagine being stuck in an elevator with this guy
	Mobile:
		Speed: 52
		Voice: Move
	Health:
		HP: 5000
	Armament:
		Weapon: Gasbomb
		LocalOffset: 341,0,256
		FireDelay: 3
	TakeCover:
		ProneOffset: 190,0,-190
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	-DamagedByTerrain@Tiberium:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Voiced:
		VoiceSet: AGKVoice
	AttackMove:
		Voice: AttackMove
	AnnounceOnKill:
		Voice: Kill
	WithDeathAnimation:
		DeathSequencePalette: player_td
	
E7:	
	-Buildable:

DOG:
	Tooltip:
		Name: barky boi
	-Buildable:
	Wanders:
	KillsSelf:
		Delay: 125, 250
	Explodes:
		Weapon: TreeExplosion.Harmless
		EmptyWeapon: TreeExplosion.Harmless

CHITZKOI:
	Inherits: ^Soldier
	Inherits@AutoTarget: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: dog
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 50
		Prerequisites: ~techlevel.core, ~barkrax
		Description: Cyclops from X-Men, if he was a dog
	Valued:
		Cost: 400
	Tooltip:
		Name: Updog
		GenericName: Dog
	Selectable:
		Bounds: 12,17,-1,-4
		DecorationBounds: 12,17,-1,-4
	SelectionDecorations:
	Health:
		HP: 7500
	Armor:
		Type: None
	Mobile:
		Speed: 118
		Voice: Move
	Guard:
		Voice: Move
	Passenger:
		Voice: Move
	RevealsShroud:
		Range: 6c0
	Armament:
		Weapon: Laser.Dog
		LocalOffset: 128, 0, 256
	Armament@1:
		Weapon: Laser.Dog1
		LocalOffset: 128, 0, 256
	Armament@2:
		Weapon: Laser.Dog2
		LocalOffset: 128, 0, 256
	Armament@3:
		Weapon: Laser.Dog3
		LocalOffset: 128, 0, 256
	Armament@4:
		Weapon: Laser.Dog4
		LocalOffset: 128, 0, 256
	Armament@5:
		Weapon: Laser.Dog5
		LocalOffset: 128, 0, 256
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AttackMove:
		Voice: Move
	AutoTarget:
	Targetable:
		TargetTypes: Ground, Infantry
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
	IgnoresDisguise:
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
		Range: 3c0
	Voiced:
		VoiceSet: DogVoice
	-TakeCover:
	HitShape:
		Type: Circle
			Radius: 64

GUNDOG:
	Inherits: ^Soldier
	Inherits@AutoTarget: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: dog
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 50
		Prerequisites: ~techlevel.core, ~barkrax
		Description: pew pew boi
		Icon: icon-gd
	Valued:
		Cost: 400
	Tooltip:
		Name: Dog Rambo
		GenericName: Dog
	Selectable:
		Bounds: 12,17,-1,-4
		DecorationBounds: 12,17,-1,-4
	SelectionDecorations:
	Health:
		HP: 10000
	Armor:
		Type: None
	Mobile:
		Speed: 81
		Voice: Move
	Guard:
		Voice: Move
	Passenger:
		Voice: Move
	RevealsShroud:
		Range: 6c0
	Turreted:
		Offset: -32,0,256
		TurnSpeed: 6
	WithMuzzleOverlay:
	WithSpriteTurret:
	Armament:
		Weapon: MG.Dog
		LocalOffset: 128, 0, 0
		MuzzleSequence: muzzle
	AttackTurreted:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	AttackMove:
		Voice: Move
	AutoTarget:
	Targetable:
		TargetTypes: Ground, Infantry
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: stand
		MoveSequence: run-slow
	IgnoresDisguise:
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
		Range: 3c0
	Voiced:
		VoiceSet: DogVoice
	-TakeCover:
	HitShape:
		Type: Circle
			Radius: 96
TECN:
	Tooltip:
		Name: Hello, do you have a minute to talk about nuclear disarmament?
	-DamageMultiplier@IRONCURTAIN:
	Valued:
		Cost: 500
	AutoTarget:
		ScanRadius: -1
	KillsSelf:
		RequiresCondition: invulnerability
		Delay: 1
	Explodes:
		Weapon: Pistol
		EmptyWeapon: Pistol
		RequiresCondition: invulnerability
	Armament:
		Weapon: Pistol
	ScaredyCat:
		PanicSpeedModifier: 200
		AttackPanicChance: 20

MEDI:
	-Buildable:

MECH:
	-Buildable:

THF:
	-Buildable:

E6:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 60
		Prerequisites: ~barracks, ~techlevel.core
		Description: yeah?
	Tooltip:
		Name: Yeah?
	PortableChrono:
		ChargeDelay: 250
		FlashScreen: true
		ChronoshiftSound: sounds/tele.aud
	Chronoshiftable:
		ReturnToOrigin: false
	RevealsShroud:
		Range: 8c0
	Armament:
		Weapon: RepairGun
		Cursor: heal
		OutsideRangeCursor: heal
		TargetStances: Ally
		ForceTargetStances: None
		LocalOffset: 0,0,555
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AutoTarget:
		InitialStance: Defend
		InitialStanceAI: AttackAnything
		ScanRadius: -1
	WithDeathAnimation:
		Palette: td_temperat

IMAJETMAN:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 99
		Prerequisites: ~tent, dome, ~techlevel.core
		Description: gotta love that lil' rocket, man
	Valued:
		Cost: 500
	Tooltip:
		Name: Rocket Man
	Health:
		HP: 4500
	ReturnOnIdle:
	Aircraft:
		Speed: 108
		TurnSpeed: 8
		IdealSeparation: 1c0
		CruiseAltitude: 1600
		MaximumPitch: 40
		AltitudeVelocity: 128
	RevealsShroud:
		Range: 8c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: Jetpack.Bomb
	Hovers@CRUISING:
		OffsetModifier: -43
	AttackAircraft:
		FacingTolerance: 45
		AttackTurnDelay: 40
	-WithFacingSpriteBody:
	WithInfantryBody:
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	Turreted:
	WithSpriteTurret:
		Sequence: jetpack
		Offset: -96,0,128
	Contrail@1:
		Offset: -512,0,128
	LeavesTrails@damage0:
		Offsets: -32,0,-64
		MovingInterval: 5
	LeavesTrails@damage1:
		Offsets: -32,0,-64
		MovingInterval: 5
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
	ExternalCondition@barracksheal:
		Condition: barracksheal
		AffectsParent: false
	SelfHealing@barracks:
		Step: 0
		PercentageStep: 5
		Delay: 37
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: barracksheal
	GrantConditionOnPrerequisite:
		Condition: hospitalheal
		Prerequisites: hosp
	SelfHealing@HOSPITAL:
		Step: 0
		PercentageStep: 5
		Delay: 37
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	GrantConditionOnPrerequisite:
		Condition: hospitalheal
		Prerequisites: hosp
	Cloneable:
		Types: Infantry
	SpawnActorOnDeath:
		Actor: IMADEDMAN
	-EjectOnDeath:
	-SpawnActorOnDeath@psideath:
	SpawnActorOnDeath@demonspawner:
		Probability: 5

SPY:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 101
		Prerequisites: atek, ~tent, ~techlevel.core
		Description: to beter protec quen an contry jame bnon got an remot controle to orbtal killi staleite
	Valued:
		Cost: 2000
	Health:
		HP: 12500
	Tooltip:
		Name: Jame Bond
		GenericName: Soldier
	-DisguiseTooltip:
		Name: Jame Bond
		GenericName: Soldier
	Guard:
	Mobile:
		Voice: Move
		Speed: 64
	RevealsShroud:
		Range: 10c0
	Passenger:
		PipType: Yellow
		Voice: Move
	-Disguise:
		DisguisedCondition: disguise
	-Infiltrates:
		Types: SpyInfiltrate
		PlayerExperience: 50
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
		ScanRadius: 6
	WithInfantryBody:
		DefaultAttackSequence: stand
		AttackSequences: 
			primary: shoot
		IdleSequences: idle1,idle2
		StandSequences: stand,stand2
	-WithDisguisingInfantryBody:
		DefaultAttackSequence: stand
		AttackSequences: 
			primary: shoot
		IdleSequences: idle1,idle2
		StandSequences: stand,stand2
	-WithDecoration@disguise:
		Image: pips
		Sequence: pip-disguise
		Palette: effect
		ReferencePoint: Top, Right
		ZOffset: 256
		RequiresCondition: disguise
	IgnoresDisguise:
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
		Range: 3c0
	Armament:
		Weapon: SilencedPPK
	AnnounceOnKill:
	AttackFrontal:
		Armaments: primary, secondary, tertiary
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AmbientSound@007:
		RequiresCondition: !disguise && move
		SoundFiles: sounds/voices/007/spyamb.aud
	GrantConditionOnMovement:
		Condition: move
	AttackMove:
		Voice: Move
	Voiced:
		VoiceSet: SpyVoice
	HitShape:
		Type: Circle
			Radius: 32
	Cloak:
		CloakDelay: 75
		CloakSound: sounds/cloak.aud
		UncloakSound: sounds/decloak.aud
		RequiresCondition: !disguise
		IsPlayerPalette: true
	Armament@READYTHECHARGES:
		Weapon: Laserpointer.Spy
		LocalOffset: 0,0,340
		Name: secondary
		PauseOnCondition: aiming || ( cooldown > (7 + rank-veteran * 2))
	Armament@READYTHECHARGES2:
		Weapon: Laserpointer.Spy.Silent
		LocalOffset: 0,0,340
		Name: secondary
		PauseOnCondition: !aiming || ( cooldown > (7 + rank-veteran * 2))
	Armament@COMMENCEBOMBARDEMENT:
		Weapon: 007KillSat
		LocalOffset: 0,0,340
		Name: tertiary
		PauseOnCondition: (aiming < 33 - rank-veteran * 2) || ( cooldown > (7 + rank-veteran * 2))
	GrantConditionOnAttack@aim:
		ArmamentNames: secondary
		Condition: aiming
		RequiredShotsPerInstance: 1
		RevokeDelay: 6
		MaximumInstances: 34
		RevokeAll: true
		RevokeOnNewTarget: true
		IsCyclic: false
	GrantConditionOnAttack@OHSHITLOOKATTHEELECTRICITYBILL:
		ArmamentNames: tertiary
		Condition: cooldown
		RequiredShotsPerInstance: 1
		RevokeDelay: 25
		MaximumInstances: 16
		RevokeAll: true
		RevokeOnNewTarget: false
		IsCyclic: false

SPY.England:
	-Buildable:

SNIPER:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 700
	Tooltip:
		Name: xXx_MLG_AWP-PR0_420_xXx
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 80
		Prerequisites: stek, ~barr, ~techlevel.core
		Description: got ultimate golden diamond platinum rank
	Health:
		HP: 4000
	Passenger:
		PipType: Red
	Mobile:
		Speed: 44
		Voice: Move
	RevealsShroud:
		Range: 8c0
	AutoTarget:
		InitialStance: Defend
		InitialStanceAI: Defend
	AutoTargetPriority@AntiInf:
		ValidTargets: Infantry
		InvalidTargets: NoAutoTarget
		Priority: 2
	AutoTargetPriority@DEFAULT:
		ValidTargets: Vehicle, Water, Underwater, Defense
	AutoTargetPriority@ATTACKANYTHING:
		ValidTargets: Vehicle, Water, Underwater, Structure, Defense
	Armament@PRIMARY:
		Weapon: AWP
		LocalOffset: 100,0,340
		PauseOnCondition: (!bot && (aiming < 15 - rank-veteran * 3))
	Armament@THATSNOTHOWSNIPERRIFLESWORK:
		Weapon: Laserpointer
		LocalOffset: 300,0,340
		Name: secondary
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: AWP
		MuzzleSequence: garrison-muzzle
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		-DefaultAttackSequence: target	#If I do this, the laserpointer will constantly trigger the target-sequence, which will override the shooting one - while I would want the shooting sequence to finish before triggering the targeting one, again
		AttackSequences: 
			primary: shoot
		IdleSequences: idle1,idle2,idle3
	TakeCover:
		ProneOffset: 180,0,-288
	-Cloak:
	-GrantConditionOnDamageState@UNCLOAK:
	DetectCloaked:
		CloakTypes: Cloak, Hijacker
		Range: 3c0
	AnnounceOnKill:
		Voice: MLG
	-MustBeDestroyed:
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	GrantConditionOnAttack@aim:
		ArmamentNames: secondary
		Condition: aiming
		RequiredShotsPerInstance: 1
		RevokeDelay: 6
		MaximumInstances: 18
		RevokeAll: true
		RevokeOnNewTarget: true
		IsCyclic: false
	GrantConditionOnBotOwner@stopbotsfrommovingsnipersrighttotheenemywithouteverfiringasingleshotslikethecompleteidiotstheyare:
		Condition: bot
		Bots: rush, normal, naval, turtle

VDVHack:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: rmbo
		Scale: 1.35
		PlayerPalette: player_td
	Valued:
		Cost: 1800
	Tooltip:
		Name: VDV BLINI 1111
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: stek, ~barr, ~techlevel.core
		IconPalette: td_temperat
		Description: soviet hackers ruining my game
	AutoTarget:
		ScanRadius: 6
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
	Mobile:
		Speed: 116
		Voice: Move
	Health:
		HP: 16000
	SelfHealing@regen:
		PercentageStep: 1
		HealIfBelow: 100
		DamageCooldown: 0
	Passenger:
		PipType: Red
	RevealsShroud:
		Range: 10c0
	Armament:
		Weapon: Blini
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		AttackSequences:
			primary: shoot
		IdleSequences: idle1,idle2,idle3
	AnnounceOnKill:
	WithDeathAnimation:
		DeathSequencePalette: player_td

SHOK:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 29
		Prerequisites: ~tent, ~techlevel.core
		Description: Bustin' makes him feel good
	Valued:
		Cost: 300
	Tooltip:
		Name: Ghost Buster
	Health:
		HP: 7000
	Mobile:
		Voice: Move
		Speed: 66
	RevealsShroud:
		Range: 8c0
	Armament@PRIMARY:
		Weapon: Buster
		LocalOffset: 427,0,341
	Armament@AA:
		Weapon: Buster.AA
		LocalOffset: 427,0,341
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Buster
	TakeCover:
		SpeedModifier: 100
		ProneOffset: 227,0,-245
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 15
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Voiced:
		VoiceSet: GenericVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded	
	AutoTarget:
		ScanRadius: 8
	SpeedMultiplier@combot1:
		Modifier: 108
	SpeedMultiplier@combot2:
		Modifier: 115

#	---------------------	#
#	VEHICLE RULES			#
#	---------------------	#

MGG:
	-Buildable:

QTNK:
	-Buildable:

MRJ:
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 1400
	Buildable:
		Prerequisites: techcenter, ~techlevel.core
		BuildPaletteOrder: 200
		Description: Be careful, he's got a balaclava
	Tooltip:
		Name: Reality Hacker
	Armament:
		Weapon: 1337Hax
		LocalOffset: 0,0,213
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Turreted:
	ProximityExternalCondition@Glitch:
		Condition: glitch_aura
		ValidStances: Enemy
		Range: 2c512
		AffectsParent: true
	ProximityExternalCondition@JAMMER:
		Range: 14c0
		ValidStances: Enemy, Neutral
		Condition: jammed
	WithRangeCircle@JAMMER:
		Type: jammer
		Range: 14c0
		Color: 0000FF80
	-JamsMissiles:
	-RenderJammerCircle:

MCV:
	Valued:
		Cost: 3000
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 70
		Prerequisites: dome, fix, ~techlevel.core
	Transforms:
		TransformSounds: sounds/trans1.aud
		IntoActor: fact
	-Cloneable:

MPROC:
	Inherits: MCV
	RenderSprites:
		Image: mpowr
	Tooltip:
		Name: Mobile Refinery
	Valued:
		Cost: 2000
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 70
		Prerequisites: ~debug
	Transforms:
		IntoActor: proc

MPOWR:
	Inherits: MCV
	RenderSprites:
		Image: mpowr
	Tooltip:
		Name: Mobile Powerplant
	Valued:
		Cost: 500
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 70
		Prerequisites: ~debug
	Transforms:
		IntoActor: powr

MSILO:
	Inherits: MCV
	RenderSprites:
		Image: mcv
	Tooltip:
		Name: Mobile Silo
	Valued:
		Cost: 300
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 70
		Prerequisites: ~debug
	Transforms:
		IntoActor: silo
		Offset: 0,0

ARTY:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 70
		Prerequisites: dome, ~vehicles.allies, ~techlevel.core
		Description: The new fragrance by Douglas McArthur
	Valued:
		Cost: 1400
	Tooltip:
		Name: McQuintuple CommieNuker™
	Health:
		HP: 10000
	Armor:
		Type: Light
	Armor@ARTY:
		Type: NukeResistant
	Mobile:
		TurnSpeed: 4
		Speed: 78
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: Nukeapult
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		Recoil: 256
		RecoilRecovery: 40
	Armament@Pellet1:
		Weapon: Nukeapult
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		Turret: 4
		Recoil: 256
		RecoilRecovery: 40
		FireDelay: 6
	Armament@Pellet2:
		Weapon: Nukeapult
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		Turret: 3
		Recoil: 256
		RecoilRecovery: 40
		FireDelay: 12
	Armament@Pellet3:
		Weapon: Nukeapult
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		Turret: 2
		Recoil: 256
		RecoilRecovery: 40
		FireDelay: 18
	Armament@Pellet4:
		Weapon: Nukeapult
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		Turret: 1
		Recoil: 256
		RecoilRecovery: 40
		FireDelay: 24
	WithSpriteTurret@1:
		Turret: 1
	WithSpriteTurret@2:
		Turret: 2
	WithSpriteTurret@3:
		Turret: 3
	WithSpriteTurret@4:
		Turret: 4
	WithSpriteTurret@5:
	Turreted@1:
		TurnSpeed: 255
		Offset: 0,0,196
		Turret: 1
	Turreted@2:
		TurnSpeed: 255
		Offset: 0,0,392
		Turret: 2
	Turreted@3:
		TurnSpeed: 255
		Offset: 0,0,588
		Turret: 3
	Turreted@4:
		TurnSpeed: 255
		Offset: 0,0,784
		Turret: 4
	Turreted@5:
		TurnSpeed: 255
		Offset: 0,0,980
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	Explodes:
		Weapon: Nukelauncher
		EmptyWeapon: Nukelauncher
		LoadedChance: 50
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded	
V2RL:
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 80
		Prerequisites: dome, ~vehicles.russia, ~techlevel.core
		Description: IT WERFS PANZERS
	Valued:
		Cost: 1300
	Tooltip:
		Name: PANZERWERFER
	Health:
		HP: 20000
	Armor:
		Type: Light
	Mobile:
		Speed: 82
		TurnSpeed: 3
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: Panzerwerfer
		ReloadingCondition: reloading
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithFacingSpriteBody:
		RequiresCondition: !reloading
		Name: loaded
	WithFacingSpriteBody@EMPTY:
		RequiresCondition: reloading
		Sequence: empty-idle
		Name: reloading
	AutoTarget:
		ScanRadius: -1
	SelectionDecorations:
	Explodes:
		Weapon: V2Explode
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	SpawnActorOnDeath:
		Actor: PANZER
	Passenger:
		CargoType: Vehicle
		Weight: 3

