^Glitch:
	SelfHealing@glitchhealth:
		Delay: 1
		Step: 100
		HealIfBelow: 100
		DamageCooldown: 0
		RequiresCondition: selfheal.glitched
	ExternalCondition@glitchhealth:
		Condition: selfheal.glitched
	ExternalCondition@glitchaura:
		Condition: glitch_aura 
	ExternalCondition@glitchbgone:
		Condition: glitch_neutralizer
	SpawnActorOnDeath@G1:
		Probability: 1
		Actor: silo.glitched.spawner
		OwnerType: Killer
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G2:
		Probability: 1
		Actor: c2.glitched
		OwnerType: Victim
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G3:
		Probability: 1
		Actor: POWR.glitched
		OwnerType: Victim
		SkipMakeAnimations: true
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G4:
		Probability: 1
		Actor: dollar.glitched
		OwnerType: InternalName
		InternalOwner: Neutral
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G5:
		Probability: 1
		Actor: face0.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G6:
		Probability: 1
		Actor: mtnk.glitched
		OwnerType: Victim
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G7:
		Probability: 1
		Actor: moth.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G8:
		Probability: 1
		Actor: face1.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G9:
		Probability: 1
		Actor: face2.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G10:
		Probability: 1
		Actor: face3.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G11:
		Probability: 1
		Actor: face4.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G12:
		Probability: 1
		Actor: face5.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G13:
		Probability: 1
		Actor: obli.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G14:
		Probability: 1
		Actor: split.glitched
		OwnerType: InternalName
		InternalOwner: Neutral
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G15:
		Probability: 1
		Actor: tree.glitched
		OwnerType: InternalName
		InternalOwner: Neutral
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G16:
		Probability: 1
		Actor: htnk.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G17:
		Probability: 1
		Actor: tree2.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G18:
		Probability: 1
		Actor: mushroom.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G19:
		Probability: 1
		Actor: hq.glitched
		OwnerType: Killer
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G20:
		Probability: 1
		Actor: face6.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@G21:
		Probability: 1
		Actor: face7.glitched
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: glitch_aura && !glitch_neutralizer
	SpawnActorOnDeath@GE1:
		Probability: 1
		Actor: g_glitchboom
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: glitch_aura && !glitch_neutralizer

^GLITCHENTITIES:
	GrantRandomCondition@glitchchooser:
		Conditions: silo, c2, powr, dollar, face0, face1, face2, face3, face4, face5, face6, face7, face8, face9, face10, face11, face12, obli, split, tree, tree2, htnk, mtnk, moth, mushroom, mouse, livingexplosion, hq, gun, boom, boom2, boom3, boom4, boom5, boom6, boom7, boom8, boom9, boom10, boom11
	Explodes:
		Weapon: AntiGlitch
		EmptyWeapon: AntiGlitch
	Armor@Glitch:
		Type: Glitched
	ActorLostNotification:
		Notification: Glitch
		NotifyAll: true
	SpawnActorOnDeath@G1:
		Probability: 100
		Actor: silo.glitched_1.spawner
		OwnerType: Killer
		SkipMakeAnimations: false
		RequiresCondition: silo
	SpawnActorOnDeath@G2:
		Probability: 100
		Actor: c2.glitched_1
		OwnerType: Victim
		RequiresCondition: c2
	SpawnActorOnDeath@G3:
		Probability: 100
		Actor: POWR.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: true
		RequiresCondition: powr
	SpawnActorOnDeath@G4:
		Probability: 100
		Actor: dollar.glitched_1
		OwnerType: InternalName
		InternalOwner: Neutral
		SkipMakeAnimations: false
		RequiresCondition: dollar
	SpawnActorOnDeath@G5:
		Probability: 100
		Actor: face0.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face0
	SpawnActorOnDeath@G6:
		Probability: 100
		Actor: mtnk.glitched_1
		OwnerType: Victim
		RequiresCondition: mtnk
	SpawnActorOnDeath@G7:
		Probability: 100
		Actor: moth.glitched_1
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: moth
	SpawnActorOnDeath@G8:
		Probability: 100
		Actor: face1.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face1
	SpawnActorOnDeath@G9:
		Probability: 100
		Actor: face2.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face2
	SpawnActorOnDeath@G10:
		Probability: 100
		Actor: face3.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face3
	SpawnActorOnDeath@G11:
		Probability: 100
		Actor: face4.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face4
	SpawnActorOnDeath@G12:
		Probability: 100
		Actor: face5.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face5
	SpawnActorOnDeath@G13:
		Probability: 100
		Actor: obli.glitched_1
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: obli
	SpawnActorOnDeath@G14:
		Probability: 100
		Actor: split.glitched_1
		OwnerType: InternalName
		InternalOwner: Neutral
		RequiresCondition: split
	SpawnActorOnDeath@G15:
		Probability: 100
		Actor: tree.glitched_1
		OwnerType: InternalName
		InternalOwner: Neutral
		RequiresCondition: tree
	SpawnActorOnDeath@G16:
		Probability: 100
		Actor: htnk.glitched_1
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: htnk
	SpawnActorOnDeath@G17:
		Probability: 100
		Actor: tree2.glitched_1
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: tree2
	SpawnActorOnDeath@G18:
		Probability: 100
		Actor: mushroom.glitched_1
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: mushroom
	SpawnActorOnDeath@G19:
		Probability: 100
		Actor: hq.glitched_1
		OwnerType: Killer
		RequiresCondition: hq
	SpawnActorOnDeath@G20:
		Probability: 100
		Actor: face6.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face6
	SpawnActorOnDeath@G21:
		Probability: 100
		Actor: face7.glitched_1
		OwnerType: Victim
		SkipMakeAnimations: false
		RequiresCondition: face7
	SpawnActorOnDeath@G22:
		Probability: 100
		Actor: face8.glitched_1
		RequiresCondition: face8
	SpawnActorOnDeath@G23:
		Probability: 100
		Actor: face9.glitched_1
		RequiresCondition: face9
	SpawnActorOnDeath@G24:
		Probability: 100
		Actor: face10.glitched_1
		RequiresCondition: face10
	SpawnActorOnDeath@G25:
		Probability: 100
		Actor: face11.glitched_1
		RequiresCondition: face11
	SpawnActorOnDeath@G26:
		Probability: 100
		Actor: face12.glitched_1
		RequiresCondition: face12
	SpawnActorOnDeath@GE1:
		Probability: 100
		Actor: mouse.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: mouse
	SpawnActorOnDeath@GE2:
		Probability: 10
		Actor: g_boomboom
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: boom
	SpawnActorOnDeath@GE3:
		Probability: 100
		Actor: gun.glitched_1
		OwnerType: Victim
		RequiresCondition: gun
	SpawnActorOnDeath@GE4:
		Probability: 100
		Actor: g_demonicboom
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: boom2
	SpawnActorOnDeath@GE5:
		Probability: 100
		Actor: explosion.glitched
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: livingexplosion
	SpawnActorOnDeath@GE11:
		Probability: 100
		Actor: g_atomicboom
		OwnerType: Victim
		RequiresCondition: boom3
	SpawnActorOnDeath@GE12:
		Probability: 100
		Actor: g_electricboom
		OwnerType: Victim
		RequiresCondition: boom4
	SpawnActorOnDeath@GE18:
		Probability: 100
		Actor: g_dudesplosion
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: boom5
	SpawnActorOnDeath@GE19:
		Probability: 100
		Actor: g_houseboom
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: boom6
	SpawnActorOnDeath@GE20:
		Probability: 100
		Actor: g_mapboom
		OwnerType: InternalName
		InternalOwner: Creeps
		RequiresCondition: boom7
	SpawnActorOnDeath@GE10:
		Probability: 100
		Actor: g_continuousboom
		OwnerType: Victim
		RequiresCondition: boom8
	SpawnActorOnDeath@GE21:
		Probability: 100
		Actor: g_continuousboom2
		OwnerType: Victim
		RequiresCondition: boom9
	SpawnActorOnDeath@GE22:
		Probability: 100
		Actor: g_continuousboom3
		OwnerType: Victim
		RequiresCondition: boom10
	SpawnActorOnDeath@GE22:
		Probability: 100
		Actor: g_continuousboom4
		OwnerType: Victim
		RequiresCondition: boom11
	HitShape:

^GLITCHENTITIES_1:
	Inherits: ^GLITCHENTITIES
	SpawnActorOnDeath@GE1:
		Probability: 75
		Actor: mouse.glitched_2
		OwnerType: InternalName
		InternalOwner: Creeps
	SpawnActorOnDeath@GE5:
		Probability: 75
		Actor: explosion.glitched_2
		OwnerType: InternalName
		InternalOwner: Creeps
	SpawnActorOnDeath@G1:
		Probability: 75
		Actor: silo.glitched_2.spawner
	SpawnActorOnDeath@G2:
		Probability: 75
		Actor: c2.glitched_2
	SpawnActorOnDeath@G3:
		Probability: 75
		Actor: POWR.glitched_2
	SpawnActorOnDeath@G4:
		Probability: 75
		Actor: dollar.glitched_2
	SpawnActorOnDeath@G5:
		Probability: 75
		Actor: face0.glitched_2
	SpawnActorOnDeath@G6:
		Probability: 75
		Actor: mtnk.glitched_2
	SpawnActorOnDeath@G7:
		Probability: 75
		Actor: moth.glitched_2
	SpawnActorOnDeath@G8:
		Probability: 75
		Actor: face1.glitched_2
	SpawnActorOnDeath@G9:
		Probability: 75
		Actor: face2.glitched_2
	SpawnActorOnDeath@G10:
		Probability: 75
		Actor: face3.glitched_2
	SpawnActorOnDeath@G11:
		Probability: 75
		Actor: face4.glitched_2
	SpawnActorOnDeath@G12:
		Probability: 75
		Actor: face5.glitched_2
	SpawnActorOnDeath@G13:
		Probability: 75
		Actor: obli.glitched_2
	SpawnActorOnDeath@G14:
		Probability: 75
		Actor: split.glitched_2
	SpawnActorOnDeath@G15:
		Probability: 75
		Actor: tree.glitched_2
	SpawnActorOnDeath@G16:
		Probability: 75
		Actor: htnk.glitched_2
	SpawnActorOnDeath@G17:
		Probability: 75
		Actor: tree2.glitched_2
	SpawnActorOnDeath@G18:
		Probability: 75
		Actor: mushroom.glitched_2
	SpawnActorOnDeath@G19:
		Probability: 75
		Actor: hq.glitched_2
	SpawnActorOnDeath@G20:
		Probability: 75
		Actor: face6.glitched_2
	SpawnActorOnDeath@G21:
		Probability: 75
		Actor: face7.glitched_2
	SpawnActorOnDeath@G22:
		Probability: 75
		Actor: face8.glitched_2
	SpawnActorOnDeath@G23:
		Probability: 75
		Actor: face9.glitched_2
	SpawnActorOnDeath@G24:
		Probability: 75
		Actor: face10.glitched_2
	SpawnActorOnDeath@G25:
		Probability: 75
		Actor: face11.glitched_2
	SpawnActorOnDeath@G26:
		Probability: 75
		Actor: face12.glitched_2
	SpawnActorOnDeath@GE3:
		Probability: 75
		Actor: gun.glitched_2
		OwnerType: Victim

^GLITCHENTITIES_2:
	Inherits: ^GLITCHENTITIES
	SpawnActorOnDeath@GE1:
		Probability: 50
		Actor: mouse.glitched_3
		OwnerType: InternalName
		InternalOwner: Creeps
	SpawnActorOnDeath@GE5:
		Probability: 50
		Actor: explosion.glitched_3
		OwnerType: InternalName
		InternalOwner: Creeps
	SpawnActorOnDeath@G1:
		Probability: 50
		Actor: silo.glitched_3.spawner
	SpawnActorOnDeath@G2:
		Probability: 50
		Actor: c2.glitched_3
	SpawnActorOnDeath@G3:
		Probability: 50
		Actor: POWR.glitched_3
	SpawnActorOnDeath@G4:
		Probability: 50
		Actor: dollar.glitched_3
	SpawnActorOnDeath@G5:
		Probability: 50
		Actor: face0.glitched_3
	SpawnActorOnDeath@G6:
		Probability: 50
		Actor: mtnk.glitched_3
	SpawnActorOnDeath@G7:
		Probability: 50
		Actor: moth.glitched_3
	SpawnActorOnDeath@G8:
		Probability: 50
		Actor: face1.glitched_3
	SpawnActorOnDeath@G9:
		Probability: 50
		Actor: face2.glitched_3
	SpawnActorOnDeath@G10:
		Probability: 50
		Actor: face3.glitched_3
	SpawnActorOnDeath@G11:
		Probability: 50
		Actor: face4.glitched_3
	SpawnActorOnDeath@G12:
		Probability: 50
		Actor: face5.glitched_3
	SpawnActorOnDeath@G13:
		Probability: 50
		Actor: obli.glitched_3
	SpawnActorOnDeath@G14:
		Probability: 50
		Actor: split.glitched_3
	SpawnActorOnDeath@G15:
		Probability: 50
		Actor: tree.glitched_3
	SpawnActorOnDeath@G16:
		Probability: 50
		Actor: htnk.glitched_3
	SpawnActorOnDeath@G17:
		Probability: 50
		Actor: tree2.glitched_3
	SpawnActorOnDeath@G18:
		Probability: 50
		Actor: mushroom.glitched_3
	SpawnActorOnDeath@G19:
		Probability: 50
		Actor: hq.glitched_3
	SpawnActorOnDeath@G20:
		Probability: 50
		Actor: face6.glitched_3
	SpawnActorOnDeath@G21:
		Probability: 50
		Actor: face7.glitched_3
	SpawnActorOnDeath@GE3:
		Probability: 50
		Actor: gun.glitched_3
		OwnerType: Victim