V2RL.2:
	Inherits: V2RL
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 80
		Prerequisites: dome, ~vehicles.ukraine, ~techlevel.core
		Description: Rong-Lange rotit arckellery.\n  Vrong bs Uildantry, Stinfings\n  Seak va Iricles, Vehcraft
	Tooltip:
		Name: Launchermissile
	-SpawnActorOnDeath:
	Armament:
		Weapon: Launchermissile

MAGINOT:
	Inherits: ^TrackedVehicle
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	LeavesTrails@damage0:
		Offsets: 0,0,640
	LeavesTrails@damage1:
		Offsets: 0,0,640
	RenderSprites:
		Image: maginot
		Palette: td_temperat
		PlayerPalette: player_td
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 111
		Prerequisites: ~techlevel.core, fix, ~vehicles.france
		Description: DOMO ARIGATO MONSIEUR MAGINOTO
	Valued:
		Cost: 1100
	Tooltip:
		Name: Mecha de Maginot
	Health:
		HP: 65000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 6
		Speed: 90
		RequiresCondition: !notmobile
		Locomotor: walker
	Armament@1:
		Weapon: Cannon.Maginot
		MuzzleSequence: muzzle
		LocalOffset: 384,0,128
	Armament@2:
		Weapon: ChainGun.Maginot
		MuzzleSequence: muzzle-mgun
		LocalOffset: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
		LocalYaws: 0, 176, 341, 512, 682, 853
	Armament@3:
		Weapon: ChainGun.Maginot
		MuzzleSequence: muzzle-mgun
		FireDelay: 0
		LocalOffset: -384,0,128, -224,341,128, 224,341,128, 384,0,128, 224,-341,128, -224,-341,128
		LocalYaws: 512, 682, 853, 0, 176, 341
	Armament@4:
		Weapon: Mortar.Maginot
		MuzzleSequence: muzzle
		LocalOffset: 0,0,256
	Turreted:
		Offset: 0,0,768
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	SelectionDecorations:
	Selectable:
		Bounds: 24, 40, 0, -14
	-WithFacingSpriteBody:
	WithInfantryBody:
		IdleSequences: stand
		StandSequences: stand
	WithMuzzleOverlay:
	WithIdleOverlay:
		Offset: 0,0,768
		Sequence: head
		Palette: player
		IsPlayerPalette: true
	-DamagedByTerrain@Tiberium:

1TNK:
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 110
		Prerequisites: ~vehicles.allies, ~techlevel.core, fix, ~!vehicles.france
		Description: But demno scremd: "WEPON OP"\n An DOomguy sez: "IF U THINK THAS OP LOOK WHAT I CAN"\nSo he was tank.
	RenderSprites:
		Image: 1tnk
	Valued:
		Cost: 1100
	Tooltip:
		Name: This Tank is Doomed
		GenericName: Tank
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 116
		Locomotor: tracked
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 7
	Armament@Lawnchair:
		Weapon: Doomtank.Rocket
		Recoil: 1024
		RecoilRecovery: 100
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
	Armament:
		Weapon: TankShotgun
		Recoil: 1024
		RecoilRecovery: 25
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
	Armament@Pellet1:
		Weapon: TankShotgun.Pellet
	Armament@Pellet2:
		Weapon: TankShotgun.Pellet
	Armament@Pellet3:
		Weapon: TankShotgun.Pellet
	Armament@Pellet4:
		Weapon: TankShotgun.Pellet
	Armament@Pellet5:
		Weapon: TankShotgun.Pellet
	Armament@Pellet6:
		Weapon: TankShotgun.Pellet
	Armament@Pellet7:
		Weapon: TankShotgun.Pellet
	Armament@Pellet8:
		Weapon: TankShotgun.Pellet
	Armament@Pellet9:
		Weapon: TankShotgun.Pellet
	Armament@Pellet10:
		Weapon: TankShotgun.Pellet
	Armament@Pellet11:
		Weapon: TankShotgun.Pellet
	Armament@Pellet12:
		Weapon: TankShotgun.Pellet
	Armament@Pellet13:
		Weapon: TankShotgun.Pellet
	Armament@Pellet14:
		Weapon: TankShotgun.Pellet
	Armament@Pellet15:
		Weapon: TankShotgun.Pellet
	Armament@Pellet16:
		Weapon: TankShotgun.Pellet
	Armament@Pellet17:
		Weapon: TankShotgun.Pellet
	Armament@Pellet18:
		Weapon: TankShotgun.Pellet
	Armament@Pellet19:
		Weapon: TankShotgun.Pellet
	Armament@Pellet20:
		Weapon: TankShotgun.Pellet
	Armament@Pellet21:
		Weapon: TankShotgun.Pellet
	Armament@Pellet22:
		Weapon: TankShotgun.Pellet
	Armament@Pellet23:
		Weapon: TankShotgun.Pellet
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
		Voice: Attack
	AttackMove:
		Voice: Attack
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 1TNK.Husk
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	GrantConditionOnAttack:
		Condition: attack
		RevokeDelay: 20
	WithIdleOverlay@dumfaec:
		Palette: td_temperat
		Sequence: doom-idle
		Offset: 0, 0, 750
		RequiresCondition: !(attack || damage_smoke1 || damage_smoke2)
	WithIdleOverlay@dumfaec2:
		Palette: td_temperat
		Sequence: doom-damaged-idle
		Offset: 0, 0, 750
		RequiresCondition: !attack && (damage_smoke1 || damage_smoke2) 
	WithIdleOverlay@dumfaec3:
		Palette: td_temperat
		Sequence: doom-attack
		Offset: 0, 0, 750
		RequiresCondition: attack && !(damage_smoke1 || damage_smoke2) 
	WithIdleOverlay@dumfaec4:
		Palette: td_temperat
		Sequence: doom-damaged-attack
		Offset: 0, 0, 750
		RequiresCondition: attack && (damage_smoke1 || damage_smoke2) 
	-LeavesTrails@damage0:
	-LeavesTrails@damage1:
	Voiced:
		VoiceSet: DoomVoice
	Selectable:
		Bounds: 24, 40, 0, -14

2TNK:
	Buildable:
		Prerequisites: ~debug

MINITNK:
	Inherits: ^Vehicle
	Inherits@Panzer: ^PanzerSpawnerMedium
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@mines: ^MineDeathInfantry
	ExternalCondition@warp2:
		Condition: miniwarp
	Wanders@warp2:
		RequiresCondition: miniwarp
		WanderMoveRadius: 1
		ReduceMoveRadiusDelay: 25
	SpeedMultiplier@warp2:
		Modifier: 300
		RequiresCondition: miniwarp
	RenderSprites:
		Image: minitnk
		Scale: 0.75
	Tooltip:
		Name: Itty bitty tiny tanky :3
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 50
		Prerequisites: ~vehicles.allies, ~techlevel.core
		Description: sdill bigger dan ur benis :DDDDDD
	Valued:
		Cost: 700
	GivesExperience:
		Experience: 200
	Health:
		HP: 10000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 128
		Locomotor: foot
		TurnSpeed: 12
	Crushable:
		CrushClasses: wall
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 12
	Armament:
		Weapon: Mini90mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 720,0,80
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	SpawnActorOnDeath@matroshkaorwhatevertheserussiandollsarecalled1:
		Actor: minitnk2spawner
	SpawnActorOnDeath@matroshkaorwhatevertheserussiandollsarecalled2:
		Actor: minitnk2spawner
	Explodes@Spreader:
		Weapon: MiniTankSpreader
		EmptyWeapon: MiniTankSpreader
	WithMuzzleOverlay:
	WithSpriteTurret:
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 12,12
		Class: minitnk
	HitShape:
		Type: Circle
			Radius: 12
	Passenger:
		Weight: 1
	Selectable:
		Class: MINITNK

MINITNK2SPAWNER:
	Inherits: ^CustomExplosionWorkaround
	Wanders:
		WanderMoveRadius: 1
		MinMoveDelay: 1
		MaxMoveDelay: 1
	Mobile:
		Speed: 200
		Locomotor: fullspeed
	-Immobile:
	KillsSelf: 
		Delay: 5, 10
	Explodes@Spreader:
		Weapon: MiniTankSpreader
		EmptyWeapon: MiniTankSpreader
	SpawnActorOnDeath:
		Actor: MINITNK2

MINITNK3SPAWNER:
	Inherits: MINITNK2SPAWNER
	SpawnActorOnDeath:
		Actor: MINITNK3

MINITNK2:
	Inherits: MINITNK
	RenderSprites:
		Scale: 0.5
	Tooltip:
		Name: Ittier bittier tinier tanky :3
	Health:
		HP: 7500
	Valued:
		Cost: 200
	Mobile:
		Speed: 140
	Armament:
		Weapon: Minier90mm
	-Buildable:
	SpawnActorOnDeath@matroshkaorwhatevertheserussiandollsarecalled1:
		Actor: minitnk3spawner
	SpawnActorOnDeath@matroshkaorwhatevertheserussiandollsarecalled2:
		Actor: minitnk3spawner
	Selectable:
		DecorationBounds: 10,10
	HitShape:
		Type: Circle
			Radius: 10

MINITNK3:
	Inherits: MINITNK
	RenderSprites:
		Scale: 0.35
	Tooltip:
		Name: Ittiest bittiest tiniest tanky :3
	Armament:
		Weapon: Miniest90mm
	Health:
		HP: 5000
	Valued:
		Cost: 100
	Mobile:
		Speed: 152
	-Buildable:
	-SpawnActorOnDeath@matroshkaorwhatevertheserussiandollsarecalled1:
	-SpawnActorOnDeath@matroshkaorwhatevertheserussiandollsarecalled2:
	Selectable:
		DecorationBounds: 8,8
	HitShape:
		Type: Circle
			Radius: 8

PANZER:
	Inherits: 2TNK
	RenderSprites:
		Image: 2tnk
	Buildable:
		Description: He not like the banana
		BuildPaletteOrder: 1337
	Tooltip:
		Name: PANZER
	SpawnActorOnDeath@Panzer:
		Probability: 100
		Actor: angrypanzer
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: PanzerDeath
		RequiresLobbyCreeps: false
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)

ANGRYPANZER:
	Inherits: PANZER
	Tooltip:
		Name: ANGERY PANZER
	Buildable:
		Description: Angry
	Health:
		HP: 75000
	RevealsShroud:
		Range: 12c0
		RevealGeneratedShroud: True
	AutoTarget:
		ScanRadius: 8
		InitialStance: AttackAnything
	Mobile:
		Speed: 128
		TurnSpeed: 8
	AttackWander:
		WanderMoveRadius: 3
		MinMoveDelay: 25
		MaxMoveDelay: 100
	Armament:
		Weapon: Angry90mm
		Recoil: 512
		RecoilRecovery: 64
	SpawnActorOnDeath@Panzer:
		Actor: veryangrypanzer

VERYANGRYPANZER:
	Inherits: ANGRYPANZER
	Buildable:
		Description: Tank no banana
	Health:
		HP: 100000
	Tooltip:
		Name: VERRY ANGERY PANZER
	AutoTarget:
		ScanRadius: 12
	Mobile:
		Speed: 200
		TurnSpeed: 255
		Crushes: heavywall, wall, mine, crate, infantry
	Armament:
		Weapon: VeryAngry90mm
		Recoil: 1024
	-SpawnActorOnDeath@Panzer:

3TNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: fix, ~vehicles.soviet, ~techlevel.core
		Description: kicking cans for you
	Valued:
		Cost: 1000
	Tooltip:
		Name: Big Boy Tank
		GenericName: Tank
	Health:
		HP: 80000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 78
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 5
	Armament:
		Weapon: 105mm
		Recoil: 128
		RecoilRecovery: 38
		LocalOffset: 768,85,90, 768,-85,90
		MuzzleSequence: muzzle
	Armament@1:
		Weapon: 105mmDelayed
		Recoil: 256
		RecoilRecovery: 38
		FireDelay: 18
		LocalOffset: 768,85,90
		MuzzleSequence: muzzle
	Armament@2:
		Weapon: 105mmDelayed
		Recoil: 256
		RecoilRecovery: 38
		FireDelay: 18
		LocalOffset: 768,-85,90
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: 3TNK.Husk
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	-WithFacingSpriteBody:
	WithInfantryBody:
		StandSequences: idle

4TNK:
	Buildable:
		Queue: Vehicle
		Prerequisites: ~debug
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Tooltip:
		Name: Ma Moth
		GenericName: Tank
	Valued:
		Cost: 2000
	Health:
		HP: 80000
APC:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Tooltip:
		Name: DeLorean
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 40
		Description: how does a PC carry soldiers
		Prerequisites: ~vehicles.soviet, ~techlevel.core
	Valued:
		Cost: 850
	Health:
		HP: 30000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 12
		Speed: 158
		RequiresCondition: !(notmobile || empdisable)
	Cargo:
		Types: Infantry
		MaxWeight: 2
		PipCount: 2
		LoadingCondition: notmobile
	RevealsShroud:
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	LeavesTrails@fire0:
		Image: fire
		Sequences: 4a
		Type: CenterPosition
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: false
		MovingInterval: 1
		Offsets: -200,256,0
		SpawnAtLastPosition: true
	LeavesTrails@fire1:
		Image: fire
		Sequences: 4a
		Type: CenterPosition
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: false
		MovingInterval: 1
		Offsets: -200,-256,0
		SpawnAtLastPosition: true
	Armament:
		Weapon: APCGun
		LocalOffset: 85,0,171
		MuzzleSequence: muzzle
	Armament@AA:
		Weapon: APCGun.AA
		LocalOffset: 85,0,171
		MuzzleSequence: muzzle
	-AttackFrontal:#have to use turrets, because not even with my shitty workaround for the warp effect works - apparently areabeams are allergic to multiple attack-traits (even when not simultaneously enabled)
	Turreted:
		TurnSpeed: 5
	AttackTurreted:
		OpportunityFire: false
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	PortableChrono:
		ChargeDelay: 125
		MaxDistance: 16
		KillCargo: false
		ChronoshiftSound: sounds/tele.aud
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

JEEP:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 30
		Description: I'm throwing my animal companion at the lich
		Prerequisites: ~vehicles.allies, ~techlevel.core
	Valued:
		Cost: 500
	Tooltip:
		Name: Power Ranger
	Health:
		HP: 15000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 170
		RequiresCondition: !(notmobile || empdisable)
	RevealsShroud:
		Range: 12c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
		Offset: 0,0,128
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament:
		Weapon: DogMissile
		MuzzleSequence: muzzle
		LocalOffset: 128,0,43
	Armament@AA:
		Weapon: DogMissile.AA
		MuzzleSequence: muzzle
		LocalOffset: 128,0,43
	WithMuzzleOverlay:
	WithSpriteTurret:
	Cargo:
		Types: Infantry
		MaxWeight: 1
		PipCount: 1
		LoadingCondition: notmobile
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded

FTRK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 60
		Prerequisites: ~vehicles.soviet, ~techlevel.core, ~!vehicles.russia
		Description: "Time to start a flamewar" thought Thomas.
	Valued:
		Cost: 700
	Tooltip:
		Name: Thomas the little Fire Engine
	Health:
		HP: 18000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 128
	RevealsShroud:
		Range: 11c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 10
		Offset: -298,0,298
	Armament@AA:
		Weapon: Flamegun.AA
		Recoil: 85
		LocalOffset: 512,0,192
		MuzzleSequence: muzzle
	Armament@AG:
		Weapon: Flamegun.AG
		Recoil: 85
		LocalOffset: 512,0,192
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	WithSpriteTurret:
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28

CRYO:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 60
		Prerequisites: ~vehicles.soviet, ~techlevel.core, ~vehicles.russia
		Description: stay frosty
	Valued:
		Cost: 700
	Tooltip:
		Name: Cryo Tank
	Health:
		HP: 18000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 128
	RevealsShroud:
		Range: 11c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 255
		Offset: 256,0,512
	Armament@AA:
		Weapon: Cryogun.AA
	Armament@AG:
		Weapon: Cryogun.AG
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	AmbientSound@attack:
		SoundFiles: music/icevan.aud
		RequiresCondition: music
	GrantConditionOnAttack@disco:
		Condition: music
		RevokeDelay: 20
STNK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 130
		Prerequisites: atek, ~vehicles.allies, ~techlevel.core
		BuildDuration: 1166
		Description: IT'S NOT JUST A PHASE, MOM!
	Valued:
		Cost: 1400
	Tooltip:
		Name: Phase Tank
	Health:
		HP: 30000
	Armor:
		Type: Light
	Mobile:
		Speed: 84
		TurnSpeed: 10
		RequiresCondition: !notmobile
	SpeedMultiplier:
		Modifier: 200
		RequiresCondition: cloak
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	Armament:
		Weapon: ShadowBeam.A
		LocalOffset: 192,0,176
		Recoil: 0
		RecoilRecovery: 1
	Armament@1:
		Weapon: ShadowBeam.B
		LocalOffset: 192,0,176
		Recoil: 0
		RecoilRecovery: 1
	Turreted:
		TurnSpeed: 6
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithSpriteTurret:
	Cargo:
		Types: Infantry
		MaxWeight: 2
		PipCount: 2
		LoadingCondition: notmobile
	Cloak:
		InitialDelay: 50
		CloakDelay: 60
		CloakSound: sounds/cloak.aud
		UncloakSound: sounds/decloak.aud
		IsPlayerPalette: true
		RequiresCondition: !cloak-force-disabled
		CloakedCondition: cloak
	-GrantConditionOnDamageState@UNCLOAK:
	DetectCloaked:
		Range: 2c0
	-MustBeDestroyed:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	AmbientSound@friendlydrivers:
		RequiresCondition: (moving && notalone > 1 && !cloak)
	LeavesTrails@damage0:
		RequiresCondition: damage_smoke1 && !cloak
	LeavesTrails@damage1:
		RequiresCondition: damage_smoke1 && !cloak
	LeavesTrails@body0:
		Image: stnk
		Sequences: afterimg1
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player_a01
		MovingInterval: 1
		Offsets: 0,0,0
		RequiresCondition: cloak
	LeavesTrails@body1:
		Image: stnk
		Sequences: afterimg2
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player_a01
		MovingInterval: 1
		Offsets: 0,0,0
		RequiresCondition: cloak
		TrailWhileStationary: true
	LeavesTrails@body2:
		Image: stnk
		Sequences: afterimg3
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player_a01
		MovingInterval: 1
		Offsets: 0,0,0
		StationaryInterval: 1
		RequiresCondition: cloak
	SelfHealing@Cloak:
		Step: 0
		PercentageStep: 1
		HealIfBelow: 100
		Delay: 30
		RequiresCondition: cloak
HARV:	
	Inherits: ^Vehicle
	RenderSprites:
		Image: harv
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 10
		Prerequisites: proc, ~techlevel.core
		Description: It's almost harvest season.
	Tooltip:
		Name: Hurrvester
		GenericName: Harvester
	Valued:
		Cost: 1100
	Selectable:
		Priority: 7
		DecorationBounds: 42,42
	Harvester:
		Capacity: 30
		Resources: Ore,Gems,Tiberium
		BaleLoadDelay: 6
		BaleUnloadDelay: 2
		SearchFromProcRadius: 30
		SearchFromOrderRadius: 11
		FullyLoadedSpeed: 250
	SelectionDecorations:
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 4c0
	WithHarvestAnimation:
		PrefixByFullness: empty-, half-, full-
	WithDockingAnimation:
	GpsDot:
		String: Harvester
	CashTrickler@childsupport:
		Interval: 250
		InitialDelay: 250
		Amount: 75
		ShowTicks: false
		RequiresCondition: bot
	DamagedByTerrain@Tiberium:
		Terrain: Tree
		Damage: 200
		DamageInterval: 16
		DamageThreshold: 25
	GrantConditionOnBotOwner@botscantproperlyexpand:
		Condition: bot
		Bots: rush, normal, naval, turtle
	DetectCloaked:
		Range: 5c0
		CloakTypes: Mine
	RenderDetectionCircle:
	MineImmune:
	SelfHealing:
		PercentageStep: 1
		Delay: 75
		HealIfBelow: 50
		DamageCooldown: 125
	Explodes:
		Weapon: OreExplosion
	SpawnActorOnDeath:
		Actor: HARV.EmptyHusk
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	HarvesterHuskModifier:
		FullActor: HARV.FullHusk
		FullnessThreshold: 50
	SpawnActorOnDeath@pilot:
		Actor: tecn
	
	
MNLY:
	Inherits: ^TrackedVehicle
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 100
		Prerequisites: fix, dome, ~vehicles.allies, ~techlevel.core
		Description: Unsuitable for children under 3 years.
	Valued:
		Cost: 1000
	Tooltip:
		Name: X-Treme Frisbee™ Dispenser
	Health:
		HP: 24000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 128
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	-Minelayer:
	MineImmune:
	-AmmoPool:
	-DetectCloaked:
	-RenderDetectionCircle:
	Explodes:
		Weapon: ATMine
	RenderSprites:
		Image: MNLY
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	Armament:
		Weapon: Minelauncher
		MuzzleSequence: 
		LocalOffset: 128,0,256
	SpawnActorOnDeath:
		Actor: Minefield
DTRK:
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 160
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.core
		Description: Please purchase complete edition to use all features
	Valued:
		Cost: 900
	Tooltip:
		Name: Demo Truck
	Health:
		HP: 5000
	Armor:
		Type: Light
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 4c0
		RequiresCondition: !bot
	RevealsShroud@bots:
		Range: 10c0
		RequiresCondition: bot
	Explodes:
		Weapon: Nukelauncher
		EmptyWeapon: TreeExplosion
		LoadedChance: 0
		RequiresCondition: ammo
	DeathSounds:
		RequiresCondition: ammo
	Minelayer:
		Mine: nukemine
	AmmoPool:
		AmmoCondition: ammo
	MineImmune:
	-DamageMultiplier@IRONCURTAIN:
	KillsSelf:
		Delay: 1
		RequiresCondition: invulnerability || !ammo || botattack
	Rearmable:
		RearmActors: fix #crash prevention - you won't rearm this one
	Chronoshiftable:
		ExplodeInstead: yes
	GrantConditionOnBotOwner@botsrdum:			#Here's an attempt to make bots able to use Demo Trucks and also use them independently of normal attack-squads
		Condition: bot
		Bots: rush, normal, naval, turtle, nobonus
	SpawnActorOnDeath@bot:
		RequiresCondition: botattack
		Actor: NukeMine
	GrantConditionOnAttack@bot:
		Condition: botattack
	AttackFrontal:
		RequiresCondition: bot
	Armament@PRIMARY:
		RequiresCondition: bot
		Weapon: DemoTruck.FakeAttack
	RejectsOrders@bot:
		RequiresCondition: bot
	AttackWander@bot:
		MinMoveDelay: 1
		MaxMoveDelay: 1
		WanderMoveRadius: 64
		RequiresCondition: bot
	AutoTargetPriority:
		RequiresCondition: bot
		ValidTargets: Infantry, Vehicle, Water, Underwater, Structure, Defense
		InvalidTargets: NoAutoTarget
	AutoTarget:
		RequiresCondition: bot
TTNK:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 170
		Prerequisites: stek, ~vehicles.soviet, ~techlevel.core
		Description: Some comment about gay vampires
	Valued:
		Cost: 1100
	Tooltip:
		Name: Sparkly Tank
		GenericName: Tank
	Health:
		HP: 20000
	Armor:
		Type: Light
	Mobile:
		Speed: 113
	RevealsShroud:
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Armament:
		Weapon: DiscoGun
		LocalOffset: 0,0,1c256
		RequiresCondition: discocycler < 6
	Armament@1:
		Weapon: DiscoGun2
		LocalOffset: 0,0,1c256
		RequiresCondition: 5 < discocycler && discocycler < 12
	Armament@2:
		Weapon: DiscoGun3
		LocalOffset: 0,0,1c256
		RequiresCondition: 11 < discocycler && discocycler < 18
	Armament@3:
		Weapon: DiscoGun4
		LocalOffset: 0,0,1c256
		RequiresCondition: 17 < discocycler
	Armament@B:
		Weapon: DiscoGun5
		LocalOffset: 0,0,1c256
		FireDelay: 1
		RequiresCondition: discocycler < 6
	Armament@B1:
		Weapon: DiscoGun6
		LocalOffset: 0,0,1c256
		FireDelay: 1
		RequiresCondition: 5 < discocycler && discocycler < 12
	Armament@B2:
		Weapon: DiscoGun7
		LocalOffset: 0,0,1c256
		FireDelay: 1
		RequiresCondition: 11 < discocycler && discocycler < 18
	Armament@B3:
		Weapon: DiscoGun8
		LocalOffset: 0,0,1c256
		FireDelay: 1
		RequiresCondition: 17 < discocycler
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Turreted:
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: 0,0,512
		Palette: td_temperat
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 30,30
	AmbientSound@attack:
		SoundFiles: music/modtalk.aud
		RequiresCondition: disco
	GrantConditionOnAttack@disco:
		Condition: disco
		RevokeDelay: 5
	GrantConditionOnAttack@cycle:
		Condition: discocycler
		RequiredShotsPerInstance: 1
		RevokeDelay: 12
		RevokeAll: true
		MaximumInstances: 23
		IsCyclic: true
	LeavesTrails@sparkly:
		Image: twinkle
		Sequences: twinkle1, twinkle2, twinkle3, twinkle1.long, twinkle2.long, twinkle3.long, twinkle1.semilong, twinkle2.semilong, twinkle3.semilong
		Type: CenterPosition
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: true
		StationaryInterval: 4
		MovingInterval: 3
		SpawnAtLastPosition: false
		Offsets: 0,0,256, 512,0,256, -512,0,256, 0,512,256, 0,-512,256, 512,512,256, -512,512,256, 512,-512,256, -512,-512,256, -256,0,256, 256,0,256, 0,-256,256, 0,256,256, -256,-256,256, -256,256,256, 256,-256,256, 256,256,256
		RequiresCondition: !disco
	
	
CTNK:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 200
		Prerequisites: techcenter, ~pyramid, ~techlevel.core
		BuildDuration: 2200
		Description: Alien Space Can0"$nfJO§lö13^=9921
	Valued:
		Cost: 2200
	Tooltip:
		Name: Glitch Gun
		GenericName: Tank
	SelectionDecorations:
	Armor@glitch:
		Type: Glitched
	Health:
		HP: 50000
	Armor:
		Type: Light
	Mobile:
		Speed: 113
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament@PRIMARY:
		Weapon: GlitchGun
		LocalOffset: -160,-276,232, -160,276,232
		LocalYaw: 60, -60
	-Armament@SECONDARY:
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	PortableChrono:
		ChargeDelay: 300
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 30,30
	Targetable:
		TargetTypes: Ground, Vehicle, Glitch
	ThrowsShrapnel@0:
		Weapons: GlitchGun.Chrono
		Pieces: 1, 1
		Range: 1c0, 12c0
	SpawnActorOnDeath@Ifyouinthenexttenminuteswelldoubleouroffer:
		Actor: GlitchGunDeath1
	SpawnActorOnDeath@Butwaittheresmore:
		Actor: GlitchGunDeath1
	SpawnActorOnDeath@Ifyouordernowwelladdanotheronefreeofcharge:
		Actor: GlitchGunDeath1
	SpawnActorOnDeath@Thatsrightbutonlyifyouorderrightnow:
		Actor: GlitchGunDeath1
TRUK:
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 20
		Prerequisites: ~techlevel.core
		Description: Instant Ore, just add water.
	Valued:
		Cost: 500
	GivesBounty:
		Percentage: 200
	Tooltip:
		Name: Ore Seeder
	Selectable:
		Priority: 6
	Health:
		HP: 11000
	Armor:
		Type: Light
	Mobile:
		Speed: 128
	RevealsShroud:
		Range: 4c0
	DeliversCash:
		Payload: 500
		PlayerExperience: 50
	-SpawnActorOnDeath:
	GrantConditionOnDeploy:
		DeployedCondition: seeding
	KillsSelf:
		RequiresCondition: seeding
		Delay: 1
	Explodes@seeding:
		Weapon: Oreseeder.Explosion
		EmptyWeapon: Oreseeder.Explosion
		RequiresCondition: seeding

#	---------------------	#
#	AIRCRAFT RULES			#
#	---------------------	#

MOTH:
	Inherits: ^Helicopter
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Tooltip:
		Name: Moth
		GenericName: Tank
	Buildable:
		Queue: Aircraft
		BuildPaletteOrder: 40
		Prerequisites: fix, stek, ~hpad, ~techlevel.core, ~aircraft.soviet
		Description: Careful he is a big
		IconPalette: td_temperat
	Valued:
		Cost: 2400
	Health:
		HP: 80000
	Armor:
		Type: Heavy
	Aircraft:
		Speed: 42
		TurnSpeed: 2
	RevealsShroud:
		Range: 3c0
		RevealGeneratedShroud: False
		Type: GroundPosition
	RevealsShroud@GAPGEN:
		Range: 3c0
		Type: GroundPosition
	Turreted:
		TurnSpeed: 2
	Armament@PRIMARY:
		Weapon: 120mm
		LocalOffset: 900,180,340, 900,-180,340
		Recoil: 171
		RecoilRecovery: 30
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: MammothTusk.Air
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100,100
		Recoil: 43
		MuzzleSequence: muzzle
	Armament@SECONDARY.AA:
		Name: secondary
		Weapon: MammothTusk.Air.AA
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100,100
		Recoil: 43
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !warp
	WithMuzzleOverlay:
	WithSpriteTurret:
	SelfHealing:
		Step: 100
		Delay: 3
		HealIfBelow: 50
		DamageCooldown: 250
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 44,38,0,-4
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,512
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	SpawnActorOnDeath:
		Actor: MOTH.Rotor
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	SpawnActorOnDeath@2:
		Actor: 4TNK.Falling
	-EjectOnDeath:

BADR:
	Tooltip:
		Name: You spin me right round, baby, right round like a record, baby
	LeavesTrails@damage0:
		Offsets: -432,560,0, -432,-560,0
	LeavesTrails@damage1:
		Offsets: -432,560,0, -432,-560,0
	-SmokeTrailWhenDamaged@0:
	-SmokeTrailWhenDamaged@1:
	ParaDrop:
		DropRange: 2c0
BEAMPLANE:
	Inherits: BADR
	-Contrail@1:
	-Contrail@2:
	-AppearsOnRadar:
	ParaDrop:
		DropRange: 2c0
		ChuteSound: sounds/tele.aud
	Aircraft:
		Speed: 1024
	RenderSprites:
		Image: invisibleactor
	Targetable:
		TargetTypes: Nope
	
	
BADR.Bomber:
	LeavesTrails@damage0:
		Offsets: -432,560,0, -432,-560,0
	LeavesTrails@damage1:
		Offsets: -432,560,0, -432,-560,0
	-SmokeTrailWhenDamaged@0:
	-SmokeTrailWhenDamaged@1:
	
SASDROPPER:
	Inherits: BADR.Bomber
	Health:
		HP: 10000
	Tooltip:
		Name: Door Breacher
	RenderSprites:
		Image: badr
	Aircraft:
		Speed: 240
	ActorLostNotification:
		Notification: ReinforcementsArrived
	SpawnActorOnDeath:
		Actor: SASDROPPER.Husk
		RequiresCondition: !(damage_smoke1 || damage_smoke2)
		OwnerType: Victim
	SpawnActorOnDeath@damage:
		Actor: SASDROPPER.Husk1
		RequiresCondition: damage_smoke1
	SpawnActorOnDeath@damage2:
		Actor: SASDROPPER.Husk2
		RequiresCondition: damage_smoke2
	GrantConditionOnAttack:
		Condition: ToraToraTora
	Armament:
		Weapon: SASKamikaze.FakeAttack
	KillsSelf:
		RequiresCondition: ToraToraTora
		Delay: 1
		
SASDROPPER.Husk:
	Inherits: BADR.Husk
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
	Tooltip:
		Name: Behead those, who insult Best Map
	Aircraft:
		Speed: 280
		TurnSpeed: 2
	FallsToEarth:
		Explosion: SASKamikaze.Explosion
	LeavesTrails@husk:
		TrailWhileMoving: false
	SpawnActorOnDeath@1:
		Actor: SASSpawner
SASDROPPER.Husk1:
	Inherits: SASDROPPER.Husk
	LeavesTrails@husk:
		Sequences: tiny_smoke1, tiny_smoke2, tiny_smoke3, tiny_smoke4, tiny_smoke5, tiny_smoke6, tiny_smoke7, tiny_smoke8, tiny_smoke9, tiny_smoke10, tiny_smoke11, tiny_smoke12
		Offsets: -261,-650,0, -261,650,0
		Palette: special_red_a3
		MovingInterval: 1
		TrailWhileMoving: true
SASDROPPER.Husk2:
	Inherits: SASDROPPER.Husk
	LeavesTrails@husk:
		Offsets: -261,-650,0, -261,650,0
		Palette: special_red_a3
		MovingInterval: 1
		TrailWhileMoving: true
	
SASSpawner:
	Inherits: ^CustomExplosionWorkaround
	Wanders:
		WanderMoveRadius: 1
		MinMoveDelay: 1
		MaxMoveDelay: 1
	Mobile:
		Speed: 200
		Locomotor: fullspeed
	-Immobile:
	KillsSelf:
		Delay: 5
	SpawnActorOnDeath@1:
		Actor: E1.SAS
	SpawnActorOnDeath@2:
		Actor: E1.SAS
	SpawnActorOnDeath@3:
		Actor: E1.SAS
	SpawnActorOnDeath@4:
		Actor: E1.SAS
	SpawnActorOnDeath@5:
		Actor: E2.SAS
	SpawnActorOnDeath@6:
		Actor: E2.SAS
	SpawnActorOnDeath@7:
		Actor: E3.SAS
	SpawnActorOnDeath@8:
		Actor: E4.SAS
	Explodes@Spreader:
		Weapon: GenericSpreader
		EmptyWeapon: GenericSpreader

FIREBOMBER:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Tooltip:
		Name: The Wrath of God
	Valued:
		Cost: 3000
	Health:
		HP: 15000
	Armor:
		Type: Light
	Aircraft:
		Speed: 130
		CruiseAltitude: 3200
		InitialFacing: 192
		RepulsionSpeed: 40
		MaximumPitch: 56
		TurnSpeed: 2
		RearmBuildings: afld, minafld
		RepairBuildings: afld, minafld, fix
	Buildable:
		BuildPaletteOrder: 80
		Prerequisites: ~afld, atek, ~techlevel.core, ~aircraft.allies
		Queue: Aircraft
		BuildAtProductionType: Plane
		Description: And on some day fire rained from the sky and caused massive lag or something - The Holy Bible [4:20 AM]\n\n(No bibles were burned in the making of this map)
	Contrail@1:
		Offset: -432,560,0
	Contrail@2:
		Offset: -432,-560,0
	LeavesTrails@damage0:
		Offsets: -432,560,0, -432,-560,0
	LeavesTrails@damage1:
		Offsets: -432,560,0, -432,-560,0
	SpawnActorOnDeath:
		Actor: BADR.Husk
	AttackAircraft:
		IgnoresVisibility: true
		AttackTurnDelay: 150
		FacingTolerance: 90
	RevealsShroud:
		Range: 12c0
		Type: GroundPosition
	ReturnOnIdle:
	AmmoPool:
		Ammo: 600
		PipCount: 5
		ReloadDelay: 25
		ReloadCount: 15
		AmmoCondition: ammo
	Armament:
		Weapon: Firerain.1
		LocalOffset: 0,-800,0
		PauseOnCondition: !ammo
	Armament@2:
		Weapon: Firerain.2
		LocalOffset: 0,-600,0
		PauseOnCondition: !ammo
	Armament@3:
		Weapon: Firerain.3
		LocalOffset: 0,-400,0
		PauseOnCondition: !ammo
	Armament@4:
		Weapon: Firerain.4
		LocalOffset: 0,-200,0
		PauseOnCondition: !ammo
	Armament@5:
		Weapon: Firerain.5
		LocalOffset: 0,0,0
		PauseOnCondition: !ammo
	Armament@6:
		Weapon: Firerain.6
		LocalOffset: 0,200,0
		PauseOnCondition: !ammo
	Armament@7:
		Weapon: Firerain.7
		LocalOffset: 0,400,0
		PauseOnCondition: !ammo
	Armament@8:
		Weapon: Firerain.8
		LocalOffset: 0,600,0
		PauseOnCondition: !ammo
	Armament@9:
		Weapon: Firerain.9
		LocalOffset: 0,800,0
		PauseOnCondition: !ammo
	Rearmable:
		RearmActors: afld, minafld
	Repairable:
		RepairBuildings: fix, afld, minafld