^GLITCHENTITIES_3:
	Inherits: ^GLITCHENTITIES
	GrantRandomCondition@glitchchooser:
		Conditions: outwithabang
	SpawnActorOnDeath@GE2:
		Probability: 1
		Actor: g_boomboom
		OwnerType: InternalName
		RequiresCondition: outwithabang

MOUSE.GLITCHED:
	Inherits: Viceroid
	Inherits@GE: ^GLITCHENTITIES
	Health:
		HP: 50000
	Armor:
		Type: Light
	-WithIdleOverlay:
	Targetable:
		TargetTypes: Ground, Vehicle, Infantry, Structure, Glitch
	AutoTarget:
		ScanRadius: -1
	RenderSprites:
		Image: mouse.glitched
		Palette: effect
		Scale: 1
	-Buildable:
	Armor@Glitch:
		Type: Glitched
	Health:
		HP: 35000
	Armament:
		Weapon: Glitched.Mouse
	Mobile:
		Speed: 120
		Locomotor: fullspeedallterrain
	Tooltip:
		Name: WEEEOO WEEEOO WEEEOO
	AmbientSound:
		SoundFiles: sounds/glitches/woop.aud

MOUSE.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: MOUSE.GLITCHED

MOUSE.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: MOUSE.GLITCHED

MOUSE.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: MOUSE.GLITCHED

EXPLOSION.GLITCHED:
	Inherits: Viceroid
	Inherits@GE: ^GLITCHENTITIES
	Health:
		HP: 50000
	Armor:
		Type: Light
	-WithIdleOverlay:
	Targetable:
		TargetTypes: Ground, Vehicle, Infantry, Structure, Glitch
	RenderSprites:
		Image: explosion.glitched
		Palette: special_blue
		Scale: 1
	Armament:
		Weapon: Glitched.BoomThrower
	-Buildable:
	Armor@Glitch:
		Type: Glitched
	Mobile:
		Speed: 90
		Locomotor: fullspeedallterrain
	Tooltip:
		Name: OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
	AmbientSound:
		SoundFiles: sounds/glitches/smurf.aud

EXPLOSION.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: EXPLOSION.GLITCHED

EXPLOSION.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: EXPLOSION.GLITCHED

EXPLOSION.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: EXPLOSION.GLITCHED

FACE0.GLITCHED:
	Inherits: ^Tree
	Inherits@GE: ^GLITCHENTITIES
	Tooltip:
		Name: UOERNOSMKXN?A
	Health:
		HP: 2
	KillsSelf@glitch:
		Delay: 5
	RenderSprites:
		Image: face1_glitched
		Scale: 8
		Palette: td_temperat
	-ExternalCondition@treekiller:
	-Targetable:

FACE1.GLITCHED:
	Inherits: FACE0.GLITCHED
	KillsSelf@glitch:
		Delay: 42
	RenderSprites:
		Image: radr_glitched
		Scale: 1
		Palette: effect

FACE2.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face2_glitched
		Scale: 2.5
		Palette: special_red

FACE3.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face3_glitched
		Scale: 5

FACE4.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face4_glitched
		Scale: 2

FACE5.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face5_glitched
		Scale: 2

FACE6.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face6_glitched
		Scale: 3

FACE7.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face7_glitched
		Scale: 3

FACE8.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face8_glitched
		Scale: 3

FACE9.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face9_glitched
		Scale: 4

FACE10.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face10_glitched
		Scale: 2
		Palette: effect

FACE11.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face11_glitched
		Scale: 3

FACE12.GLITCHED:
	Inherits: FACE0.GLITCHED
	RenderSprites:
		Image: face12_glitched
		Scale: 3

FACE0.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE0.GLITCHED

FACE0.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE0.GLITCHED

FACE0.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE0.GLITCHED

FACE1.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE1.GLITCHED

FACE1.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE1.GLITCHED

FACE1.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE1.GLITCHED

FACE2.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE2.GLITCHED

FACE2.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE2.GLITCHED

FACE2.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE2.GLITCHED

FACE3.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE3.GLITCHED

FACE3.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE3.GLITCHED

FACE3.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE3.GLITCHED

FACE4.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE4.GLITCHED

FACE4.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE4.GLITCHED

FACE4.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE4.GLITCHED

FACE5.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE5.GLITCHED

FACE5.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE5.GLITCHED

FACE5.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE5.GLITCHED

FACE6.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE6.GLITCHED

FACE6.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE6.GLITCHED

FACE6.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE6.GLITCHED

FACE7.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE7.GLITCHED

FACE7.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE7.GLITCHED

FACE7.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE7.GLITCHED

FACE8.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE8.GLITCHED

FACE8.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE8.GLITCHED

FACE8.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE8.GLITCHED

FACE9.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE9.GLITCHED

FACE9.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE9.GLITCHED

FACE9.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE9.GLITCHED

FACE10.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE10.GLITCHED

FACE10.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE10.GLITCHED

FACE10.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE10.GLITCHED

FACE11.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE11.GLITCHED

FACE11.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE11.GLITCHED

FACE11.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE11.GLITCHED

FACE12.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: FACE12.GLITCHED

FACE12.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: FACE12.GLITCHED

FACE12.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: FACE12.GLITCHED

DOLLAR.GLITCHED:
	Inherits: ^Tree
	Inherits@GE: ^GLITCHENTITIES
	Health:
		HP: 5
	KillsSelf@glitch:
		Delay: 125
	-ExternalCondition@treekiller:
	RenderSprites:
		Image: dollar_glitched
		Scale: 2
	Tooltip:
		Name: insert societal criticism here

DOLLAR.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: DOLLAR.GLITCHED

DOLLAR.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: DOLLAR.GLITCHED

DOLLAR.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: DOLLAR.GLITCHED

C2.GLITCHED:
	Inherits: C1
	Inherits@GE: ^GLITCHENTITIES
	GainsExperience:
		Conditions:
			20000: rank-veteran
			40000: rank-veteran
			80000: rank-veteran
			160000: rank-veteran
	Targetable:
		TargetTypes: Ground, Infantry, Glitch
	RenderSprites:
		Image: c2.glitched
		Scale: 3
	Health:
		HP: 30000
	Armament:
		Weapon: Glitched.NukeLauncher
	GrantConditionOnTerrain@impassable:
		TerrainTypes: Rock, Water
		Condition: remove
	KillsSelf@impassable:
		RequiresCondition: remove
		RemoveInstead: true
	Tooltip@Vulnerable:
		Name: lol i think im drunk