KAMIKAZE:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: c17
		PlayerPalette: player_td
	Tooltip:
		Name: Kamikaze Plane
	Valued:
		Cost: 911
	Aircraft:
		Speed: 200
		CruiseAltitude: 2560
		InitialFacing: 192
		RepulsionSpeed: 40
		MaximumPitch: 56
		TurnSpeed: 2
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: ~afld, ~techlevel.core, ~aircraft.allies
		Queue: Aircraft
		BuildAtProductionType: Plane
		IconPalette: td_temperat
		BuildDuration: 1800
		Description: Never forget ;_;7
	Health:
		HP: 6000
	Armor:
		Type: Light
	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
	LeavesTrails@damage0:
		Offsets: -261,-650,0, -261,650,0
		MovingInterval: 1
	LeavesTrails@damage1:
		Offsets: -261,-650,0, -261,650,0
		MovingInterval: 1
	Armament:
		Weapon: Kamikaze.FakeAttack
	AttackAircraft:
		IgnoresVisibility: true
		AttackTurnDelay: 75
	RevealsShroud:
		Range: 9c0
		Type: GroundPosition
	AutoTarget:
		ScanRadius: 9
		InitialStance: HoldFire
	ReturnOnIdle:
	AmmoPool:
		Ammo: 1
		PipCount: 0
	-ActorLostNotification:
	AnnounceOnKill:
		Voice: Allah
		Interval: 0
	AmbientSound@kamikaze:
		Interval: 0
		SoundFiles: sounds/nasheed.aud
	SpawnActorOnDeath:
		Actor: KAMIKAZE.Husk
		RequiresCondition: ToraToraTora0
		OwnerType: Victim
	SpawnActorOnDeath@damage:
		Actor: KAMIKAZE.Husk1
		RequiresCondition: ToraToraTora1
	SpawnActorOnDeath@damage2:
		Actor: KAMIKAZE.Husk2
		RequiresCondition: ToraToraTora2
	GrantConditionOnAttack:
		Condition: ToraToraTora
	KillsSelf:
		RequiresCondition: ToraToraTora && !(damage_smoke1 || damage_smoke2)
		Delay: 1
		GrantsCondition: ToraToraTora0
	KillsSelf@smoke1:
		RequiresCondition: ToraToraTora && damage_smoke1
		Delay: 1
		GrantsCondition: ToraToraTora1
	KillsSelf@smoke2:
		RequiresCondition: ToraToraTora && damage_smoke2
		Delay: 1
		GrantsCondition: ToraToraTora2
	Explodes:
		Weapon: Kamikaze.PrematureDetonation
		EmptyWeapon: Kamikaze.PrematureDetonation
		RequiresCondition: !ToraToraTora
	DeathSounds:
		RequiresCondition: !ToraToraTora
	-EjectOnDeath:
	Repairable:
		RepairBuildings: fix, afld, minafld
KAMIKAZE.Husk:
	Inherits: ^PlaneHusk
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
	Tooltip:
		Name: Behead those, who insult Best Map
	Aircraft:
		Speed: 200
		TurnSpeed: 2
	RenderSprites:
		Image: c17
		PlayerPalette: player_td
	FallsToEarth:
		Explosion: Kamikaze.Explosion
	Voiced:
		VoiceSet: AirVoice
	AnnounceOnKill:
		Voice: KamikazeKill
		Interval: 0
	LeavesTrails@husk:
		TrailWhileMoving: false
	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
KAMIKAZE.Husk1:
	Inherits: KAMIKAZE.Husk
	LeavesTrails@husk:
		Sequences: tiny_smoke1, tiny_smoke2, tiny_smoke3, tiny_smoke4, tiny_smoke5, tiny_smoke6, tiny_smoke7, tiny_smoke8, tiny_smoke9, tiny_smoke10, tiny_smoke11, tiny_smoke12
		Offsets: -261,-650,0, -261,650,0
		Palette: special_red_a3
		MovingInterval: 1
		TrailWhileMoving: true
KAMIKAZE.Husk2:
	Inherits: KAMIKAZE.Husk
	LeavesTrails@husk:
		Offsets: -261,-650,0, -261,650,0
		Palette: special_red_a3
		MovingInterval: 1
		TrailWhileMoving: true
YAK:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildPaletteOrder: 60
		Prerequisites: ~afld, ~techlevel.core, ~aircraft.soviet
		Description: Red Alert is actually REAL events HIDDEN by conspiracy as GAME (hiding in plain sight!!!)
	Valued:
		Cost: 1250
	Tooltip:
		Name: Chemtrailer
	Health:
		HP: 8500
	Armor:
		Type: Light
	RevealsShroud:
		Range: 11c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 12c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: Chemtrails
		LocalOffset: 256,-213,0
		-MuzzleSequence:
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: Chemtrails
		LocalOffset: 256,213,0
		-MuzzleSequence: 
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 7
		Speed: 178
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
	AmmoPool:
		Ammo: 42
		PipCount: 6
		ReloadDelay: 4
		AmmoCondition: ammo
	ReturnOnIdle:
	SelectionDecorations:
	-WithMuzzleOverlay:
	Contrail:
		Offset: -853,0,0
	SpawnActorOnDeath:
		Actor: YAK.Husk
	SpawnActorOnDeath@pilot:
		Actor: YAK.PILOT
	-EjectOnDeath:
	-SmokeTrailWhenDamaged:
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 30,28,0,2
	LeavesTrails@damage0:
		Offsets: -853,0,0
	LeavesTrails@damage1:
		Offsets: -853,0,0
	Rearmable:
		RearmActors: afld, minafld
	Repairable:
		RepairBuildings: fix, afld, minafld
YAK.PILOT:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 178
		
MIG:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildPaletteOrder: 70
		Prerequisites: ~afld, stek, ~techlevel.core, ~aircraft.soviet
		BuildDuration: 1750
		Description: Stimulate your senses
	Valued:
		Cost: 1800
	Tooltip:
		Name: 5Guns
	Health:
		HP: 10000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 13c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 11c0
		Type: GroundPosition
	Armament:
		Weapon: Blaster.Mig
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		PauseOnCondition: !ammo
	Armament@1:
		Weapon: Blaster.Mig.Red
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		FireDelay: 2
		PauseOnCondition: !ammo
	Armament@2:
		Weapon: Blaster.Mig.Green
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		FireDelay: 4
		PauseOnCondition: !ammo
	Armament@AA:
		Weapon: Blaster.Mig.AA
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		PauseOnCondition: !ammo
	Armament@AA1:
		Weapon: Blaster.Mig.AA.Red
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		FireDelay: 2
		PauseOnCondition: !ammo
	Armament@AA2:
		Weapon: Blaster.Mig.AA.Green
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		FireDelay: 4
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 128
		AttackTurnDelay: 6
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 192
		TurnSpeed: 8
		Speed: 240
		RepulsionSpeed: 40
		MaximumPitch: 56
	AutoTarget:
	AmmoPool:
		Ammo: 60
		AmmoCondition: ammo
		ReloadDelay: 24
		ReloadCount: 3
		PipCount: 8
	ReturnOnIdle:
	Selectable:
		Bounds: 36,28,0,2
		DecorationBounds: 40,29,0,1
	SelectionDecorations:
	Contrail@1:
		Offset: -598,-683,0
	Contrail@2:
		Offset: -598,683,0
	SpawnActorOnDeath:
		Actor: MIG.Husk
	SpawnActorOnDeath@pilot:
		Actor: MIG.PILOT
	-EjectOnDeath:
	-SmokeTrailWhenDamaged:
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	LeavesTrails@damage0:
		Offsets: -853,0,171
		MovingInterval: 1
	LeavesTrails@damage1:
		Offsets: -853,0,171
		MovingInterval: 1
	Rearmable:
		RearmActors: afld, minafld
	Repairable:
		RepairBuildings: fix, afld, minafld
MIG.PILOT:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 223
		
TRAN:
	-Buildable:
AIRSHIP:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: tran
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 20
		Prerequisites: ~hpad, ~techlevel.core, ~aircraft.allies, dome
		Description: Bromfiets
	Valued:
		Cost: 1600
	Tooltip:
		Name: Flying Dutchman
	Health:
		HP: 10000
	Armor:
		Type: Light
	AttackTurreted:
		Turrets: 1, 2, 3, 4
	Turreted@1:
		Turret: 1
		Offset: 400,0,213
		TurnSpeed: 60
	Turreted@2:
		Turret: 2
		Offset: 120,0,213
		TurnSpeed: 60
	Turreted@3:
		Turret: 3
		Offset: -140,0,213
		TurnSpeed: 60
	Turreted@4:
		Turret: 4
		Offset: -460,0,213
		TurnSpeed: 60
	Armament@1:
		Weapon: Airship.Cannon
		MuzzlePalette: special_red
		MuzzleSequence: muzzle
		Turret: 1
		PauseOnCondition: !ammo
	Armament@2:
		Weapon: Airship.Cannon
		MuzzlePalette: special_red
		MuzzleSequence: muzzle
		Turret: 2
		FireDelay: 5
		PauseOnCondition: !ammo
	Armament@3:
		Weapon: Airship.Cannon
		MuzzlePalette: special_red
		MuzzleSequence: muzzle
		Turret: 3
		FireDelay: 10
		PauseOnCondition: !ammo
	Armament@4:
		Weapon: Airship.Cannon
		MuzzlePalette: special_red
		MuzzleSequence: muzzle
		Turret: 4
		FireDelay: 15
		PauseOnCondition: !ammo
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
		Type: GroundPosition
	Aircraft:
		InitialFacing: 224
		TurnSpeed: 5
		Speed: 100
		AltitudeVelocity: 0c58
	WithIdleOverlay@ROTOR1AIR:
		Offset: 597,0,213
		Sequence: rotor
	WithIdleOverlay@ROTOR2AIR:
		Offset: -597,0,341
		Sequence: rotor2
	SpawnActorOnDeath:
		Actor: TRAN.Husk
	SelectionDecorations:
	Selectable:
		DecorationBounds: 40,36
	LeavesTrails@damage0:
		Offsets: -597,0,341
	LeavesTrails@damage1:
		Offsets: -597,0,341
	AmmoPool:
		Ammo: 24
		PipCount: 4
		ReloadDelay: 8
		AmmoCondition: ammo
		PipType: red
	ReloadAmmoPool:
		Delay: 250
		Count: 24
		ResetOnFire: true
	WithMuzzleOverlay:
	Repairable:
		RepairBuildings: fix, hpad
	Rearmable:
		RearmActors: hpad
HELI:
	-Buildable:
LONGBOW:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 10
		Prerequisites: ~hpad, ~techlevel.core, ~aircraft.allies
		Description: \\\\n-------->\n///
	RenderSprites:
		Image: heli
	Valued:
		Cost: 850
	Tooltip:
		Name: Longbow
	Health:
		HP: 8000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 12c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 10c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: Ballista.AA
		LocalOffset: 0,-213,-85, 0,213,-85
	Armament@SECONDARY:
		Weapon: Ballista.AG
		LocalOffset: 0,213,-85, 0,-213,-85
	AttackAircraft:
		FacingTolerance: 20
	Aircraft:
		LandWhenIdle: false
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 172
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Offset: 0,0,85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	SelectionDecorations:
	SpawnActorOnDeath:
		Actor: HELI.Husk
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 36,28
	LeavesTrails@damage0:
		Offsets: -427,0,0
	LeavesTrails@damage1:
		Offsets: -427,0,0
	Repairable:
		RepairBuildings: fix, hpad

UFO:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 1400
	Tooltip:
		Name: UFO
	Health:
		HP: 8000
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 10
		Prerequisites: ~hpad, ~techlevel.core, ~pyramid
		Description: ayyyy lmao
		IconPalette: td_temperat
	Armor:
		Type: Light
	RevealsShroud:
		Range: 12c0
		Type: CenterPosition
	Aircraft:
		CruiseAltitude: 2c768
		LandWhenIdle: false
		InitialFacing: 224
		TurnSpeed: 32
		Speed: 160
		AltitudeVelocity: 128
		Voice: Move
		IdealSeparation: 1c256
	Armament@PRIMARY:
		Weapon: Laser.UFO
		LocalOffset: 0,0,0
		MuzzleSequence: muzzle
		MuzzlePalette: special_blue
	Armament@SECONDARY:
		Weapon: Laser.UFO.AA
		LocalOffset: 0,0,0
		MuzzleSequence: muzzle
		MuzzlePalette: special_blue
	Armament@TERTIARY:
		Name: secondary
		Weapon: Laglauncher.UFO
		LocalOffset: 0,0,0
		MuzzleSequence: beam
		MuzzlePalette: special_red
	AmbientSound@attack:
		SoundFiles: sounds/yodel2.aud
		RequiresCondition: beam
	GrantConditionOnAttack@attack:
		Condition: beam
		RevokeDelay: 8
		ArmamentNames: secondary
	WithMuzzleOverlay:
	AttackTurreted:
	AttackMove:
	Turreted@1:
		TurnSpeed: 255
		Turret: primary
		Offset: 0,0,-128
	Voiced:
	SpawnActorOnDeath:
		Actor: UFO.Husk
	RenderSprites:
	Repairable:
		RepairBuildings: fix, hpad

HIND:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 30
		Prerequisites: ~hpad, stek, ~techlevel.core, ~aircraft.soviet
		Description: HIND NOT REAL NAME. IS NAME GIVEN BY DUMB WESTERN SHIT NATO COUNTRIES. DO NOT RESPECT SUPERIOR RUSSIAN TECHNOLOGY. MIL-MI FLYING TANK. NATO FUCK OFF.
	RenderSprites:
		Image: hind
	Valued:
		Cost: 2600
	Tooltip:
		Name: Mil Mi-24
	Health:
		HP: 14500
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: ChainGun.Hind
		LocalOffset: 420,-100,-128
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: ChainGun.Hind
		LocalOffset: 420,100,-128
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
		FireDelay: 1
	Armament@PRIMARYROCKETS:
		Name: rockets.primary
		Weapon: Rockets.Hind
		LocalOffset: 85,-213,-85, 85,213,-85, 85,-256,-85, 85,256,-85
		PauseOnCondition: !ammo-rocket
	Armament@SECONDARYROCKETS:
		Name: rockets.secondary
		FireDelay: 4
		Weapon: Rockets.Hind
		LocalOffset: 85,-213,-85, 85,213,-85, 85,256,-85, 85,-256,-85
		PauseOnCondition: !ammo-rocket
	AttackAircraft:
		FacingTolerance: 20
		Armaments: primary, secondary, rockets.primary, rockets.secondary
	Aircraft:
		LandWhenIdle: false
		InitialFacing: 224
		TurnSpeed: 4
		Speed: 116
	AutoTarget:
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 160
		PipCount: 6
		ReloadDelay: 25
		AmmoCondition: ammo
		ReloadCount: 8
	AmmoPool@rockets:
		Name: rockets
		Armaments: rockets.primary, rockets.secondary
		Ammo: 12
		PipCount: 4
		ReloadDelay: 8
		AmmoCondition: ammo-rocket
		PipType: red
	ReloadAmmoPool:
		Delay: 125
		Count: 64
	ReloadAmmoPool@rockets:
		AmmoPool: rockets
		Delay: 250
		Count: 6
	SelectionDecorations:
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: HIND.Husk
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 38,32
	LeavesTrails@damage0:
		Offsets: -427,0,0
	LeavesTrails@damage1:
		Offsets: -427,0,0
	-SmokeTrailWhenDamaged:
	Repairable:
		RepairBuildings: fix, hpad
	Rearmable:
		RearmActors: hpad

#	---------------------	#
#	NAVY RULES				#
#	---------------------	#

SS:
	Tooltip:
		Name: Submarine
	Health:
		HP: 40000
	Buildable:
		Description: yeah yeah yeah
		Prerequisites: ~spen, ~techlevel.core
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 30
	AutoTargetPriority@DEFAULT:
		ValidTargets: Ground, Water, Underwater
	AutoTargetPriority@ATTACKANYTHING:
		ValidTargets: Ground, Water, Underwater
	Cloak:
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		Palette: cloak
		IsPlayerPalette: true
	Armament:
		Weapon: Iceberg
		LocalOffset: 0,0,0
		FireDelay: 2
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	RevealsShroud:
		Range: 4c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 3c0
MSUB:
	-Buildable:
SPACESUB:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 60
		Prerequisites: ~spen, stek, ~techlevel.core
		Description: SPESS MUHREENS
	Valued:
		Cost: 3000
	Tooltip:
		Name: Space Submarine
	Health:
		HP: 25000
	Armor:
		Type: Light
	Aircraft:
		TurnSpeed: 4
		Speed: 40
		AltitudeVelocity: 128
		CruiseAltitude: 3c0
	RevealsShroud:
		Range: 6c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
		Type: GroundPosition
	Targetable@GROUND:
		TargetTypes: Ground, Repair, Vehicle
		RequiresCondition: !airborne
	Targetable@AIRBORNE:
		TargetTypes: Air, Aircraft
		RequiresCondition: airborne
	Cloak:
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		Palette: cloak
		IsPlayerPalette: true
		CloakedCondition: underwater
		CloakDelay: 125
		RequiresCondition: !cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical, Heavy
	Armament@PRIMARY:
		Weapon: SpaceSub.Cannon
		LocalOffset: 0,-171,0, 0,171,0
		FireDelay: 12
	Armament@SECONDARY:
		Weapon: SpaceSub.DEW
		LocalOffset: 800,0,0
		FireDelay: 6
	AttackFrontal:
	SelectionDecorations:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	DetectCloaked:
		CloakTypes: Underwater
		Range: 2c0
	RenderDetectionCircle:
	Explodes:
		Weapon: UnitExplodeSubmarine
		EmptyWeapon: UnitExplodeSubmarine
	-MustBeDestroyed:
	Selectable:
		DecorationBounds: 44,44
	RenderSprites:
		Image: msub
	SpawnActorOnDeath:
		Actor: SPACESUB.Husk
	GrantConditionOnTerrain@water:
		TerrainTypes: Water
		Condition: surfsup
	SpeedMultiplier@water:
		Modifier: 200
		RequiresCondition: surfsup

SPACESUB.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: spaced out man
	Aircraft:
		TurnSpeed: 4
		Speed: 36
	RevealsShroud:
		Range: 12c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 10c0
		Type: GroundPosition
	RenderSprites:
		Image: msub
DD:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 40
		Prerequisites: ~syrd, dome, ~techlevel.core
		Description: plz fix td navy mod so i can tell you that it sucks, insert
		IconPalette: td_temperat
	Valued:
		Cost: 1200
	Tooltip:
		Name: Battleship
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 7
		Speed: 85
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Turreted:
		TurnSpeed: 7
		Offset: 512,0,64
	Armament@PRIMARY:
		Weapon: Railgun
		LocalOffset: 720,0,80
		LocalYaw: 0, 0
		Recoil: 200
		RecoilRecovery: 42
		MuzzleSequence: cannon
		FireDelay: 2
	Armament@SECONDARY:
		Weapon: DepthCharge
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 80, -80
	-Armament@TERTIARY:
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	SelectionDecorations:
	WithSpriteTurret:
	WithMuzzleOverlay:
	DetectCloaked:
		CloakTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 38,38
	
BIGWILLY:
	Inherits: ^TrackedVehicle
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 50
		Prerequisites: ~syrd, atek, ~techlevel.core, ~ships.germany
		Description: is this a kaiserreich reference?
	Valued:
		Cost: 4000
	Tooltip:
		Name: "Big Willy" - Kaiser Wilhelm Super Mortar
	Mobile:
		TurnSpeed: 3
		Speed: 50
		Locomotor: heavyamphib
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: WilhelmMortar
		LocalOffset: 480,-100,1024
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
	AttackFrontal:
		Voice: Attack
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	SelectionDecorations:
	Selectable:
		DecorationBounds: 32,32,0,-6
	AttackMove:
		Voice: AttackMove
	Voiced:
		VoiceSet: AGKVoice
	GrantConditionOnTerrain@water:
		TerrainTypes: Water
		Condition: water
	WithFacingSpriteBody:
		RequiresCondition: !water
	WithFacingSpriteBody@water:
		RequiresCondition: water
		Sequence: idle-water
	AnnounceOnKill:
	GrantConditionOnTerrain@impassable:
		TerrainTypes: Rock
		Condition: remove
	Cloneable:
		Types: Ship

CA:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 50
		Prerequisites: ~syrd, atek, ~techlevel.core, ~!ships.germany
		Description: are you sure that's enough guns?
	Valued:
		Cost: 4000
	Tooltip:
		Name: Crewzuh
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 3
		Speed: 42
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Turreted@PRIMARY:
		Turret: 1
		Offset: -800,250,128
		TurnSpeed: 3
	Turreted@SECONDARY:
		Turret: 2
		Offset: 1050,0,128
		TurnSpeed: 3
	Turreted@3:
		Turret: 3
		Offset: -1350,0,128
		TurnSpeed: 3
	Turreted@4:
		Turret: 4
		Offset: 550,250,128
		TurnSpeed: 3
	Turreted@5:
		Turret: 5
		Offset: 550,-250,128
		TurnSpeed: 3
	Turreted@6:
		Turret: 6
		Offset: 150,0,256
		TurnSpeed: 3
	Turreted@7:
		Turret: 7
		Offset: -350,0,196
		TurnSpeed: 3
	Turreted@8:
		Turret: 8
		Offset: -800,-250,128
		TurnSpeed: 3
	Armament@PRIMARY:
		Turret: 1
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Turret: 2
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 4
	Armament@3:
		Turret: 3
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 8
	Armament@4:
		Turret: 4
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 12
	Armament@5:
		Turret: 5
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 16
	Armament@6:
		Turret: 6
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 20
	Armament@7:
		Turret: 7
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 24
	Armament@8:
		Turret: 8
		Weapon: 8Inch
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 28
	AttackTurreted:
		Turrets: 1,2,3,4,5,6,7,8
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	SelectionDecorations:
	WithSpriteTurret@PRIMARY:
		Turret: 1
	WithSpriteTurret@SECONDARY:
		Turret: 2
	WithSpriteTurret@3:
		Turret: 3
	WithSpriteTurret@4:
		Turret: 4
	WithSpriteTurret@5:
		Turret: 5
	WithSpriteTurret@6:
		Turret: 6
	WithSpriteTurret@7:
		Turret: 7
	WithSpriteTurret@8:
		Turret: 8
	Selectable:
		DecorationBounds: 44,44

LST:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildPaletteOrder: 10
		Prerequisites: ~techlevel.core
		Description: pills here
	Valued:
		Cost: 1000
	Tooltip:
		Name: Mobile Pillbox
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 10
		Speed: 113
		Locomotor: naval
		RequiresCondition: !(notmobile || empdisable)
	AttackGarrisoned:	#Doesn't work that well with mobile units, firing ports seem to be dependant on units facing - also muzzles using different palettes end up looking weird
		PortOffsets: 0,64,64, -64,0,64, 0,-64,64, 64,0,64
		PortYaws: 0, 256, 512, 768
		PortCones: 128, 128, 128, 128
		RequiresCondition: !(warp || miniwarp || empdisable)
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	SelectionDecorations:
	-WithLandingCraftAnimation:
		OpenTerrainTypes: Clear, Rough, Road, Ore, Gems, Beach
	Cargo:
		Types: Infantry, Vehicle
		MaxWeight: 8
		PipCount: 8
		PassengerFacing: 0
		LoadingCondition: notmobile
		EjectOnDeath: true
	-Chronoshiftable:
	Selectable:
		DecorationBounds: 36,36
	Explodes@Spreader:
		Weapon: GenericSpreader
		EmptyWeapon: GenericSpreader

#Bots can't fill transports - this will give bots transports with pre-set cargo combinations, but since the bots do not actually need to build the components and send them in the transports, this is technically cheating (and will therefore not be built by non-cheating bots)

#TODO Fix prizes, once arty prizes are final - fix cargo, once slots are final
LSTBOT:
	Inherits: LST
	GivesExperience:
		Experience: 1000
	Valued:
		Cost: 3500
	RenderSprites:
		Image: lst
	Buildable:
		Prerequisites: ~structures.bot, barracks
	Cargo:
		InitialUnits: e6, e6, e6, e6, e6
LSTBOT.ALL1:
	Inherits: LSTBOT
	Valued:
		Cost: 2300
	Buildable:
		Prerequisites: ~structures.bot, tent
	Cargo:
		InitialUnits: e1.allied, e1.allied, e1.allied, shok, shok
LSTBOT.ALL2:
	Inherits: LSTBOT
	Valued:
		Cost: 2700
	Buildable:
		Prerequisites: ~structures.bot, tent, dome, weap, !structures.german, structures.allies
	Cargo:
		InitialUnits: jeep, e5, e5, shok
LSTBOT.ALL2A:
	Inherits: LSTBOT
	Valued:
		Cost: 2700
	Buildable:
		Prerequisites: ~structures.bot, tent, dome, weap, structures.german
	Cargo:
		InitialUnits: jeep, e5.g, e5.g, shok
LSTBOT.ALL3:
	Inherits: LSTBOT
	Valued:
		Cost: 3150
	Buildable:
		Prerequisites: ~structures.bot, weap, structures.allies
	Cargo:
		InitialUnits: jeep, minitnk, minitnk, minitnk
LSTBOT.ALL4:
	Inherits: LSTBOT
	Valued:
		Cost: 2950
	Buildable:
		Prerequisites: ~structures.bot, weap, dome, structures.allies
	Cargo:
		InitialUnits: jeep, arty
		
LSTBOT.SOV1:
	Inherits: LSTBOT
	Valued:
		Cost: 2300
	Buildable:
		Prerequisites: ~structures.bot, barr
	Cargo:
		InitialUnits: e1.soviet, e1.soviet, e1.soviet, e3, e3
LSTBOT.SOV2:
	Inherits: LSTBOT
	Valued:
		Cost: 2900
	Buildable:
		Prerequisites: ~structures.bot, barr, dome, weap
	Cargo:
		InitialUnits: ftrk, e4, e4, e3
LSTBOT.SOV3:
	Inherits: LSTBOT
	Valued:
		Cost: 2900
	Buildable:
		Prerequisites: ~structures.bot, barr, dome, weap
	Cargo:
		InitialUnits: ftrk, chitzkoi, chitzkoi, chitzkoi
LSTBOT.SOV4:
	Inherits: LSTBOT
	Valued:
		Cost: 2800
	Buildable:
		Prerequisites: ~structures.bot, weap, dome, structures.russia
	Cargo:
		InitialUnits: ftrk, v2rl
LSTBOT.SOV4A:
	Inherits: LSTBOT
	Valued:
		Cost: 2800
	Buildable:
		Prerequisites: ~structures.bot, weap, dome, !structures.russia, structures.soviet
	Cargo:
		InitialUnits: ftrk, v2rl.2
LSTBOT.SOV5:
	Inherits: LSTBOT
	Valued:
		Cost: 4800
	Buildable:
		Prerequisites: ~structures.bot, weap, dome, barr, stek, structures.russia
	Cargo:
		InitialUnits: v2rl, sniper, sniper, sniper
LSTBOT.SOV5:
	Inherits: LSTBOT
	Valued:
		Cost: 4200
	Buildable:
		Prerequisites: ~structures.bot, weap, dome, barr, stek, !structures.russia, structures.soviet
	Cargo:
		InitialUnits: v2rl.2, sniper, sniper, sniper
ARTYSHIP:
	Inherits: ^Ship
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 45
		Prerequisites: fix, dome, ~spen, ~techlevel.core, ~!ships.ukraine
		Description: Hey, it's that unit from RA3
	Valued:
		Cost: 1500
	Tooltip:
		Name: Circus Cannon
		GenericName: Ship
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 84
		TurnSpeed: 10
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Turreted:
		TurnSpeed: 3
		Offset: -140,0,480
	Armament@PRIMARY:
		Weapon: CircusGun
		LocalOffset: 0,0,256
		Recoil: 0
		RecoilRecovery: 0
		MuzzleSequence: muzzle
		FireDelay: 8
		MuzzlePalette: special_red
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	WithSpriteTurret:
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 44,38,0,-4
LAGLAUNCHER:
	Inherits: ^Ship
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 45
		Prerequisites: fix, dome, ~spen, ~techlevel.core, ~ships.ukraine
		Description: How about some lentil stew?
	Valued:
		Cost: 1500
	Tooltip:
		Name: Laglauncher
		GenericName: Ship
	Health:
		HP: 42000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 84
		TurnSpeed: 10
		Crushes: wall, mine, crate, infantry, heavywall
		WaitAverage: 10
		WaitSpread: 4
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	LeavesTrails@body1:
		Image: laglauncher
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player
		MovingInterval: 12
		StartDelay: 3
		Offsets: 0,0,0
	LeavesTrails@turret1:
		Image: laglauncher
		Sequences: turret
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player
		MovingInterval: 12
		StartDelay: 3
		Offsets: 0,0,480
	Turreted:
		TurnSpeed: 3
		Offset: -140,0,480
	Armament@PRIMARY:
		Weapon: Laglauncher
		LocalOffset: 624,0,208
		Recoil: 250
		RecoilRecovery: 30
		MuzzleSequence: muzzle
		FireDelay: 8
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: LAGLAUNCHER.Husk
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	SelfHealing:
		Step: 50
		Delay: 5
		HealIfBelow: 50
		DamageCooldown: 150
	SelectionDecorations:
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 44,38,0,-4

PT:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 20
		Prerequisites: ~syrd, ~techlevel.core
		Description: let's go looking for the treasure planet
	Valued:
		Cost: 650
	Tooltip:
		Name: Warp Sailer
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 7
		Speed: 128
		Locomotor: navyspeeder
	Hovers:
	LeavesTrails:
		Image: pt_trail
		Palette: just_blue
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
	WithShadow:
		Offset: 0,0,-256
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Turreted:
		TurnSpeed: 7
		Offset: 512,0,0
	Armament@PRIMARY:
		Weapon: WarpGun
		LocalOffset: 208,0,48
		MuzzleSequence: muzzle
	Armament@AA:
		Weapon: WarpGun.AA
		LocalOffset: 208,0,48
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: DepthCharge
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !(warp || miniwarp || empdisable)
	WithMuzzleOverlay:
	SelectionDecorations:
	WithSpriteTurret:
	DetectCloaked:
		CloakTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 36,36

#	---------------------	#
#	HERO RULES				#
#	---------------------	#
GUNDIMPlacer:
	Inherits: ^Building
	Valued:
		Cost: 7500
	Tooltip:
		Name: Aspect of the Gun Dimension
	Health:
		HP: 0
		NotifyAppliedDamage: false
	KillsSelf:
	Buildable:
		Queue: Building
		BuildPaletteOrder: 900
		TerrainTypes: Clear, Road, Rough, Beach, Water
		BuildSounds: placbldg.aud
		Prerequisites: atek, dome, fix, ~structures.allies, ~techlevel.core
		Description: needs more dakka
	-Explodes:
	Building:
		Footprint: x
	SpawnActorOnDeath:
		Actor: GUNDIM
	RenderSprites:
		Image: GUNDIM
	-WithMakeAnimation:
	-ActorLostNotification:
	-UpdatesPlayerStatistics:
	-ShakeOnDeath:
	-SoundOnDamageTransition:
	Voiced:
		VoiceSet: HeroicVoice
	VoiceAnnouncement:
		OneShot: true
		Voice: Build
GUNDIM:
	Inherits: ^Vehicle
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	-ExternalCondition@warp:
	-ExternalCondition@EMPDISABLE:
	RevealsShroud:
		Type: GroundPosition
		Range: 10c0
	HiddenUnderFog:
		Type: GroundPosition
	RenderSprites:
		Scale: 1.5
		Image: gundim
	Valued:
		Cost: 7500
	Tooltip:
		Name: Aspect of the Gun Dimension
	Health:
		HP: 200000
	DetectCloaked:
		Range: 6c0
		CloakTypes: Underwater
	Voiced:
		VoiceSet: HeroicVoice
	DeathSounds:
		VolumeMultiplier: 2
	RenderDetectionCircle:
	-WithFacingSpriteBody:
	WithSpriteBody:
	-QuantizeFacingsFromSequence:
	BodyOrientation:
		QuantizedFacings: 64
	-Mobile:
		TurnSpeed: 3
		Speed: 70
	AttackTurreted:
		Turrets: 1,2,3,4,5,6,7,8
	Aircraft:
		MinAirborneAltitude: 1024
		CruiseAltitude: 768
		IdealSeparation: 3c0
		RepairBuildings: fix
		TurnSpeed: 2
		Speed: 24
		VTOL: true
		CanHover: true
		LandWhenIdle: false
	ActorLostNotification:
		Notification: HeroicUnitLost
	Turreted@PRIMARY:
		Turret: 1
		Offset: 0,1000,0
		TurnSpeed: 6
	Turreted@SECONDARY:
		Turret: 2
		Offset: 0,-1000,0
		TurnSpeed: 6
	Turreted@3:
		Turret: 3
		Offset: 0,500,1024
		TurnSpeed: 6
	Turreted@4:
		Turret: 4
		Offset: 0,-500,1024
		TurnSpeed: 6
	Turreted@5:
		Turret: 5
		Offset: 0,-500,-512
		TurnSpeed: 6
	Turreted@6:
		Turret: 6
		Offset: 0,500,-512
		TurnSpeed: 6
	Turreted@7:
		Turret: 7
		Offset: 0,1000,512
		TurnSpeed: 6
	Turreted@8:
		Turret: 8
		Offset: 0,-1000,512
		TurnSpeed: 6
	WithSpriteTurret@PRIMARY:
		Turret: 1
		Sequence: turret-semilow
	WithSpriteTurret@SECONDARY:
		Turret: 2
		Sequence: turret-semilow
	WithSpriteTurret@3:
		Turret: 3
		Sequence: turret-high
	WithSpriteTurret@4:
		Turret: 4
		Sequence: turret-high
	WithSpriteTurret@5:
		Turret: 5
		Sequence: turret-low
	WithSpriteTurret@6:
		Turret: 6
		Sequence: turret-low
	WithSpriteTurret@7:
		Turret: 7
	WithSpriteTurret@8:
		Turret: 8
	Armament@PRIMARY:
		Turret: 1
		Weapon: Cannon.GunDim
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 0
	Armament@SECONDARY:
		Turret: 2
		Weapon: MLRS.GunDim
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARYA:
		Turret: 2
		Weapon: MLRS.GunDim.Silent
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARYB:
		Turret: 2
		Weapon: MLRS.GunDim.Silent
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARYC:
		Turret: 2
		Weapon: MLRS.GunDim.Silent
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARY.AA:
		Turret: 2
		Weapon: MLRS.GunDim.AA
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARYA.AA:
		Turret: 2
		Weapon: MLRS.GunDim.Silent.AA
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARYB.AA:
		Turret: 2
		Weapon: MLRS.GunDim.Silent.AA
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@SECONDARYC.AA:
		Turret: 2
		Weapon: MLRS.GunDim.Silent.AA
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: 
		FireDelay: 24
	Armament@3:
		Turret: 3
		Weapon: Shotgun.GunDim
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 360
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 12
	Armament@3A:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3B:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3C:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3D:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3E:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3F:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3G:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3H:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@3I:
		Turret: 3
		Weapon: Shotgun.GunDim.Pellet
		LocalOffset: 480,-100,40, 480,100,40
		FireDelay: 12
	Armament@4:
		Turret: 4
		Weapon: Railgun.GunDim
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 360
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 12
	Armament@5:
		Turret: 5
		Weapon: Autogun.GunDim
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 4
	Armament@5.AA:
		Turret: 5
		Weapon: Autogun.GunDim.AA
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 4
	Armament@6:
		Turret: 6
		Weapon: Rocket.GunDim
		LocalOffset: 0,-100,0, 0,100,0
		LocalYaw: 64, -64
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence:
		FireDelay: 30
	Armament@7:
		Turret: 7
		Weapon: ChainGun.GunDim
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 160
		RecoilRecovery: 40
		MuzzleSequence: muzzle-mgun
		FireDelay: 0
	Armament@7.AA:
		Turret: 7
		Weapon: ChainGun.GunDim.AA
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 160
		RecoilRecovery: 40
		MuzzleSequence: muzzle-mgun
		FireDelay: 0
	Armament@7A:
		Turret: 7
		Weapon: ChainGun.GunDim
		LocalOffset: 480,100,40, 480,-100,40
		Recoil: 160
		RecoilRecovery: 40
		MuzzleSequence: muzzle-mgun
		FireDelay: 0
	Armament@7A.AA:
		Turret: 7
		Weapon: ChainGun.GunDim.AA
		LocalOffset: 480,100,40, 480,-100,40
		Recoil: 160
		RecoilRecovery: 40
		MuzzleSequence: muzzle-mgun
		FireDelay: 0
	Armament@8:
		Turret: 8
		Weapon: Arty.GunDim
		LocalOffset: 480,-100,40, 480,100,40
		Recoil: 171
		RecoilRecovery: 34
		MuzzleSequence: muzzle
		FireDelay: 24
	SelfHealing:
		Step: 500
		Delay: 12
		HealIfBelow: 100
		DamageCooldown: 375
	Hovers:
	WithShadow:
		Offset: 0,0,-256
	-KillsSelf@impassable:


COMBOTPlacer:
	Inherits: ^Building
	Valued:
		Cost: 7500
	Tooltip:
		Name: Comrade Trexky "Hero of the Revolution"
	Health:
		HP: 0
		NotifyAppliedDamage: false
	KillsSelf:
	Buildable:
		Queue: Building
		BuildPaletteOrder: 900
		TerrainTypes: Clear, Road, Rough, Beach
		BuildSounds: placbldg.aud
		Prerequisites: stek, dome, fix, ~structures.soviet, ~techlevel.core
		Description: "Heh, nothin' personnel, kid"\n*Seizes the means of production*
	-Explodes:
	Building:
		Footprint: x
	SpawnActorOnDeath:
		Actor: COMBOT
	RenderSprites:
		Image: trex
	-WithMakeAnimation:
	-ActorLostNotification:
	-UpdatesPlayerStatistics:
	-ShakeOnDeath:
	-SoundOnDamageTransition:
	Voiced:
		VoiceSet: HeroicVoice
	VoiceAnnouncement:
		OneShot: true
		Voice: Build

COMBOT:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	-ExternalCondition@warp:
	-ExternalCondition@EMPDISABLE:
	-Crushable:
	RenderSprites:
		Image: trex
		Scale: 2.0
		PlayerPalette: player_td
	Valued:
		Cost: 7500
	Tooltip:
		Name: Comrade Trexky "Hero of the Revolution"
	Mobile:
		Speed: 64
		Voice: Move
		Locomotor: walker
	Health:
		HP: 120000
	Armor:
		Type: Heavy
	Passenger:
		PipType: Red
	RevealsShroud:
		Range: 12c0
	Armament:
		Weapon: M41A
	AttackFrontal:
		Voice: Attack
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		DefaultAttackSequence: attack
		IdleSequences: stand
		StandSequences: stand
	WithDeathAnimation:
		DeathSequencePalette: player_td	
	ProximityExternalCondition@COMBOTMain:
		Condition: combot
		ValidStances: Ally
		Range: 6c0
		AffectsParent: true
	WithRangeCircle@COMBOT:
		Range: 6c0
	AmbientSound@COMBOT:
		SoundFiles: music/polyush.aud
		RequiresCondition: combot_unit >= 25 && combot_unit < 50
	AmbientSound@COMBOT1:
		SoundFiles: music/sovhymn.aud
		RequiresCondition: combot_unit >= 50
	WithIdleOverlay:
		Sequence: flag
		Offset: 0,0, 1024
		Palette: player
		IsPlayerPalette: true
	-DamageMultiplier@combot:
	DamageMultiplier@combot1:
		Modifier: 95
	DamageMultiplier@combot2:
		Modifier: 90
	Voiced:
		VoiceSet: HeroicVoice
	SelfHealing@combot:
		Step: 0
		PercentageStep: 1
		Delay: 50
		HealIfBelow: 100
		DamageCooldown: 0
	-TakeCover:
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath, TiberiumDeath, FireDeath, ElectricityDeath
		VolumeMultiplier: 2
	-DeathSounds@BURNED:
	-DeathSounds@ZAPPED:
	WithDeathAnimation:
		UseDeathTypeSuffix: false
	ActorLostNotification:
		Notification: HeroicUnitLost

#	---------------------	#
#	CIVILIAN RULES			#
#	---------------------	#

E6.yeah1:
	Inherits: E6
	RenderSprites:
		Image: e6
	-Buildable:
	Wanders:
		WanderMoveRadius: 5
		MinMoveDelay: 25
		MaxMoveDelay: 250
	AmbientSound@yeah:
		SoundFiles: yeah1.aud
		Delay: 1, 250
		Interval: 1, 250
	-GivesBounty:
	-GivesExperience:
	-PortableChrono:
	SpawnActorOnDeath:
		Actor: AAAAAAA1
	ActorLostNotification:
		Notification: CivilianKilled
		NotifyAll: true