C2.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: C2.GLITCHED

C2.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: C2.GLITCHED

C2.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: C2.GLITCHED

SPLIT.GLITCHED:
	Inherits: BlossomTree
	Inherits@GE: ^GLITCHENTITIES
	RenderSprites:
		Image: blossomtree
		Scale: 2
	SeedsResource:
		ResourceType: Tiberium
		Interval: 1
	WithIdleAnimation:
		Interval: 10
	Health:
		HP: 5
	KillsSelf@glitch:
		Delay: 75
	-ProximityExternalCondition@moreblossoms:

SPLIT.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: SPLIT.GLITCHED

SPLIT.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: SPLIT.GLITCHED

SPLIT.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: SPLIT.GLITCHED

MUSHROOM.GLITCHED:
	Inherits: ^Tree
	Building:
		Footprint: _
	Health:
		HP: 3
	KillsSelf@glitch:
		Delay: 50
		-RequiresCondition:
	-Explodes:
	-ExternalCondition@treekiller:
	RenderSprites:
		Image: mushroom_glitched1
		Scale: 2
	SpawnActorOnDeath:
		Actor: MUSHROOM.GLITCHED1

MUSHROOM.GLITCHED1:
	Inherits: ^Tree
	Inherits@GE: ^GLITCHENTITIES
	Building:
		Footprint: _
	Health:
		HP: 3
	KillsSelf@glitch:
		Delay: 50
		-RequiresCondition:
	RenderSprites:
		Image: mushroom_glitched2
		Scale: 2

MUSHROOM.GLITCHED_1:
	Inherits: MUSHROOM.GLITCHED
	SpawnActorOnDeath:
		Actor: MUSHROOM.GLITCHED1_1

MUSHROOM.GLITCHED_2:
	Inherits: MUSHROOM.GLITCHED
	SpawnActorOnDeath:
		Actor: MUSHROOM.GLITCHED1_2

MUSHROOM.GLITCHED_3:
	Inherits: MUSHROOM.GLITCHED
	SpawnActorOnDeath:
		Actor: MUSHROOM.GLITCHED1_3

MUSHROOM.GLITCHED1_1:
	Inherits: MUSHROOM.GLITCHED1
	Inherits@GE: ^GLITCHENTITIES_1

MUSHROOM.GLITCHED1_2:
	Inherits: MUSHROOM.GLITCHED1
	Inherits@GE: ^GLITCHENTITIES_2

MUSHROOM.GLITCHED1_3:
	Inherits: MUSHROOM.GLITCHED1
	Inherits@GE: ^GLITCHENTITIES_3

TREE.GLITCHED:
	Inherits: ^Tree
	Building:
		Footprint: _
	Health:
		HP: 1
	Burns:		#KillsSelf is too slow for this, even with a delay of 1
		Anim: 999
		Damage: 1
		Interval: 1
	-ExternalCondition@treekiller:
	-Explodes:
	-Targetable:
	RenderSprites:
		Image: tc04
		Palette: special_red
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED1

TREE.GLITCHED1:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED2

TREE.GLITCHED2:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED3

TREE.GLITCHED3:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 4
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED4

TREE.GLITCHED4:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED5

TREE.GLITCHED5:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED6

TREE.GLITCHED6:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 1
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED7

TREE.GLITCHED7:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED8

TREE.GLITCHED8:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED9

TREE.GLITCHED9:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 4
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED10

TREE.GLITCHED10:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED11

TREE.GLITCHED11:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED12

TREE.GLITCHED12:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 1
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED13

TREE.GLITCHED13:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED14

TREE.GLITCHED14:
	Inherits: TREE.GLITCHED
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED15

TREE.GLITCHED15:
	Inherits: TREE.GLITCHED
	Inherits@GE: ^GLITCHENTITIES
	RenderSprites:
		Image: tc04
		Palette: special_red
		Scale: 4
	-SpawnActorOnDeath:

TREE2.GLITCHED:
	Inherits: ^Tree
	Building:
		Footprint: _
	Health:
		HP: 1
	Burns:		#KillsSelf is too slow for this, even with a delay of 1
		Anim: 999
		Damage: 1
		Interval: 1
	-ExternalCondition@treekiller:
	-Explodes:
	-Targetable:
	RenderSprites:
		Image: t07
		Scale: 8.0
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED1

TREE2.GLITCHED1:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 7.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED2

TREE2.GLITCHED2:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 7
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED3

TREE2.GLITCHED3:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 6.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED4

TREE2.GLITCHED4:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 6
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED5

TREE2.GLITCHED5:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 5.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED6

TREE2.GLITCHED6:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED7

TREE2.GLITCHED7:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 4.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED8

TREE2.GLITCHED8:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 4
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED9

TREE2.GLITCHED9:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 3.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED10

TREE2.GLITCHED10:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 3
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED11

TREE2.GLITCHED11:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 2.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED12

TREE2.GLITCHED12:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 2
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED13

TREE2.GLITCHED13:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 1.5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED14

TREE2.GLITCHED14:
	Inherits: TREE2.GLITCHED
	RenderSprites:
		Scale: 1
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED15

TREE2.GLITCHED15:
	Inherits: TREE2.GLITCHED
	Inherits: ^GLITCHENTITIES
	RenderSprites:
		Scale: 0.5
	-SpawnActorOnDeath:

TREE.GLITCHED_1:
	Inherits: TREE.GLITCHED
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED1_1

TREE.GLITCHED1_1:
	Inherits: TREE.GLITCHED1
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED2_1

TREE.GLITCHED2_1:
	Inherits: TREE.GLITCHED2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED3_1

TREE.GLITCHED3_1:
	Inherits: TREE.GLITCHED3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED4_1

TREE.GLITCHED4_1:
	Inherits: TREE.GLITCHED4
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED5_1

TREE.GLITCHED5_1:
	Inherits: TREE.GLITCHED5
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED6_1

TREE.GLITCHED6_1:
	Inherits: TREE.GLITCHED6
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED7_1

TREE.GLITCHED7_1:
	Inherits: TREE.GLITCHED7
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED8_1

TREE.GLITCHED8_1:
	Inherits: TREE.GLITCHED8
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED9_1

TREE.GLITCHED9_1:
	Inherits: TREE.GLITCHED9
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED10_1

TREE.GLITCHED10_1:
	Inherits: TREE.GLITCHED10
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED11_1

TREE.GLITCHED11_1:
	Inherits: TREE.GLITCHED11
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED12_1

TREE.GLITCHED12_1:
	Inherits: TREE.GLITCHED12
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED13_1

TREE.GLITCHED13_1:
	Inherits: TREE.GLITCHED13
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED14_1

TREE.GLITCHED14_1:
	Inherits: TREE.GLITCHED14
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED15_1

TREE.GLITCHED15_1:
	Inherits: TREE.GLITCHED15
	Inherits@GE: ^GLITCHENTITIES_1

TREE2.GLITCHED_1:
	Inherits: TREE2.GLITCHED
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED1_1

TREE2.GLITCHED1_1:
	Inherits: TREE2.GLITCHED1
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED2_1

TREE2.GLITCHED2_1:
	Inherits: TREE2.GLITCHED2
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED3_1

TREE2.GLITCHED3_1:
	Inherits: TREE2.GLITCHED3
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED4_1

TREE2.GLITCHED4_1:
	Inherits: TREE2.GLITCHED4
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED5_1

TREE2.GLITCHED5_1:
	Inherits: TREE2.GLITCHED5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED6_1

TREE2.GLITCHED6_1:
	Inherits: TREE2.GLITCHED6
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED7_1

TREE2.GLITCHED7_1:
	Inherits: TREE2.GLITCHED7
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED8_1

TREE2.GLITCHED8_1:
	Inherits: TREE2.GLITCHED8
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED9_1

TREE2.GLITCHED9_1:
	Inherits: TREE2.GLITCHED9
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED10_1

TREE2.GLITCHED10_1:
	Inherits: TREE2.GLITCHED10
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED11_1

TREE2.GLITCHED11_1:
	Inherits: TREE2.GLITCHED11
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED12_1

TREE2.GLITCHED12_1:
	Inherits: TREE2.GLITCHED12
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED13_1

TREE2.GLITCHED13_1:
	Inherits: TREE2.GLITCHED13
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED14_1

TREE2.GLITCHED14_1:
	Inherits: TREE2.GLITCHED14
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED15_1

TREE2.GLITCHED15_1:
	Inherits: TREE2.GLITCHED15
	Inherits: ^GLITCHENTITIES_1

TREE.GLITCHED_2:
	Inherits: TREE.GLITCHED
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED1_2

TREE.GLITCHED1_2:
	Inherits: TREE.GLITCHED1
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED2_2

TREE.GLITCHED2_2:
	Inherits: TREE.GLITCHED2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED3_2

TREE.GLITCHED3_2:
	Inherits: TREE.GLITCHED3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED4_2

TREE.GLITCHED4_2:
	Inherits: TREE.GLITCHED4
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED5_2

TREE.GLITCHED5_2:
	Inherits: TREE.GLITCHED5
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED6_2

TREE.GLITCHED6_2:
	Inherits: TREE.GLITCHED6
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED7_2

TREE.GLITCHED7_2:
	Inherits: TREE.GLITCHED7
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED8_2

TREE.GLITCHED8_2:
	Inherits: TREE.GLITCHED8
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED9_2

TREE.GLITCHED9_2:
	Inherits: TREE.GLITCHED9
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED10_2

TREE.GLITCHED10_2:
	Inherits: TREE.GLITCHED10
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED11_2

TREE.GLITCHED11_2:
	Inherits: TREE.GLITCHED11
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED12_2

TREE.GLITCHED12_2:
	Inherits: TREE.GLITCHED12
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED13_2

TREE.GLITCHED13_2:
	Inherits: TREE.GLITCHED13
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED14_2

TREE.GLITCHED14_2:
	Inherits: TREE.GLITCHED14
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED15_2

TREE.GLITCHED15_2:
	Inherits: TREE.GLITCHED15
	Inherits@GE: ^GLITCHENTITIES_2

TREE2.GLITCHED_2:
	Inherits: TREE2.GLITCHED
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED1_2

TREE2.GLITCHED1_2:
	Inherits: TREE2.GLITCHED1
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED2_2

TREE2.GLITCHED2_2:
	Inherits: TREE2.GLITCHED2
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED3_2

TREE2.GLITCHED3_2:
	Inherits: TREE2.GLITCHED3
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED4_2

TREE2.GLITCHED4_2:
	Inherits: TREE2.GLITCHED4
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED5_2

TREE2.GLITCHED5_2:
	Inherits: TREE2.GLITCHED5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED6_2

TREE2.GLITCHED6_2:
	Inherits: TREE2.GLITCHED6
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED7_2

TREE2.GLITCHED7_2:
	Inherits: TREE2.GLITCHED7
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED8_2

TREE2.GLITCHED8_2:
	Inherits: TREE2.GLITCHED8
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED9_2

TREE2.GLITCHED9_2:
	Inherits: TREE2.GLITCHED9
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED10_2

TREE2.GLITCHED10_2:
	Inherits: TREE2.GLITCHED10
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED11_2

TREE2.GLITCHED11_2:
	Inherits: TREE2.GLITCHED11
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED12_2

TREE2.GLITCHED12_2:
	Inherits: TREE2.GLITCHED12
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED13_2

TREE2.GLITCHED13_2:
	Inherits: TREE2.GLITCHED13
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED14_2

TREE2.GLITCHED14_2:
	Inherits: TREE2.GLITCHED14
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED15_2

TREE2.GLITCHED15_2:
	Inherits: TREE2.GLITCHED15
	Inherits: ^GLITCHENTITIES_2

TREE.GLITCHED_3:
	Inherits: TREE.GLITCHED
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED1_3

TREE.GLITCHED1_3:
	Inherits: TREE.GLITCHED1
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED2_3

TREE.GLITCHED2_3:
	Inherits: TREE.GLITCHED2
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED3_3

TREE.GLITCHED3_3:
	Inherits: TREE.GLITCHED3
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED4_3

TREE.GLITCHED4_3:
	Inherits: TREE.GLITCHED4
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED5_3

TREE.GLITCHED5_3:
	Inherits: TREE.GLITCHED5
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED6_3

TREE.GLITCHED6_3:
	Inherits: TREE.GLITCHED6
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED7_3

TREE.GLITCHED7_3:
	Inherits: TREE.GLITCHED7
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED8_3

TREE.GLITCHED8_3:
	Inherits: TREE.GLITCHED8
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED9_3

TREE.GLITCHED9_3:
	Inherits: TREE.GLITCHED9
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED10_3