E6.yeah2:
	Inherits: E6.yeah1
	SpawnActorOnDeath:
		Actor: AAAAAAA2

E6.yeah3:
	Inherits: E6.yeah1
	SpawnActorOnDeath:
		Actor: AAAAAAA3

Viceroid:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: vice
		Scale: 2
	Huntable:
	Health:
		HP: 100000
	Armor:
		Type: Wood
	Armor@demon:
		Type: Demon
	RevealsShroud:
		Range: 12c0
	Mobile:
		Speed: 71
		Locomotor: foot
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24,24
	Targetable:
		TargetTypes: Ground, Infantry, Demon
	AutoTarget:
		ScanRadius: 12
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
	AttackMove:
	DrawLineToTarget:
	HiddenUnderFog:
	AttackWander:
		MinMoveDelay: 25
		MaxMoveDelay: 250
	Valued:
		Cost: 1500
	Tooltip:
		Name: Shoggoth
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		Prerequisites: ~debug
		Description: so cool
	Armament:
		Weapon: HowShogging
		LocalOffset: 384,0,0
	AttackFrontal:
	BodyOrientation:
		QuantizedFacings: 8
	WithSpriteBody:
	WithMuzzleOverlay:
	Guard:
	Guardable:
	DamagedByTerrain:
		Damage: -100
		DamageInterval: 4
		Terrain: Tree
	Voiced:
		VoiceSet: ZombieVoice
	HitShape:
		Type: Circle
			Radius: 427
	WithIdleOverlay:
		Sequence: glow
		Palette: special_red_a2
	SelfHealing:
		Step: 0
		PercentageStep: 1
		Delay: 75
		HealIfBelow: 100
		DamageCooldown: 0

Zombie:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 100
	Tooltip:
		Name: Thriller
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		Prerequisites: ~debug
		Description: Brains
	Health:
		HP: 15000
	Mobile:
		Speed: 42
	AutoTarget:
		ScanRadius: 8
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		DefaultAttackSequence: bite
		IdleSequences: idle1
	Armament:
		Weapon: ZombieClaw
	Voiced:
		VoiceSet: ZombieVoice
	AttackWander:
		WanderMoveRadius: 3
		MinMoveDelay: 10
		MaxMoveDelay: 50
	-TakeCover:
	AnnounceOnKill:
	AmbientSound@zombie:
		SoundFiles: sounds/voices/zombie/quake.aud, sounds/voices/zombie/dsposact.aud, sounds/voices/zombie/dsposit1.aud, sounds/voices/zombie/dsposit2.aud, sounds/voices/zombie/dsposit3.aud
		Delay: 250, 750
		Interval: 250, 750
	RejectsOrders:
	Targetable:
		TargetTypes: Ground, Infantry, Demon
	SelfHealing:
		Step: 0
		PercentageStep: 5
		Delay: 75
		HealIfBelow: 100
		DamageCooldown: 0
	DamagedByTerrain@Tiberium:
		Terrain: Tree
		Damage: -50
		DamageInterval: 16
		DamageTypes: DefaultDeath
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
		VolumeMultiplier: 1
	DeathSounds@BURNED:
		VolumeMultiplier: 1	

ShadowZombieSpawner:
	Inherits: ^CustomExplosionWorkaround
	KillsSelf:
		Delay: 25, 5000
	SpawnActorOnDeath:
		Actor: ShadowZombie

ShadowZombie:
	Inherits: Zombie
	RenderSprites:
		Image: shadowzombie
	Valued:
		Cost: 500
	Tooltip:
		Name: Shadow
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		Prerequisites: ~debug
		Description: Edgy
	Health:
		HP: 25000
	-Crushable:
	Mobile:
		Speed: 64
		Locomotor: fullspeedallterrain
	Hovers:
	Armor@Zombie:
		Type: Shadow
	AutoTarget:
		ScanRadius: 8
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		DefaultAttackSequence: bite
		IdleSequences: idle1
	Armament:
		Weapon: ShadowClaw
	Voiced:
		VoiceSet: ZombieVoice
	AttackWander:
		WanderMoveRadius: 4
		MinMoveDelay: 10
		MaxMoveDelay: 50
	AnnounceOnKill:
	-AmbientSound@zombie:
	RejectsOrders:
	Targetable:
		TargetTypes: Ground, Infantry, Demon
	SelfHealing:
		Step: 0
		PercentageStep: 10
		Delay: 75
		HealIfBelow: 100
		DamageCooldown: 0
	DamagedByTerrain@Tiberium:
		Terrain: Tree
		Damage: 0
		DamageInterval: 16
		DamageTypes: DefaultDeath
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
		VolumeMultiplier: 1
	DeathSounds@BURNED:
		VolumeMultiplier: 1
	LeavesTrails@body0:
		Image: shadowzombie
		Sequences: afterimg1
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player_a02
		MovingInterval: 1
		Offsets: 0,0,0
	LeavesTrails@body1:
		Image: shadowzombie
		Sequences: afterimg2
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player_a02
		MovingInterval: 1
		Offsets: 0,0,0
	LeavesTrails@body2:
		Image: shadowzombie
		Sequences: afterimg3
		TerrainTypes: Clear, Road, Rock, Beach, Bridge Gems, Ore, Water, Wall, Tree, Rough, River
		Type: CenterPosition
		Palette: player_a02
		MovingInterval: 1
		Offsets: 0,0,0
	WithIdleOverlay:
		Sequence: afterimg4
		Palette: special_red_a4

IMP:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 666
		Prerequisites: ~debug
		Description: No John, you are the demons
	Valued:
		Cost: 500
	Tooltip:
		Name: Imp
	Health:
		HP: 35000
	Armor:
		Type: Light
	Armor@Demon:
		Type: Demon
	Armament@PRIMARY:
		Weapon: Fireball.Imp
		LocalOffset: 512, 256, 600
		FireDelay: 8
	Mobile:
		SharesCell: false
	AttackFrontal:
		RequiresCondition: !(warp || miniwarp || empdisable)
	Armament@AttackFrontalWarpCrashPreventer:
		Weapon: AntiCrash.FakeAttack
		Name: whatkindofbullshitisthis
	AttackFrontal@warpcrashpreventer:
		Armaments: whatkindofbullshitisthis
		RequiresCondition: (warp || miniwarp || empdisable)
	WithInfantryBody:
		DefaultAttackSequence: shoot
		StandSequences: idle
	QuantizeFacingsFromSequence:
		Sequence: idle
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	-Crushable:
	AnnounceOnKill:
	HitShape:
		Type: Circle
			Radius: 256
	Voiced:
		VoiceSet: ImpVoice
	Selectable:
		Bounds: 20,25,0,-7
		DecorationBounds: 20,25,0,-7
	AmbientSound@imp:
		SoundFiles: sounds/voices/imp/impact1.aud,sounds/voices/imp/impact2.aud
		Delay: 250, 750
		Interval: 250, 750
	RenderSprites:
		Palette: td_temperat
	WithDeathAnimation:
		UseDeathTypeSuffix: false
		DeathSequencePalette: td_temperat
		DeathPaletteIsPlayerPalette: false
	AttackWander:
		WanderMoveRadius: 3
		MinMoveDelay: 25
		MaxMoveDelay: 100
	AutoTarget:
		ScanRadius: 12
	RevealsShroud:
		Range: 12c0
	Targetable:
		TargetTypes: Ground, Infantry, Demon
	AutoTargetPriority@DEFAULT:
		InvalidTargets: NoAutoTarget, WaterStructure, Demon
	AutoTargetPriority@ATTACKANYTHING:
		InvalidTargets: NoAutoTarget, Demon

CACO:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 667
		Prerequisites: ~debug
		Description: No John, you are the demons
	Valued:
		Cost: 800
	Tooltip:
		Name: Cacodemon
	Health:
		HP: 35000
	Armor:
		Type: Light
	Armor@Demon:
		Type: Demon
	Armament@1:
		Weapon: Fireball.Caco
		LocalOffset: 256 , 0, 200
		FireDelay: 8
		Name: primary
	Armament@2:
		Weapon: Fireball.Caco.AA
		LocalOffset: 256 , 0, 200
		FireDelay: 8
		Name: secondary
	Aircraft:
		LandWhenIdle: false
		TurnSpeed: 8
		Speed: 80
	AttackAircraft:
	WithAttackAnimation:
		Sequence: shoot
		Armament: primary
	WithAttackAnimation@needsthistwiceotherwiseitcrashes:
		Sequence: shoot
		Armament: secondary
	QuantizeFacingsFromSequence:
		Sequence: idle
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AnnounceOnKill:
	Voiced:
		VoiceSet: CacoVoice
	Selectable:
		Bounds: 20,25,0,-7
		DecorationBounds: 20,25,0,-7
	AmbientSound@caco:
		SoundFiles: sounds/voices/caco/cacact1.aud,sounds/voices/caco/cacact2.aud
		Delay: 250, 750
		Interval: 250, 750
	RenderSprites:
		Palette: td_temperat
	WithDeathAnimation:
		UseDeathTypeSuffix: false
		DeathSequencePalette: td_temperat
		DeathPaletteIsPlayerPalette: false
	SpawnActorOnDeath:
		Actor: CACO.Husk
	-EjectOnDeath:
	-LeavesTrails@damage0:
	-LeavesTrails@damage1:
	AttackWander:
		WanderMoveRadius: 3
		MinMoveDelay: 25
		MaxMoveDelay: 100
	-SpawnActorOnDeath@demonspawner:
	AutoTarget:
		ScanRadius: 12
	RevealsShroud:
		Range: 12c0
		Type: GroundPosition
	DeathSounds:
	Targetable@GROUND:
		TargetTypes: Ground, Infantry, Demon
	Targetable@AIRBORNE:
		TargetTypes: Air, Demon
	AutoTargetPriority@DEFAULT:
		InvalidTargets: NoAutoTarget, WaterStructure, Demon
	AutoTargetPriority@ATTACKANYTHING:
		InvalidTargets: NoAutoTarget, Demon
	HitShape:
		Type: Circle
			Radius: 256

BARL:
	Inherits: ^TechBuilding
	-Selectable:
	SelectionDecorations:
		RenderSelectionBars: False
	Health:
		HP: 1000
	Armor@barrel:
		Type: Barrel
	Explodes:
		Weapon: BarrelExplode
	Tooltip:
		Name: Explosive Barrel
		ShowOwnerRow: False
	Armor:
		Type: None
	Targetable:
		TargetTypes: Ground, DemoTruck, Barrel, NoAutoTarget
	-ShakeOnDeath:
	-SoundOnDamageTransition:
	-Demolishable:
	MapEditorData:
		Categories: Decoration
	Interactable:
		Bounds: 24,24

BRL3:
	Inherits: ^TechBuilding
	-Selectable:
	SelectionDecorations:
		RenderSelectionBars: False
	Health:
		HP: 1000
	Armor@barrel:
		Type: barrel
	Explodes:
		Weapon: BarrelExplode
	Tooltip:
		Name: Explosive Barrel
		ShowOwnerRow: False
	Armor:
		Type: None
	Targetable:
		TargetTypes: Ground, DemoTruck, Barrel, NoAutoTarget
	-ShakeOnDeath:
	-SoundOnDamageTransition:
	-Demolishable:
	MapEditorData:
		Categories: Decoration
	Interactable:
		Bounds: 24,24

T01.Suic:
	Inherits@para: ^SuicideTree
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 669
		Prerequisites: ~debug
		Description: %
	RenderSprites:
		Image: t01.suic

T01.Para:
	Inherits: T01
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t01
	-SpawnActorOnDeath:
T02.Para:
	Inherits: T02
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t02
	-SpawnActorOnDeath:
T03.Para:
	Inherits: T03
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t03
	-SpawnActorOnDeath:
T05.Para:
	Inherits: T05
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t05
	-SpawnActorOnDeath:
T06.Para:
	Inherits: T06
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t06
	-SpawnActorOnDeath:
T07.Para:
	Inherits: T07
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t07
	-SpawnActorOnDeath:
T08.Para:
	Inherits: T08
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t08
	-SpawnActorOnDeath:
T16.Para:
	Inherits: T16
	Inherits@para: ^ParaTree
	-Building:
	RenderSprites:
		Image: t16
	-SpawnActorOnDeath:

V01:
	Tooltip:
		Name: Boy Scouts
	AmbientSound@lefunnyrandommusic:
		SoundFiles: sounds/mexhat.aud, sounds/notifications/radar1.aud, sounds/roboto.aud, sounds/surf.aud, sounds/mall.aud, sounds/scat.aud
		Delay: 750, 2250
		Interval: 750, 2250
	SpawnActorOnDeath@1:
		Actor: c1
		Probability: 100
	SpawnActorOnDeath@2:
		Actor: c4
		Probability: 70
	SpawnActorOnDeath@3:
		Actor: c3
		Probability: 50

V02:
	Tooltip:
		Name: Best Map Balancing Department
	TooltipDescription:
		Description: Closed until further notice.
		ValidStances: Ally, Neutral, Enemy
	RenderSprites:
		Image: v02
V02.A:
	Inherits: V02
	Tooltip:
		Name: Grass Cleaner
	-TooltipDescription:
V02.B:
	Inherits: V02
	Tooltip:
		Name: Kanes Esoteric Crystal Shop
	-TooltipDescription:
V02.C:
	Inherits: V02
	Tooltip:
		Name: Spiritual Crime Investigator
	-TooltipDescription:

V03:
	Tooltip:
		Name: Memetic Desinformation Agency
	RenderSprites:
		Image: v03
V03.A:
	Inherits: V03
	Tooltip:
		Name: Unfunny Names'R'Us

V04:
	Tooltip:
		Name: Euphoria
	TooltipDescription:
		Description: Quality Fedoras for the discerning intellectual
		ValidStances: Ally, Neutral, Enemy
	RenderSprites:
		Image: v04
V04.A:
	Inherits: V04
	Tooltip:
		Name: Tumblr Gender R&D
	-TooltipDescription:

V05:
	Tooltip:
		Name: Autism Vaccine Research Group

V06:
	Tooltip:
		Name: Not present on this map

V07:
	Tooltip:
		Name: This house does not exist
	RenderSprites:
		Image: v07
V07.A:
	Inherits: V07
	Tooltip:
		Name: Lentil Stew Canning and Packaging
V07.B:
	Inherits: V07
	Tooltip:
		Name: Toilet Museum

V08:
	Tooltip:
		Name: Le funny random building name
	TooltipDescription:
		Description: xDxDxDxD
		ValidStances: Ally, Neutral, Enemy
	RenderSprites:
		Image: v08
V08.A:
	Inherits: V08
	Tooltip:
		Name: Pennywise Clown School
	TooltipDescription:
		Description: Free Burgers
V08.B:
	Inherits: V08
	Tooltip:
		Name: Wasted Time Productions
	TooltipDescription:
		Description: A subsidiary of Autism Industries
		ValidStances: Ally, Neutral, Enemy

V09:
	Tooltip:
		Name: Association for the permanent removal of Insert Name
	RenderSprites:
		Image: v09
V09.A:
	Inherits: V09
	Tooltip:
		Name: Waterloo Plumbing Company
	TooltipDescription:
		Description: We get shit done!
		ValidStances: Ally, Neutral, Enemy
V09.B:
	Inherits: V09
	Tooltip:
		Name: if u read this u r dum lol

V10:
	Tooltip:
		Name: Sonic OC Manufactory
	RenderSprites:
		Image: v10
	TooltipDescription:
		Description: Thefts will be punished.
		ValidStances: Ally, Neutral, Enemy
V10.A:
	Inherits: V10
	Tooltip:
		Name: Serbian Veterans Retirement Home
	TooltipDescription:
		Description: Free Water Cups

V11:
	Tooltip:
		Name: Your Ad here
	RenderSprites:
		Image: v11
V11.A:
	Inherits: V11
	Tooltip:
		Name: Kebab Store

V12:
	Tooltip:
		Name: who put me on this map?

V13:
	Tooltip:
		Name: hi

C1:
	ScaredyCat:
		PanicSpeedModifier: 300
		AttackPanicChance: 50
		PanicLength: 25
C3:
	Inherits@1: ^ArmedCivilian
	ScaredyCat:
		PanicSpeedModifier: 300
		AttackPanicChance: 50
		PanicLength: 25
C4:
	Inherits@1: ^ArmedCivilian
	ScaredyCat:
		PanicSpeedModifier: 300
		AttackPanicChance: 50
		PanicLength: 25

MISS:
	Inherits: ^TechBuilding
	Tooltip:
		Name: Global Meme Database
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: miss
	RevealsShroud:
		Range: 18c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 18c0
	GpsPower:
		Prerequisites: techcenter
		PauseOnCondition: disabled || empdisable
		Icon: gps
		OneShot: yes
		ChargeInterval: 9000
		Description: Gee Pee Ass Saddle Light
		LongDesc: smile for the cameras
		RevealDelay: 375
		LaunchSpeechNotification: SatelliteLaunched
		DisplayTimerStances: Ally, Neutral, Enemy
	SupportPowerChargeBar:
	Power:
		Amount: -200
		RequiresCondition: tech
	GrantConditionOnPrerequisite@tech:
		Condition: tech
		Prerequisites: techcenter
	TooltipDescription@ally:
		Description: Get a Tech-Center for a bonus.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to become a voyeur.
		ValidStances: Neutral, Enemy

HOSP:
	Inherits: ^TechBuilding
	Tooltip:
		Name: Cancer Treatment Hospital
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: hosp
	TooltipDescription@ally:
		Description: Do you have an insurance?
		ValidStances: Ally
	TooltipDescription@other:
		Description: Medical aid does not extend to players of this map.
		ValidStances: Neutral, Enemy

BIO:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	RevealsShroud:
		Range: 3c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	Tooltip:
		Name: Cereal Plant
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	GpsDot:
		String: Biohazard
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: bio

OILB:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-300,0, 420,512,0, -420,-512,0, -630,300,0
	Selectable:
		Priority: 0
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 80000
	Armor@eternalexplosionpreventer:
		Type: Derrick
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	CashTrickler:
		Interval: 375
		Amount: 100
	Tooltip:
		Name: EPA Bureau
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidStances: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	GpsDot:
		String: Oil
	GivesCashOnCapture:
		Amount: 100
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: oilb

FCOM:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Wood
	Tooltip:
		Name: Backward Command
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	GivesBuildableArea:
		AreaTypes: building
	BaseProvider:
		Range: 8c0
	EngineerRepairable:
	Power:
		Amount: 0
	ProvidesPrerequisite@buildingname:
	GpsDot:
		String: Forward
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: fcom

PYRAMID:
	Inherits: ^TechBuilding
	Inherits@shape: ^3x2Shape
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
		LocalCenterOffset: 0,-512,0
	Tooltip:
		Name: Secret Illuminati Base
	WithIdleOverlay:
		Palette: special_blue
		RequiresCondition: !dmg
	WithIdleOverlay@damage:
		Palette: special_blue
		RequiresCondition: dmg
		Sequence: idle-overlay-damaged
	GrantConditionOnDamageState:
		Condition: dmg
	RenderSprites:
		Image: pyramid
	Health:
		HP: 50000
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: pyramid
	ProvidesPrerequisite@buildingname:
	TooltipDescription@ally:
		Description: oh no, you just fulfilled the prophecy in their conspiracy
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to foil the Reptilian plans to make the Nazis return.
		ValidStances: Neutral, Enemy

BARKRAX:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: xx xx
		Dimensions: 2,2
		LocalCenterOffset: 0,-512,0
	Tooltip:
		Name: Barkracks
	RenderSprites:
		Image: barkrax
	Health:
		HP: 50000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	SpawnActorOnDeath:
		OwnerType: InternalName
		InternalOwner: Neutral
		Actor: barkrax
	ProvidesPrerequisite@buildingname:
	TooltipDescription@ally:
		Description: gud boi
		ValidStances: Ally
	TooltipDescription@other:
		Description: Capture to let the dogs out.
		ValidStances: Neutral, Enemy

#	---------------------	#
#	DECORATION RULES		#
#	---------------------	#

T01:
	SpawnActorOnDeath:
		Actor: T01.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t01
		RequiresCondition: tiberium
T02:
	SpawnActorOnDeath:
		Actor: T02.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t02
		RequiresCondition: tiberium
T03:
	SpawnActorOnDeath:
		Actor: T03.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t03
		RequiresCondition: tiberium
T04:
	SpawnActorOnDeath:
		Actor: T04.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t04
		RequiresCondition: tiberium
T05:
	SpawnActorOnDeath:
		Actor: T05.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t05
		RequiresCondition: tiberium
T06:
	SpawnActorOnDeath:
		Actor: T16.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t06
		RequiresCondition: tiberium
T07:
	SpawnActorOnDeath:
		Actor: T07.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t07
		RequiresCondition: tiberium
T08:
	SpawnActorOnDeath:
		Actor: T08.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t08
		RequiresCondition: tiberium
T09:
	SpawnActorOnDeath:
		Actor: T09.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t09
		RequiresCondition: tiberium
T10:
	SpawnActorOnDeath:
		Actor: T10.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t10
		RequiresCondition: tiberium
T11:
	SpawnActorOnDeath:
		Actor: T11.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t11
		RequiresCondition: tiberium
T12:
	SpawnActorOnDeath:
		Actor: T12.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t12
		RequiresCondition: tiberium
T13:
	SpawnActorOnDeath:
		Actor: T13.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t13
		RequiresCondition: tiberium
T14:
	SpawnActorOnDeath:
		Actor: T14.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t14
		RequiresCondition: tiberium
T15:
	SpawnActorOnDeath:
		Actor: T15.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t15
		RequiresCondition: tiberium
T16:
	SpawnActorOnDeath:
		Actor: T16.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t16
		RequiresCondition: tiberium
T17:
	SpawnActorOnDeath:
		Actor: T17.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.t17
		RequiresCondition: tiberium
TC01:
	SpawnActorOnDeath:
		Actor: TC01.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.tc01
		RequiresCondition: tiberium
TC02:
	SpawnActorOnDeath:
		Actor: TC02.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.tc02
		RequiresCondition: tiberium
TC03:
	SpawnActorOnDeath:
		Actor: TC03.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.tc03
		RequiresCondition: tiberium
TC04:
	SpawnActorOnDeath:
		Actor: TC04.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.tc04
		RequiresCondition: tiberium
TC05:
	SpawnActorOnDeath:
		Actor: TC05.Husk
		RequiresCondition: !tiberium
	SpawnActorOnDeath@tib:
		Actor: blossomtree.static.tc05
		RequiresCondition: tiberium

#	---------------------	#
#	HUSK RULES				#
#	---------------------	#

PILOT:# FallsToEarth: could use acceleration
	Inherits@husk:^PlaneHusk
	Aircraft:
		TurnSpeed: 5
		Speed: 149
	RenderSprites:
		Image: pilot
	Tooltip:
		Name: OH MAN, OH GOD
	FallsToEarth:
		Velocity: 0
	-LeavesTrails@husk:
	KillsSelf:
		Delay: 5, 10
	SpawnActorOnDeath:
		Actor: pilot2
PILOT2:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 149
	SpawnActorOnDeath:
		Actor: pilot3
PILOT3:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 100
	SpawnActorOnDeath:
		Actor: pilot4
PILOT4:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 60
	SpawnActorOnDeath:
		Actor: pilot5
PILOT5:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 30
	SpawnActorOnDeath:
		Actor: pilot6
PILOT6:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 10
	SpawnActorOnDeath:
		Actor: pilot7
PILOT7:
	Inherits: PILOT
	Aircraft:
		TurnSpeed: 5
		Speed: 1
	KillsSelf:
		Delay: 3, 6
	SpawnActorOnDeath:
		Actor: pilot8
PILOT8:
	Inherits: PILOT
	RenderSprites:
		Image: pilot2
	Aircraft:
		TurnSpeed: 5
		Speed: 1
	FallsToEarth:
		Velocity: 30
		Explosion: HarmlessExplode
	KillsSelf:
		Delay: 8
	SpawnActorOnDeath:
		Actor: pilot9
PILOT9:
	Inherits: PILOT8
	FallsToEarth:
		Velocity: 60
		Explosion: HarmlessExplode
	KillsSelf:
		Delay: 6
	SpawnActorOnDeath:
		Actor: pilot10
PILOT10:
	Inherits: PILOT8
	FallsToEarth:
		Velocity: 120
		Explosion: HarmlessExplode
	KillsSelf:
		Delay: 4
	SpawnActorOnDeath:
		Actor: pilot11
PILOT11:
	Inherits: PILOT9
	FallsToEarth:
		Velocity: 200
		Explosion: HarmlessExplode
	-KillsSelf:
	-SpawnActorOnDeath:

AAAAAAA1:
	Inherits: ^CustomExplosionWorkaround
	AmbientSound:
		SoundFiles: yeah1.aud, sounds/voices/whah.aud, sounds/voices/pool.aud, sounds/voices/syscrem.aud
		Delay: 1
		Interval: 1, 3
	KillsSelf:
		Delay: 25, 100

AAAAAAA2:
	Inherits: AAAAAAA1
	AmbientSound:
		SoundFiles: sounds/voices/wilhelm.aud

AAAAAAA3:
	Inherits: AAAAAAA1
	AmbientSound:
		SoundFiles: sounds/honk01.aud, sounds/honk02.aud, sounds/honk03.aud, sounds/honk04.aud, sounds/honk05.aud, sounds/honk06.aud, sounds/honk07.aud, sounds/honk08.aud

IMADEDMAN:
	Inherits: ^HelicopterHusk
	RenderSprites:
		Image: imajetman
	Tooltip:
		Name: Go Go Gadget, Rocket-Booster
	Aircraft:
		Speed: 80
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	FallsToEarth:
		Explosion: UnitExplodeHeli
		Velocity: -64
		Moves: true
	KillsSelf:
		Delay: 5
	-Explodes:
	LeavesTrails@husk:
		Image: smoke_moving
		Sequences: small_smoke1, small_smoke2, small_smoke3, small_smoke4, small_smoke5, small_smoke6, small_smoke7, small_smoke8, small_smoke9, small_smoke10, small_smoke11, small_smoke12
		Type: CenterPosition
		Palette: special_red_a2
		TerrainTypes: Clear, Road, Rock, Beach, Bridge, Gems, Ore, Water, Wall, Tree, Rough, River
		TrailWhileStationary: true
		StationaryInterval: 12
		MovingInterval: 12
		SpawnAtLastPosition: false
		Offsets: -32,0,-64
		RequiresCondition: !no_smoke
	ExternalCondition@@smokingisbadforyourhealth:
		Condition: no_smoke
	SpawnActorOnDeath:
		Actor: IMADEDMAN2

IMADEDMAN2:
	Inherits: IMADEDMAN
	FallsToEarth:
		Velocity: -128
	KillsSelf:
		Delay: 5
	LeavesTrails@husk:
		StationaryInterval: 8
		MovingInterval: 8
	SpawnActorOnDeath:
		Actor: IMADEDMAN3

IMADEDMAN3:
	Inherits: IMADEDMAN
	FallsToEarth:
		Velocity: -256
	KillsSelf:
		Delay: 5
	LeavesTrails@husk:
		StationaryInterval: 4
		MovingInterval: 4
	SpawnActorOnDeath:
		Actor: IMADEDMAN4

IMADEDMAN4:
	Inherits: IMADEDMAN
	FallsToEarth:
		Velocity: -512
	KillsSelf:
		Delay: 5
	LeavesTrails@husk:
		StationaryInterval: 2
		MovingInterval: 2
	SpawnActorOnDeath:
		Actor: IMADEDMAN5

IMADEDMAN5:
	Inherits: IMADEDMAN
	FallsToEarth:
		Velocity: -1024
	KillsSelf:
		Delay: 5
	LeavesTrails@husk:
		StationaryInterval: 1
		MovingInterval: 1
	SpawnActorOnDeath:
		Actor: IMADEDMAN6

IMADEDMAN6:
	Inherits: ^CustomExplosionWorkaround
	Wanders:
		WanderMoveRadius: 20
	Mobile:
		Speed: 500
		Locomotor: fullspeedallterrain
	-Immobile:
	KillsSelf: 
		Delay: 10, 125
	ThrowsShrapnel@getawayfromthesun:
		Weapons: Jetpack.Icarus
		Pieces: 1, 1
		Range: 0c10, 0c11

1TNK.Husk:
	WithIdleOverlay@dumfaec:
		Palette: td_temperat
		Sequence: doom-dead
		Offset: 0, 0, 750

LAGLAUNCHER.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Lentil Stew)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: laglauncher
	InfiltrateForTransform:
		IntoActor: laglauncher
	RenderSprites:
		Image: laglauncher.destroyed	

BADR.Husk:
	Inherits@smoke:^SmokeHusk
	LeavesTrails@husk:
		Offsets: -432,560,0, -432,-560,0
		MovingInterval: 1
	-SmokeTrailWhenDamaged@0:
	-SmokeTrailWhenDamaged@1:
	Tooltip:
		Name: Mushroom Mushroom

CACO.Husk:
	Inherits: ^HelicopterHusk
	-LeavesTrails@husk:
	FallsToEarth:
		Spins: False
		Velocity: 64
		Explosion: UnitExplodeHeli
	Aircraft:
		LandWhenIdle: false
		TurnSpeed: 16
		Speed: 160
	Tooltip:
		Name: Cacodemon
	WithShadow:
	RenderSprites:
		Palette: td_temperat

MOTH.Rotor:
	Inherits: ^PlaneHusk
	Tooltip:
		Name: ACME Rotor
	Aircraft:
		TurnSpeed: 20
		Speed: 500
		Repulsable: false
		CruiseAltitude: 3c512
		AltitudeVelocity: 1c512
		MaximumPitch: 70
	Wanders:
		WanderMoveRadius: 12
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	RenderSprites:
		Image: moth.rotor
	-FallsToEarth:
	SpawnActorOnDeath:
		Actor: MOTH.Rotor2
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	KillsSelf:
		Delay: 50, 70

MOTH.Rotor2:
	Inherits: MOTH.Rotor
	Tooltip:
		Name: ACME Rotor
	FallsToEarth:
		Explosion: UnitExplodeHeli
		Velocity: 256
		Moves: true
	-SpawnActorOnDeath:

4TNK.Falling:
	Inherits: ^HelicopterHusk
	RenderSprites:
		Image: 4tnk
	WithSpriteTurret:
	Turreted:
		TurnSpeed: 2
	AttackTurreted:
	Armament@PRIMARY:
		Weapon: 120mm
	FallsToEarth:
		Explosion: MothCrash
		Velocity: 0c96
		Spins: false
	SpawnActorOnDeath:
		Actor: 4TNK

UFO.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Cow
	-KillsSelf:
	FallsToEarth:
		Spins: false
		Moves: False
		Explosion: CowExplode
		Velocity: 64
	RenderSprites:
		Image: cow
		Palette: td_temperat

TRAN.Husk:
	Tooltip:
		Name: fug :-DDDDD
	LeavesTrails@husk:
		Offsets: -597,0,341

MIG.Husk:
	Tooltip:
		Name: oh no
	-SmokeTrailWhenDamaged:
	FallsToEarth:
		Velocity: 196
	LeavesTrails@husk:
		Offsets: -853,0,171
		MovingInterval: 2

YAK.Husk:
	Tooltip:
		Name: Thanks Obama
	-SmokeTrailWhenDamaged:
	FallsToEarth:
		Velocity: 196
	LeavesTrails@husk:
		Offsets: -853,0,0
		MovingInterval: 2

HELI.Husk:
	Tooltip:
		Name: Shortbow
	-SmokeTrailWhenDamaged:
	LeavesTrails@husk:
		Offsets: -427,0,0

HIND.Husk:
	Tooltip:
		Name: fucking nato
	-SmokeTrailWhenDamaged:
	LeavesTrails@husk:
		Offsets: -427,0,0

T01.Husk:
	SpawnActorOnDeath:
		Actor: T01

T02.Husk:
	SpawnActorOnDeath:
		Actor: T02

T03.Husk:
	SpawnActorOnDeath:
		Actor: T03

T04.Husk:
	SpawnActorOnDeath:
		Actor: T04

T05.Husk:
	SpawnActorOnDeath:
		Actor: T05

T06.Husk:
	SpawnActorOnDeath:
		Actor: T16

T07.Husk:
	SpawnActorOnDeath:
		Actor: T07

T08.Husk:
	SpawnActorOnDeath:
		Actor: T08

T09.Husk:
	SpawnActorOnDeath:
		Actor: T09

T10.Husk:
	SpawnActorOnDeath:
		Actor: T10

T11.Husk:
	SpawnActorOnDeath:
		Actor: T11

T12.Husk:
	SpawnActorOnDeath:
		Actor: T12

T13.Husk:
	SpawnActorOnDeath:
		Actor: T13

T14.Husk:
	SpawnActorOnDeath:
		Actor: T14

T15.Husk:
	SpawnActorOnDeath:
		Actor: T15

T16.Husk:
	SpawnActorOnDeath:
		Actor: T16

T17.Husk:
	SpawnActorOnDeath:
		Actor: T17

TC01.Husk:
	SpawnActorOnDeath:
		Actor: TC01

TC02.Husk:
	SpawnActorOnDeath:
		Actor: TC02

TC03.Husk:
	SpawnActorOnDeath:
		Actor: TC03

TC04.Husk:
	SpawnActorOnDeath:
		Actor: TC04

TC05.Husk:
	SpawnActorOnDeath:
		Actor: TC05
#	---------------------	#
#	CRATE RULES				#
#	---------------------	#

Crate.Runner
	Inherits: ^Infantry
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 668
		Prerequisites: ~debug
		Description:  .
	Valued:
		Cost: 100
	Tooltip:
		Name: Solid Snake
	Health:
		HP: 5000
	Armor:
		Type: None
	Mobile:
		Speed: 100
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithIdleOverlay:
		Sequence: crate
	SpawnActorOnDeath:
		Actor: CRATE.RunnerDrop
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
	KillsSelf:
		RemoveInstead: true
		Delay: 7500
	SelectionDecorations:
	Selectable:
		DecorationBounds: 20,20
	WithInfantryBody:
	Wanders:
		WanderMoveRadius: 12
		MinMoveDelay: 2
		MaxMoveDelay: 3
	-ProximityExternalCondition@treekiller:
	-WithDeathAnimation:
	Voiced:
		VoiceSet: CivilianMaleVoice
	AmbientSound@Runner:
		SoundFiles: sounds/meepmeep.aud
		Delay: 100
		Interval: 200, 400

Crate.Runner.Bad:
	Inherits: Crate.Runner
	Explodes:
		Weapon: CivPistol
		EmptyWeapon: CivPistol
	-SpawnActorOnDeath:
	RenderSprites:
		Image: crate.runner

CRATE.RunnerDrop:
	Inherits: ^Crate
	GiveCashCrateAction:
		Amount: 750
		SelectionShares: 25
		UseCashTick: true
		Notification: MoneyCrate
	GiveCashCrateAction:
		Amount: 2000
		SelectionShares: 10
		UseCashTick: true
		Notification: MoneyCrate
	GiveCashCrateAction:
		Amount: 1250
		SelectionShares: 50
		UseCashTick: true
		Notification: MoneyCrate
	GiveMcvCrateAction:
		SelectionShares: 5
		NoBaseSelectionShares: 1000
		Units: mcv
CRATE.Good:
	Inherits: ^Crate
	GiveCashCrateAction:
		Amount: 500
		SelectionShares: 25
		UseCashTick: true
		Notification: MoneyCrate
	GiveCashCrateAction:
		Amount: 1500
		SelectionShares: 10
		UseCashTick: true
		Notification: MoneyCrate
	GiveCashCrateAction:
		Amount: 1000
		SelectionShares: 50
		UseCashTick: true
		Notification: MoneyCrate
	LevelUpCrateAction:
		SelectionShares: 40
		Levels: 5
	LevelUpCrateAction@multiple:
		SelectionShares: 40
		Range: 2c512
		MaxExtraCollectors: 10
	HealUnitsCrateAction:
		Notification: HealCrate
		SelectionShares: 2
		Effect: heal
	RevealMapCrateAction:
		SelectionShares: 1
		Effect: reveal-map
	DuplicateUnitCrateAction:
		SelectionShares: 10
		MaxAmount: 5
		MinAmount: 1
		MaxDuplicateValue: 1500
	GiveMcvCrateAction:
		SelectionShares: 0
		NoBaseSelectionShares: 100
		Units: mcv
	GiveUnitCrateAction@mpowr:
		SelectionShares: 5
		Units: mpowr
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
	GiveUnitCrateAction@mproc:
		SelectionShares: 5
		Units: mproc
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
	GiveUnitCrateAction@angry:
		SelectionShares: 5
		Units: veryangrypanzer
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@friendtree:
		SelectionShares: 5
		Units: t01.suic
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
	GiveUnitCrateAction@zombiesquad:
		SelectionShares: 5
		Units: zombie, zombie, zombie, zombie, zombie, zombie, zombie, zombie, zombie, zombie
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
	GiveUnitCrateAction@francespecial:
		SelectionShares: 6
		Units: maginot, maginot
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@ukspecial:
		SelectionShares: 5
		Units: e1.sas, e1.sas, e1.sas, e1.sas, e2.sas, e2.sas, e3.sas, e4.sas
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@russiaspecial:
		SelectionShares: 5
		Units: v2rl, v2rl
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@ukrainespecial:
		SelectionShares: 4
		Units: laglauncher, laglauncher
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@germanspecial1:
		SelectionShares: 1
		Units: e5.g, e5.g, e5.g, e5.g, e5.g
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@germanspecial2:
		SelectionShares: 1
		Units: bigwilly
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
		TimeDelay: 4500
	GiveUnitCrateAction@squadgeneric:
		SelectionShares: 10
		Units: e1.neutral,e1.neutral,e1.neutral,e3.gen,e3.gen
		ValidFactions: allies, england, france, germany, soviet, russia, ukraine
		Prerequisites: techlevel.core
	GrantExternalConditionCrateAction@invuln:
		SelectionShares: 5
		Effect: invuln
		Notification: IronCurtainReady
		Condition: invulnerability
		Duration: 600
	GiveUnitCrateAction@gems:
		SelectionShares: 5
		Units: crate.gems
		Owner: Neutral
	GiveUnitCrateAction@ore:
		SelectionShares: 5
		Units: crate.ore
		Owner: Neutral

CRATE.meh:	
	Inherits: ^Crate
	GiveCashCrateAction:
		Amount: 1
		SelectionShares: 5
		UseCashTick: true
		Notification: FartNoise
	GiveUnitCrateAction@crates1:
		SelectionShares: 10
		Units: crate.meh
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@crates2:
		SelectionShares: 2
		Units: crate.bad
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@crates3:
		SelectionShares: 2
		Units: crate.good
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@underwhichhatisthecoin:
		SelectionShares: 2
		Units: crate.good, crate.meh, crate.bad
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@crates4:
		SelectionShares: 1
		Units: crate.meh, crate.meh
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@crates5:
		SelectionShares: 5
		Units: crate.explode, crate.explode, crate.explode, crate.explode, crate.explode
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@yeah1:
		SelectionShares: 5
		Units: e6.yeah1, e6.yeah2, e6.yeah3, e6.yeah1, e6.yeah2, e6.yeah3
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@yeah2:
		SelectionShares: 5
		Units: e6.yeah1, e6.yeah2, e6.yeah3
		Owner: Neutral
		Notification: FartNoise
	GrantExternalConditionCrateAction@warp:
		SelectionShares: 5
		Notification: FartNoise
		Condition: warp
		Duration: 125
	GiveUnitCrateAction@silo1:
		SelectionShares: 5
		Units: crate.silo
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@silo2:
		SelectionShares: 5
		Units: msilo
		Notification: FartNoise
	GiveUnitCrateAction@runner:
		SelectionShares: 5
		Units: crate.runner
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@runner2:
		SelectionShares: 5
		Units: crate.runner.bad
		Owner: Neutral
		Notification: FartNoise
	GiveUnitCrateAction@instantminefield:
		SelectionShares: 5
		Units: minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner
		Notification: FartNoise
	GiveUnitCrateAction@barrels:
		SelectionShares: 5
		Units: barrelspawner1, barrelspawner1, barrelspawner1, barrelspawner1, barrelspawner1, barrelspawner2, barrelspawner2, barrelspawner2
		Notification: FartNoise
		Owner: Neutral
	GiveUnitCrateAction@trees:
		SelectionShares: 5
		Units: t01.para, t02.para, t03.para, t05.para, t06.para, t07.para, t08.para, t16.para
		Owner: Neutral
		Notification: FartNoise

CRATE.Bad:
	Inherits: ^Crate
	GiveCashCrateAction:
		Amount: -500
		SelectionShares: 50
		UseCashTick: true
		Notification: CrateLaugh
	HideMapCrateAction:
		SelectionShares: 5
		Effect: hide-map
		Notification: CrateLaugh
	ExplodeCrateAction@fire:
		Weapon: CrateNapalm
		SelectionShares: 5
		Notification: CrateLaugh
	ExplodeCrateAction@boom:
		Weapon: CrateExplosion
		SelectionShares: 5
		Notification: CrateLaugh
	ExplodeCrateAction@BOOOM:
		Weapon: Pistol
		SelectionShares: 1
		Notification: CrateLaugh
	GiveUnitCrateAction@onemoretime:
		SelectionShares: 5
		Units: crate.badspawner
		Owner: Creeps
		Notification: CrateLaugh
	GiveUnitCrateAction@suicidetree:
		SelectionShares: 5
		Units: t01.suic
		TimeDelay: 4500
		Owner: Creeps
		Notification: CrateLaugh
	GiveUnitCrateAction@imps:
		SelectionShares: 5
		Units: imp, imp, imp
		TimeDelay: 4500
		Owner: Creeps
		Notification: CrateLaugh
	GiveUnitCrateAction@cacos:
		SelectionShares: 5
		Units: caco, caco
		TimeDelay: 4500
		Owner: Creeps
		Notification: CrateLaugh
	GiveUnitCrateAction@rockets:
		SelectionShares: 5
		Units: rocketspawner, rocketspawner, rocketspawner
		Owner: Neutral
		Notification: CrateLaugh
	GiveUnitCrateAction@panzers:
		SelectionShares: 5
		Units: angrypanzer, angrypanzer, angrypanzer
		Owner: Creeps
		TimeDelay: 4500
		Notification: CrateLaugh
	GiveUnitCrateAction@panzers2:
		SelectionShares: 5
		Units: veryangrypanzer
		Owner: Creeps
		TimeDelay: 4500
		Notification: CrateLaugh
	GiveUnitCrateAction@zombies:
		SelectionShares: 5
		Units: zombie, zombie, zombie, zombie, zombie, zombie, zombie, zombie
		Owner: Creeps
		TimeDelay: 4500
		Notification: CrateLaugh
	GiveUnitCrateAction@instantminefield:
		SelectionShares: 5
		Units: minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner, minefieldspawner
		Owner: Creeps
		Notification: CrateLaugh
	GiveUnitCrateAction@doabarrelroll:
		SelectionShares: 5
		Units: minefieldspawner, crate.barrelspawner, crate.barrelspawner, crate.barrelspawner, crate.barrelspawner
		Owner: Creeps
		Notification: CrateLaugh
Bawmb:	
	Inherits: IMADEDMAN6
	Wanders:
		WanderMoveRadius: 20
	Mobile:
		Speed: 500
	KillsSelf: 
		Delay: 25, 75
RocketSpawner:
	Inherits: ^CustomExplosionWorkaround
	Wanders:
		WanderMoveRadius: 2
		MinMoveDelay: 1
		MaxMoveDelay: 1
	Mobile:
		Speed: 200
		Locomotor: fullspeedallterrain
	-Immobile:
	KillsSelf: 
		Delay: 5, 35
	SpawnActorOnDeath@1:
		Actor: Bawmb
	SpawnActorOnDeath@2:
		Actor: Bawmb
	SpawnActorOnDeath@3:
		Actor: Bawmb
	SpawnActorOnDeath@4:
		Actor: Bawmb
		Probability: 75
	SpawnActorOnDeath@5:
		Actor: Bawmb
		Probability: 50
	SpawnActorOnDeath@6:
		Actor: Bawmb
		Probability: 50
	SpawnActorOnDeath@7:
		Actor: Bawmb
		Probability: 50
	SpawnActorOnDeath@8:
		Actor: Bawmb
		Probability: 25
CRATE.SelfDestruct:
	Inherits: ^Crate
	Crate:
		Crushclass: -
	KillsSelf:
		RequiresCondition: !parachute
		Delay: 5
	Health:
		HP: 100
	HitShape:
CRATE.BadSpawner:
	Inherits: CRATE.SelfDestruct
	Explodes:
		Weapon: Pistol
		EmptyWeapon: Pistol
	SpawnActorOnDeath:
		Actor: Crate.Bad
CRATE.Explode:
	Inherits: Crate.Runner.Bad
	KillsSelf:
		Delay: 10, 50
		RemoveInstead: false
	Explodes:
		Weapon: TreeExplosion
		EmptyWeapon: TreeExplosion
CRATE.SuicideTree:
	Inherits: CRATE.SelfDestruct
	SpawnActorOnDeath:
		Actor: t01.suic
		SkipMakeAnimations: false
		InternalOwner: Creeps
		OwnerType: InternalName
CRATE.BarrelSpawner:
	Inherits: CRATE.SelfDestruct
	SpawnActorOnDeath@1:
		Actor: barrelspawner1
	SpawnActorOnDeath@2:
		Actor: barrelspawner1
	SpawnActorOnDeath@3:
		Actor: barrelspawner1
	SpawnActorOnDeath@4:
		Actor: barrelspawner1
	SpawnActorOnDeath@5:
		Actor: barrelspawner1
	SpawnActorOnDeath@6:
		Actor: barrelspawner2
	SpawnActorOnDeath@7:
		Actor: barrelspawner2
	SpawnActorOnDeath@8:
		Actor: barrelspawner2
CRATE.Silo:
	Inherits: CRATE.SelfDestruct
	SpawnActorOnDeath:
		Actor: silo
		SkipMakeAnimations: false
CRATE.Tiberium:
	Inherits: CRATE.SelfDestruct
	Explodes:
		Weapon: Tibcrate.Explosion
		EmptyWeapon: Tibcrate.Explosion
	SpawnActorOnDeath:
		Actor: BlossomTree
		SkipMakeAnimations: false
CRATE.Ore:
	Inherits: CRATE.SelfDestruct
	Explodes:
		Weapon: Orecrate.Explosion
		EmptyWeapon: Orecrate.Explosion
CRATE.Gems:
	Inherits: CRATE.SelfDestruct
	Explodes:
		Weapon: Gemcrate.Explosion
		EmptyWeapon: Gemcrate.Explosion
#	---------------------	#
#	MISC RULES				#
#	---------------------	#

LeavesTrailsCrashPreventer:
	Inherits: ^CivField
	Health:#game complains without this
		HP: 1
	HitShape:
	ProximityExternalCondition@smokingisbadforyourhealth:
		Condition: no_smoke
		ValidStances: Ally, Neutral, Enemy
		Range: 12c0
	DamageMultiplier:
		Modifier: 0
	-RenderSprites:
	RenderSpritesEditorOnly:
		Image: brik
		Palette: special_blue
	Tooltip:
		Name: X
	EditorOnlyTooltip:
		Name: This actor is supposed to prevent any crashes caused by LeavesTrails when actors leave the map. 12 Tiles range, I recommend having large enough map borders (or suffer the grave, grave consequence of having damaged planes not display smoke trails near map borders. The horror!)
	Building:
		Footprint: _	
	MapEditorData:
		Categories: System

CATACAMERA:
	Inherits: ^TreeHusk
	-HiddenUnderShroud:
	AlwaysVisible:
	Tooltip:
		Name: Car salesman
	Building:
		Footprint: _
	Health:
		HP: 500
	-KillsSelf:
	KillsSelf@catacam:
		Delay: 350
	RenderSprites:
		Image: e1cata
		Scale: 3
	RevealsShroud:
		Range: 16c0
		Type: CenterPosition
	AmbientSound:
		SoundFiles: sounds/yodel.aud

CataclysmSpawner:
	Inherits: ^CustomExplosionWorkaround
	SpawnActorOnDeath:
		Actor: catacamera
	SpawnActorOnDeath@1:
		Actor: CataclysmSpawner1
CataclysmSpawner1:
	Inherits: ^CustomExplosionWorkaround
	KillsSelf:
		Delay: 42
	ThrowsShrapnel@0:
		Weapons: CataclysmWeapon.1
		Pieces: 1,1
		Range: 1,256
	ThrowsShrapnel@1:
		Weapons: CataclysmWeapon.1
		Pieces: 1,1
		Range: 1,256
	ThrowsShrapnel@2:
		Weapons: CataclysmWeapon.2
		Pieces: 2,2
		Range: 256,512
	ThrowsShrapnel@3:
		Weapons: CataclysmWeapon.3
		Pieces: 2,2
		Range: 512,768
	ThrowsShrapnel@4:
		Weapons: CataclysmWeapon.4
		Pieces: 2,2
		Range: 768,1024
	ThrowsShrapnel@5:
		Weapons: CataclysmWeapon.5
		Pieces: 4,4
		Range: 1024,5120
	ThrowsShrapnel@6:
		Weapons: CataclysmWeapon.5
		Pieces: 4,4
		Range: 1024,5120
	ThrowsShrapnel@7:
		Weapons: CataclysmWeapon.5
		Pieces: 4,4
		Range: 1024,5120
	ThrowsShrapnel@8:
		Weapons: CataclysmWeapon.5
		Pieces: 4,4
		Range: 1024,5120
	ThrowsShrapnel@9:
		Weapons: CataclysmWeapon.6
		Pieces: 6,6
		Range: 1536,7680
	ThrowsShrapnel@10:
		Weapons: CataclysmWeapon.6
		Pieces: 6,6
		Range: 1536,7680
	ThrowsShrapnel@11:
		Weapons: CataclysmWeapon.6
		Pieces: 6,6
		Range: 1536,7680
	ThrowsShrapnel@12:
		Weapons: CataclysmWeapon.6
		Pieces: 6,6
		Range: 1536,7680
	ThrowsShrapnel@13:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@14:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@15:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@16:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@17:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@18:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@19:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@20:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@21:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@22:
		Weapons: CataclysmWeapon.7
		Pieces: 8,8
		Range: 2048,10240
	ThrowsShrapnel@23:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@24:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@25:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@26:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@27:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@28:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@29:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240
	ThrowsShrapnel@30:
		Weapons: CataclysmWeapon
		Pieces: 6,6
		Range: 4096,10240

PsiDeathActor:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: PsiExplosion
		Pieces: 20,20
		Range: 1c768, 2c0
	ThrowsShrapnel@2:
		Weapons: PsiExplosion
		Pieces: 40,40
		Range: 2c768, 3c0
PsiDeathActorAir:
	Inherits: PsiDeathActor
	ThrowsShrapnel@1:
		Weapons: PsiExplosion.AA
		Range: 5c0, 5c0
	ThrowsShrapnel@2:
		Weapons: PsiExplosion.AA.Far
		Range: 10c0, 10c0

Minefield:
	Inherits: ^CustomExplosionWorkaround
	SpawnActorOnDeath@1:
		Actor: MinefieldSpawner
		Probability: 100
	SpawnActorOnDeath@2:
		Actor: MinefieldSpawner
		Probability: 80
	SpawnActorOnDeath@3:
		Actor: MinefieldSpawner
		Probability: 60
	SpawnActorOnDeath@4:
		Actor: MinefieldSpawner2
		Probability: 40
	SpawnActorOnDeath@5:
		Actor: MinefieldSpawner2
		Probability: 20
	
MinefieldSpawner:
	Inherits: ^CustomExplosionWorkaround
	Wanders:
		WanderMoveRadius: 1
		MinMoveDelay: 1
		MaxMoveDelay: 1
	Mobile:
		Speed: 200
		Locomotor: fullspeed
	-Immobile:
	KillsSelf: 
		Delay: 5, 35
	SpawnActorOnDeath:
		Actor: MINV
MinefieldSpawner2:
	Inherits: MinefieldSpawner
	Mobile:
		Speed: 250
	Wanders:
		WanderMoveRadius: 2
BarrelSpawner1:
	Inherits: MinefieldSpawner
	KillsSelf: 
		Delay: 5, 40
	Mobile:
		Speed: 250
	Wanders:
		WanderMoveRadius: 2
	SpawnActorOnDeath:
		Actor: BARL
BarrelSpawner2:
	Inherits: BarrelSpawner1
	SpawnActorOnDeath:
		Actor: BRL3

GlitchGunDeath1:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@0:
		Weapons: GlitchGun.Chrono
		Pieces: 1, 1
		Range: 1c0, 12c0
	KillsSelf:
		Delay: 1, 12
	SpawnActorOnDeath@Butwaittheresmore:
		Actor: GlitchGunDeath2
GlitchGunDeath2:
	Inherits: GlitchGunDeath1
	SpawnActorOnDeath@Butwaittheresmore:
		Actor: GlitchGunDeath3
GlitchGunDeath3:
	Inherits: GlitchGunDeath1
	SpawnActorOnDeath@Butwaittheresmore:
		Actor: GlitchGunDeath4
GlitchGunDeath4:
	Inherits: GlitchGunDeath1
	SpawnActorOnDeath@Butwaittheresmore:
		Actor: GlitchGunDeath5
GlitchGunDeath5:
	Inherits: GlitchGunDeath1
	-SpawnActorOnDeath@Butwaittheresmore:
		
NukeMine:
	Inherits: ^Mine
	Tooltip:
		Name: Party Light
	RevealsShroud:
		Range: 3c0
	RenderSprites:
		Image: nukemine
		FactionImages:
			soviet: nukemine
			russia: nukemine
			ukraine: nukemine
	Cloak: 
		InitialDelay: 125
		CloakSound: sounds/dooknook.aud
		CloakedCondition: cloak
	ConditionManager:
	GrantConditionOnDamageState:
		Condition: prematuredetonation
		ValidDamageStates: Medium, Heavy, Critical
		GrantPermanently: true
	Health:
		HP: 100000
	KillsSelf:
		RequiresCondition: prematuredetonation
		Delay: 1
	KillsSelf@TooClose:
		RequiresCondition: TreeKiller && cloak
		Delay: 5, 25
	Explodes:
		Weapon: TreeExplosion
		RequiresCondition: prematuredetonation
	Explodes@TRIGGERED:
		Weapon: MiniNook
		RequiresCondition: !prematuredetonation
	ExternalCondition@treekiller:
		Condition: TreeKiller
	SpawnActorOnDeath:
		Actor: NukeMineEffect
		RequiresCondition: !prematuredetonation
	-ThrowsShrapnel@0:
	-ThrowsShrapnel@1:
	-ThrowsShrapnel@2:
	-ThrowsShrapnel@3:
	
NukeMineEffect:#Because ActorLostNotification does not work with conditions
	Inherits: ^CustomExplosionWorkaround
	RevealsShroud:
		Range: 12c0
	ActorLostNotification:
		Notification: NookMine
		NotifyAll: true
	SpawnActorOnDeath:
		Actor: NUKEMINECAMERA
NUKEMINECAMERA:
	Inherits: ^TreeHusk
	Tooltip:
		Name: Oh noes :I
	Building:
		Footprint: _
	Health:
		HP: 500
	-KillsSelf:
	KillsSelf@cam:
		Delay: 100
	RenderSprites:
		Image: invisibleactor
	RevealsShroud:
		Range: 12c0
		Type: CenterPosition

MINE:
	Inherits@1: ^SpriteActor
	Interactable:
	HiddenUnderShroud:
	Tooltip:
		Name: Labour Camp
	RenderSprites:
		Palette: terrain
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Ore
	SeedsResource:
	MapEditorData:
		Categories: Resource spawn

GMINE:
	Inherits@1: ^SpriteActor
	Interactable:
	HiddenUnderShroud:
	Tooltip:
		Name: Labour Camp Vacation Resort
	RenderSprites:
		Palette: player
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Gems
	SeedsResource:
		ResourceType: Gems
	MapEditorData:
		Categories: Resource spawn

BlossomTree:
	Inherits@1: ^SpriteActor
	Inherits@2: ^ExistsInWorld
	Inherits@shape: ^1x1Shape
	Selectable:
		Bounds: 24, 40, 0, -14
	SelectionDecorations:
	Interactable:
	HiddenUnderShroud:
	Tooltip:
		Name: Zippity Boppity Blossom Tree
	RenderSprites:
		Palette: td_temperat
	WithSpriteBody:
	Health:
		HP: 25000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Ground
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Gems
	SeedsResource:
		ResourceType: Tiberium
		Interval: 25
	MapEditorData:
		Categories: Resource spawn
	WithMakeAnimation:
	WithIdleAnimation:
	Explodes:
		Type: Footprint
		Weapon: Blossom.Explosion
		EmptyWeapon: Blossom.Explosion
	SelfHealing:
		Step: 0
		PercentageStep: 5
		Delay: 50
		HealIfBelow: 100
		DamageCooldown: 0
	ProximityExternalCondition@moreblossoms:
		Condition: tiberium
		ValidStances: Ally, Neutral, Enemy
		Range: 4c512

BlossomTree.Static:
	Inherits: BlossomTree
	RenderSprites:
		Image: blossomtree
BlossomTree.Static.T01:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t01.husk
BlossomTree.Static.T02:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t02.husk
BlossomTree.Static.T03:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t03.husk
BlossomTree.Static.T04:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t04.husk
BlossomTree.Static.T05:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t05.husk
BlossomTree.Static.T06:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t06.husk
BlossomTree.Static.T07:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t07.husk
BlossomTree.Static.T08:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t08.husk
BlossomTree.Static.T09:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t09.husk
BlossomTree.Static.T10:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t10.husk
BlossomTree.Static.T11:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t11.husk
BlossomTree.Static.T12:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t12.husk
BlossomTree.Static.T13:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t13.husk
BlossomTree.Static.T14:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t14.husk
BlossomTree.Static.T15:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t15.husk
BlossomTree.Static.T16:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t16.husk
BlossomTree.Static.T17:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: t17.husk
BlossomTree.Static.TC01:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: tc01.husk
BlossomTree.Static.TC02:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: tc02.husk
BlossomTree.Static.TC03:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: tc03.husk
BlossomTree.Static.TC04:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: tc04.husk
BlossomTree.Static.TC05:
	Inherits: BlossomTree.Static
	SpawnActorOnDeath:
		Actor: tc05.husk

#	---------------------	#
#	INSERT NAME RULEZ		#
#	---------------------	#