TREE.GLITCHED10_3:
	Inherits: TREE.GLITCHED10
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED11_3

TREE.GLITCHED11_3:
	Inherits: TREE.GLITCHED11
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED12_3

TREE.GLITCHED12_3:
	Inherits: TREE.GLITCHED12
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED13_3

TREE.GLITCHED13_3:
	Inherits: TREE.GLITCHED13
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED14_3

TREE.GLITCHED14_3:
	Inherits: TREE.GLITCHED14
	SpawnActorOnDeath:
		Actor: TREE.GLITCHED15_3

TREE.GLITCHED15_3:
	Inherits: TREE.GLITCHED15
	Inherits@GE: ^GLITCHENTITIES_3

TREE2.GLITCHED_3:
	Inherits: TREE2.GLITCHED
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED1_3

TREE2.GLITCHED1_3:
	Inherits: TREE2.GLITCHED1
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED2_3

TREE2.GLITCHED2_3:
	Inherits: TREE2.GLITCHED2
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED3_3

TREE2.GLITCHED3_3:
	Inherits: TREE2.GLITCHED3
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED4_3

TREE2.GLITCHED4_3:
	Inherits: TREE2.GLITCHED4
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED5_3

TREE2.GLITCHED5_3:
	Inherits: TREE2.GLITCHED5
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED6_3

TREE2.GLITCHED6_3:
	Inherits: TREE2.GLITCHED6
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED7_3

TREE2.GLITCHED7_3:
	Inherits: TREE2.GLITCHED7
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED8_3

TREE2.GLITCHED8_3:
	Inherits: TREE2.GLITCHED8
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED9_3

TREE2.GLITCHED9_3:
	Inherits: TREE2.GLITCHED9
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED10_3

TREE2.GLITCHED10_3:
	Inherits: TREE2.GLITCHED10
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED11_3

TREE2.GLITCHED11_3:
	Inherits: TREE2.GLITCHED11
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED12_3

TREE2.GLITCHED12_3:
	Inherits: TREE2.GLITCHED12
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED13_3

TREE2.GLITCHED13_3:
	Inherits: TREE2.GLITCHED13
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED14_3

TREE2.GLITCHED14_3:
	Inherits: TREE2.GLITCHED14
	SpawnActorOnDeath:
		Actor: TREE2.GLITCHED15_3

TREE2.GLITCHED15_3:
	Inherits: TREE2.GLITCHED15
	Inherits: ^GLITCHENTITIES_3

GUN.GLITCHED:
	Inherits: GUN
	Inherits@GE: ^GLITCHENTITIES
	Armament:
		Weapon: HateGun
	Tooltip:
		Name: Tourette
	-Buildable:
	Power:
		Amount: 0
	RenderSprites:
		Image: gun
		Palette: td_temperat
		PlayerPalette: player_td
	Targetable:
		TargetTypes: Ground, Structure, Defense, Glitch

GUN.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: GUN.GLITCHED

GUN.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: GUN.GLITCHED

GUN.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: GUN.GLITCHED

OBLI.GLITCHED:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetGround
	Inherits@GE: ^GLITCHENTITIES
	Targetable:
		TargetTypes: Ground, Structure, Defense, Glitch
	RenderSprites:
		Image: obli
		Palette: td_temperat
		PlayerPalette: player_td
	Valued:
		Cost: 1500
	Tooltip:
		Name: Obelisk of Light
	Selectable:
		Bounds: 24,24
		DecorationBounds: 22,44,0,-10
	SelectionDecorations:
	Health:
		HP: 75000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 10c0
	WithBuildingBib:
		HasMinibib: Yes
	Power:
		Amount: 1
	Armament:
		Weapon: Glitched.Beam
		LocalOffset: 0,-85,1280
		RequiresCondition: !(emp-disable || disabled)
	AttackCharges:
		PauseOnCondition: lowpower
		ChargeLevel: 50
		DischargeRate: 50
		ChargingCondition: charging
	AmbientSound:
		RequiresCondition: charging
		SoundFiles: sounds/glitches/guycharge.aud
		Interval: 50
	DetectCloaked:
		Range: 5c0

OBLI.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: OBLI.GLITCHED

OBLI.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: OBLI.GLITCHED

OBLI.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: OBLI.GLITCHED

SILO.GLITCHED.SPAWNER:
	Inherits: ^CustomExplosionWorkaround
	SpawnActorOnDeath@1:
		Actor: Silo.G0.Wander
	SpawnActorOnDeath@2:
		Actor: Silo.G0.Wander
	SpawnActorOnDeath@3:
		Actor: Silo.G0.Wander
	SpawnActorOnDeath@4:
		Actor: Silo.G0.Wander
	SpawnActorOnDeath@5:
		Actor: Silo.G1.Wander
SILO.GLITCHED_1.SPAWNER:
	Inherits: SILO.GLITCHED.SPAWNER
	SpawnActorOnDeath@5:
		Actor: Silo.G2.Wander
SILO.GLITCHED_1.SPAWNER:
	Inherits: SILO.GLITCHED.SPAWNER
	SpawnActorOnDeath@5:
		Actor: Silo.G3.Wander
SILO.GLITCHED_2.SPAWNER:
	Inherits: SILO.GLITCHED.SPAWNER
	SpawnActorOnDeath@5:
		Actor: Silo.G4.Wander
SILO.GLITCHED_3.SPAWNER:
	Inherits: SILO.GLITCHED.SPAWNER
	SpawnActorOnDeath@5:
		Actor: Silo.G3.Wander
SILO.G0.Wander:
	Inherits: ^CustomExplosionWorkaround
	Wanders:
		WanderMoveRadius: 36
		MinMoveDelay: 1
		MaxMoveDelay: 1
	Mobile:
		Speed: 100
		Locomotor: fullspeedallterrain
	-Immobile:
	KillsSelf: 
		Delay: 25, 35
	SpawnActorOnDeath:
		Actor: SILO.GLITCHED
		
SILO.G1.Wander:
	Inherits: SILO.G0.Wander
	SpawnActorOnDeath:
		Actor: SILO.GLITCHED_0
SILO.G2.Wander:
	Inherits: SILO.G0.Wander
	SpawnActorOnDeath:
		Actor: SILO.GLITCHED_1
SILO.G3.Wander:
	Inherits: SILO.G0.Wander
	SpawnActorOnDeath:
		Actor: SILO.GLITCHED_2
SILO.G4.Wander:
	Inherits: SILO.G0.Wander
	SpawnActorOnDeath:
		Actor: SILO.GLITCHED_3
SILO.GLITCHED:
	Inherits: ^Helicopter
	Interactable:
		Bounds: 24,24
	Selectable
		Bounds: 24,24
	Valued:
		Cost: 1
	RenderSprites:
		Image: silo_glitched
	Aircraft:
		Speed: 3
		CruiseAltitude: 2c0
		AltitudeVelocity: 1c0
	BodyOrientation:
		UseClassicFacingFudge: false
	WithShadow:
	Wanders:
	RejectsOrders:
	Health:
		HP: 3000
	KillsSelf:
		Delay: 750, 1250
	-SpawnActorOnDeath:
	Explodes:
		Weapon: TreeExplosion.Harmless
		EmptyWeapon: TreeExplosion.Harmless
	EjectOnDeath:
		PilotActor: dog
		SuccessRate: 100
	SeedsResource:
		Interval: 250

SILO.GLITCHED_0:
	Inherits: SILO.GLITCHED
	Inherits@GE: ^GLITCHENTITIES
	
SILO.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: SILO.GLITCHED

SILO.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: SILO.GLITCHED

SILO.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: SILO.GLITCHED

POWR.GLITCHED:
	Inherits: POWR
	Inherits@GE: ^GLITCHENTITIES
	-SelfHealing@glitchhealth:
	-Targetable:
	RenderSprites:
		Image: powr
	-Sellable:
	-Buildable:
	Health:
		HP: 3000
	KillsSelf:
		Delay: 50
	ProximityExternalCondition@glitchhealth:
		Condition: selfheal.glitched
		Range: 12c0
		ValidStances: Ally
		AffectsParent: false

		
POWR.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: POWR.GLITCHED
	 

POWR.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: POWR.GLITCHED
	 

POWR.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: POWR.GLITCHED
	 

HTNK.GLITCHED:
	Inherits@GE: ^GLITCHENTITIES
	Inherits: 4TNK
	-Buildable:
	-Targetable:
	RenderSprites:
		Image: 4tnk
		Scale: 15
	KillsSelf@glitch:
		Delay: 25
	-SpawnActorOnDeath:

HTNK.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: HTNK.GLITCHED
	 

HTNK.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: HTNK.GLITCHED
	 

HTNK.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: HTNK.GLITCHED

MOTH.GLITCHED:
	Inherits: MOTH
	Health:
		HP: 30
	RenderSprites:
		Scale: 0.25
		Image: moth
	Aircraft:
		TurnSpeed: 30
		Speed: 500
		CruiseAltitude: 4c0
		AltitudeVelocity: 1c0
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
	SpawnActorOnDeath:
		Actor: MOTH.HUSK.GLITCHED
	SpawnActorOnDeath@2:
		Actor: MOTH.HUSK2.GLITCHED
	-Buildable:

MOTH.HUSK.GLITCHED:
	Inherits: YAK.Husk
	Inherits@GE: ^GLITCHENTITIES
	 
	FallsToEarth:
		Spins: True
		Moves: False
		Explosion: TreeExplosion.Harmless
		Velocity: -188
	KillsSelf:
		Delay: 75
		
MOTH.HUSK2.GLITCHED:
	Inherits: MOTH.HUSK.GLITCHED
	RenderSprites:
		Image: pt
		Scale: 1
	FallsToEarth:
		Spins: False
		Moves: True
		Explosion: TreeExplosion.Harmless
		Velocity: 188

MOTH.GLITCHED_1:
	Inherits: MOTH.GLITCHED
	SpawnActorOnDeath:
		Actor: MOTH.HUSK.GLITCHED_1

MOTH.HUSK.GLITCHED_1:
	Inherits: MOTH.HUSK.GLITCHED
	Inherits@GE: ^GLITCHENTITIES_1

MOTH.GLITCHED_2:
	Inherits: MOTH.GLITCHED
	SpawnActorOnDeath:
		Actor: MOTH.HUSK.GLITCHED_2

MOTH.HUSK.GLITCHED_2:
	Inherits: MOTH.HUSK.GLITCHED
	Inherits@GE: ^GLITCHENTITIES_2

MOTH.GLITCHED_3:
	Inherits: MOTH.GLITCHED
	SpawnActorOnDeath:
		Actor: MOTH.HUSK.GLITCHED_3

MOTH.HUSK.GLITCHED_3:
	Inherits: MOTH.HUSK.GLITCHED
	Inherits@GE: ^GLITCHENTITIES_3

MTNK.GLITCHED:
	Inherits: PANZER
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED1
	-Buildable:
	Selectable:
		Class: panzer
	GrantConditionOnTerrain@impassable:
		TerrainTypes: Rock, Water
		Condition: remove
	KillsSelf@impassable:
		RequiresCondition: remove
		RemoveInstead: true

MTNK.GLITCHED1:
	Inherits: MTNK.GLITCHED
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED2

MTNK.GLITCHED2:
	Inherits: MTNK.GLITCHED
	Inherits@GE: ^GLITCHENTITIES
	 
	-SpawnActorOnDeath@MTNK:

MTNK.GLITCHED_1:
	Inherits: MTNK.GLITCHED
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED1_1

MTNK.GLITCHED1_1:
	Inherits: MTNK.GLITCHED1
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED2_1

MTNK.GLITCHED2_1:
	Inherits: MTNK.GLITCHED2
	Inherits@GE: ^GLITCHENTITIES_1
	 

MTNK.GLITCHED_2:
	Inherits: MTNK.GLITCHED
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED1_2

MTNK.GLITCHED1_2:
	Inherits: MTNK.GLITCHED1
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED2_2

MTNK.GLITCHED2_2:
	Inherits: MTNK.GLITCHED2
	Inherits@GE: ^GLITCHENTITIES_2
	 

MTNK.GLITCHED_3:
	Inherits: MTNK.GLITCHED
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED1_3

MTNK.GLITCHED1_3:
	Inherits: MTNK.GLITCHED1
	SpawnActorOnDeath@MTNK:
		Actor: MTNK.GLITCHED2_3

MTNK.GLITCHED2_3:
	Inherits: MTNK.GLITCHED2
	Inherits@GE: ^GLITCHENTITIES_3
	 

HQ.GLITCHED:
	Inherits: DOME
	Inherits@GE: ^GLITCHENTITIES
	-Targetable:
	Health:
		HP: 5000
	KillsSelf@glitch:
		Delay: 50
	-Buildable:
	RenderSprites:
		Image: dome

HQ.GLITCHED_1:
	Inherits@GE: ^GLITCHENTITIES_1
	Inherits: HQ.GLITCHED

HQ.GLITCHED_2:
	Inherits@GE: ^GLITCHENTITIES_2
	Inherits: HQ.GLITCHED

HQ.GLITCHED_3:
	Inherits@GE: ^GLITCHENTITIES_3
	Inherits: HQ.GLITCHED

G_BoomBoom:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: Glitched.Boom
		Pieces: 6, 12
		Range: 128, 10240
	ThrowsShrapnel@2:
		Weapons: Glitched.Boom
		Pieces: 6, 12
		Range: 128, 10240
	ThrowsShrapnel@3:
		Weapons: Glitched.Boom
		Pieces: 6, 12
		Range: 128, 10240
	ThrowsShrapnel@4:
		Weapons: Glitched.Boom
		Pieces: 6, 12
		Range: 128, 10240
	ThrowsShrapnel@5:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@6:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@7:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@8:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@9:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@10:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@11:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@12:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@13:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@14:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@15:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@16:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@17:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@18:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@19:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720
	ThrowsShrapnel@20:
		Weapons: Glitched.Boom
		Pieces: 15, 30
		Range: 10240, 30720

G_Mapboom:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: Glitched.Map
		Pieces: 3, 6
		Range: 1024, 10240
	ThrowsShrapnel@2:
		Weapons: Glitched.Map
		Pieces: 3, 6
		Range: 1024, 10240
	ThrowsShrapnel@3:
		Weapons: Glitched.Map1
		Pieces: 3, 6
		Range: 1024, 10240
	ThrowsShrapnel@4:
		Weapons: Glitched.Map1
		Pieces: 3, 6
		Range: 1024, 10240
	ThrowsShrapnel@5:
		Weapons: Glitched.Map1
		Pieces: 3, 6
		Range: 1024, 10240
	ThrowsShrapnel@6:
		Weapons: Glitched.Map2
		Pieces: 3, 6
		Range: 512, 5120
	ThrowsShrapnel@7:
		Weapons: Glitched.Map2
		Pieces: 3, 6
		Range: 512, 5120
	ThrowsShrapnel@8:
		Weapons: Glitched.Map2
		Pieces: 3, 6
		Range: 512, 5120
	ThrowsShrapnel@9:
		Weapons: Glitched.Map3
		Pieces: 3, 6
		Range: 32, 512
	ThrowsShrapnel@10:
		Weapons: Glitched.Map3
		Pieces: 3, 6
		Range: 32, 512
	ThrowsShrapnel@11:
		Weapons: Glitched.Map3
		Pieces: 3, 6
		Range: 32, 512

G_HouseBoom:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@2:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@3:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@4:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@5:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@6:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@7:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@8:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@9:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@10:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@11:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@12:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@13:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@14:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@15:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@16:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@17:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@18:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@19:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@20:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@21:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400
	ThrowsShrapnel@22:
		Weapons: Glitched.CivBuilding
		Pieces: 4, 8
		Range: 10240, 102400

G_AtomicBoom:
	Inherits: ^CustomExplosionWorkaround
	Explodes:
		Weapon: Glitched.Nook
		EmptyWeapon: Glitched.Nook

G_DemonicBoom:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@2Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@3Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@4Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@5Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@6Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@7Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@8Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@9Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096
	ThrowsShrapnel@10Agony:
		Weapons: Glitched.EvulBlast
		Pieces: 2, 4
		Range: 512,4096

G_ContinuousBoom:
	Inherits: ^CustomExplosionWorkaround
	Explodes:
		Weapon: Glitched.DelayedBoom
		EmptyWeapon: Glitched.DelayedBoom
	ThrowsShrapnel@1:
		Weapons: Glitched.DelayedBoom
		Pieces: 48, 96
		Range: 128,5120
	ThrowsShrapnel@2:
		Weapons: Glitched.DelayedBoom
		Pieces: 48, 96
		Range: 128,5120

G_ContinuousBoom2:
	Inherits: ^CustomExplosionWorkaround
	Explodes:
		Weapon: Glitched.DelayedBoom
		EmptyWeapon: Glitched.DelayedBoom
	ThrowsShrapnel@1:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@2:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@3:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@4:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@5:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@6:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@7:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@8:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@9:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@10:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@11:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@12:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120

G_ContinuousBoom3:
	Inherits: ^CustomExplosionWorkaround
	Explodes:
		Weapon: Glitched.DelayedBoom
		EmptyWeapon: Glitched.DelayedBoom
	ThrowsShrapnel@1:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@2:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@3:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@4:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@5:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@6:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@7:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@8:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@9:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@10:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@11:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@12:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@13:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@14:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@15:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120
	ThrowsShrapnel@16:
		Weapons: Glitched.DelayedBoom
		Pieces: 12, 24
		Range: 128,5120

G_ContinuousBoom4:
	Inherits: ^CustomExplosionWorkaround
	Explodes:
		Weapon: Glitched.ConstantBoom
		EmptyWeapon: Glitched.ConstantBoom
	ThrowsShrapnel@1:
		Weapons: Glitched.ConstantBoom
		Pieces: 2, 4
		Range: 256,5120
	ThrowsShrapnel@2:
		Weapons: Glitched.ConstantBoom
		Pieces: 2, 4
		Range: 512,5120
	ThrowsShrapnel@3:
		Weapons: Glitched.ConstantBoom
		Pieces: 2, 4
		Range: 768,5120
	ThrowsShrapnel@4:
		Weapons: Glitched.ConstantBoom
		Pieces: 2, 4
		Range: 1024,5120

G_Dudesplosion:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@2:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@3:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@4:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@5:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@6:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@7:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240
	ThrowsShrapnel@8:
		Weapons: Glitched.E1Gun
		Pieces: 12, 24
		Range: 1024,10240

G_ElectricBoom:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: Glitched.EFence
		Pieces: 10, 20
		Range: 256,896
	ThrowsShrapnel@2:
		Weapons: Glitched.EFence
		Pieces: 20, 40
		Range: 1152,1920
	ThrowsShrapnel@3:
		Weapons: Glitched.EFence
		Pieces: 30, 60
		Range: 2176,2944
	ThrowsShrapnel@4:
		Weapons: Glitched.EFence
		Pieces: 40, 80
		Range: 3200,3968
	ThrowsShrapnel@5:
		Weapons: Glitched.EFence
		Pieces: 50, 100
		Range: 4224,7992

G_GlitchBoom:
	Inherits: ^CustomExplosionWorkaround
	ThrowsShrapnel@1:
		Weapons: GlitchWeapon
		Pieces: 30, 60
		Range: 256,896
	ThrowsShrapnel@2:
		Weapons: GlitchWeapon
		Pieces: 60, 120
		Range: 1152,1920
	ThrowsShrapnel@3:
		Weapons: GlitchWeapon
		Pieces: 90, 180
		Range: 2176,2944
	ThrowsShrapnel@4:
		Weapons: GlitchWeapon
		Pieces: 120, 240
		Range: 3200,3968
	ThrowsShrapnel@5:
		Weapons: GlitchWeapon
		Pieces: 150, 300
		Range: 4224,7992
