
#-----------------------------------------
# Infantry Weapons
#-----------------------------------------
Pistol:
	ReloadDelay: 25
	Range: 3c0
	ValidTargets: Ground
	Report: gun27.aud
	Projectile: Bullet
		Speed: 1c682
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Falloff: 100, 66, 33, 12, 0
		Damage: 1000000
		Versus:
			None: 10
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
		ValidTargets: Ground
	Warhead@2Eff: CreateEffect
		Explosions: nuke
		ImpactSounds: kaboom1.aud
CivPistol:
	Inherits: Pistol
	ReloadDelay: 25
	Range: 3c0
	ValidTargets: Ground
	Report: gun27.aud
	Projectile: Bullet
		Speed: 1c682
	Warhead@1Dam: SpreadDamage
		Spread: 2c0
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Damage: 60000
		Versus:
			None: 50
			Civilian: 0
		AffectsParent: false
	Warhead@2Eff: CreateEffect
		Explosions: nuke
		ImpactSounds: kaboom1.aud
		
	
AWP:
	Report: sounds/weapons/sniper.aud
	ReloadDelay: 85
	Range: 18c0
	Projectile: Bullet
		Inaccuracy: 0c128
		Speed: 10c0
		Image: 50CAL
	Warhead@1Dam: SpreadDamage
		Spread: 42
		Falloff: 100, 10, 0
		Damage: 10000
		Versus:
			None: 100
			Wood: 12
			Light: 25
			Heavy: 20
			Concrete: 10
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@GETDOWN: SpreadDamage
		Spread: 4c512
		Falloff: 100, 0
		Damage: 2
		Versus:
			None: 100
			Wood: 0
			Light: 0
			Heavy: 0
			Concrete: 0
		DamageTypes: TriggerProne, BulletDeath
	Warhead@2Eff_impact: CreateEffect
		Explosions: hitmarker
		ImpactSounds: sounds/weapons/awpmark.aud
Laserpointer:
	ReloadDelay: 3
	Range: 18c0
	Projectile: LaserZap
		Inaccuracy: 0c128
		TrackTarget: false
		Duration: 12
		Width: 16
		Color: FF1010A0
		ZOffset: 512
	Warhead@1Dam: SpreadDamage
		Spread: 1
		Damage: 1
		Versus:
			None: 0
			Wood: 0
			Light: 0
			Heavy: 0
			Concrete: 0
			
Blini:
	ReloadDelay: 10
	Range: 1c512
	Report: sounds/weapons/woosh.aud
	Projectile: Bullet
		Speed: 0c256
		Inaccuracy: 1c0
	Warhead@1Dam: SpreadDamage
		Damage: 5000
		Spread: 1c0
		Falloff: 100, 33, 0
		ValidTargets: Ground, Water
		Versus:
			None: 100
			Wood: 150
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall
	Warhead@2Eff: CreateEffect
		Explosions: expl_pixel_small_ra
		ImpactSounds: sounds/weapons/doomxpl.aud
Phaser:
	ReloadDelay: 22
	Range: 8c0
	Report: sounds/weapons/nrggun4.aud
	Projectile: LaserZap
		Duration: 3
		ZOffset: 1024
		Width: 32
		Color: FFFFFF
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: FF0000
		SecondaryBeamZOffset: 1023
		SecondaryBeamWidth: 128
		Inaccuracy: 0c768
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 3000
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 40
			Light: 100
			Heavy: 100
			Concrete: 50
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
	Warhead@3Eff: CreateEffect
		Explosions: expl_energy3
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/nrghit5.aud
Laser.UFO:
	ReloadDelay: 14
	Range: 6c512
	MinRange: 0c1	#last time I checked, turreted aircraft cause crashes when firing directly below them
	Report: sounds/weapons/nrggun4.aud
	InvalidTargets: Structure
	Projectile: LaserZap
		Duration: 3
		ZOffset: 1024
		Width: 32
		Color: FFFFFF
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: 0000FF
		SecondaryBeamZOffset: 1023
		SecondaryBeamWidth: 128
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 3000
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 25
			Light: 60
			Heavy: 35
			Concrete: 10
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
	Warhead@3Eff: CreateEffect
		Explosions: expl_energy3
		ExplosionPalette: special_blue
		ValidTargets: Ground, Trees, Air, Water
		ImpactSounds: sounds/weapons/nrghit5.aud
Laser.UFO.AA:
	Inherits: Laser.UFO
	MinRange: 0c1
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Heavy: 100
		
Laglauncher.UFO:
	ReloadDelay: 7
	Range: 1c0
	MinRange: 0c1
	ValidTargets: Structure
	Projectile: Bullet	#Using InstantHit with "TargetActorCenter" might also generate crashes ("attempting to track invalid target")
		Speed: 10c0
	TargetActorCenter: true
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Falloff: 100, 20, 0
		Damage: 500
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground
	Warhead@1EMP: GrantExternalCondition
		Range: 0c512
		Duration: 8
		ValidTargets: Structure
		Condition: empdisable

MG.Dog:
	Burst: 7
	BurstDelays: 2,2,2,1,2,2
	ReloadDelay: 18
	StartBurstReport: gun13.aud
	Range: 8c0
	Projectile: Bullet
		Speed: 1c682
		Blockable: false
		Inaccuracy: 0c768
		Image: 50CAL
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Falloff: 100, 30, 10
		Damage: 650
		Versus:
			None: 100
			Wood: 15
			Light: 45
			Heavy: 30
			Concrete: 5
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Laser.Dog:
	ReloadDelay: 18
	Range: 5c0
	Report: sounds/weapons/nrggun3.aud
	Projectile: LaserZap
		Duration: 3
		ZOffset: 1024
		Width: 192
		Color: FFFFFF
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: FF8080
		SecondaryBeamZOffset: 1023
		SecondaryBeamWidth: 256
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 1400
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 35
			Light: 100
			Heavy: 100
			Concrete: 50
	Warhead@2Dam: SpreadDamage
		Spread: 224
		Damage: 700
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 25
			Light: 90
			Heavy: 70
			Concrete: 50
		Delay: 1
	Warhead@3Dam: SpreadDamage
		Spread: 175
		Damage: 600
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 25
			Light: 85
			Heavy: 65
			Concrete: 50
		Delay: 2
	Warhead@4Dam: SpreadDamage
		Spread: 128
		Damage: 500
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 25
			Light: 80
			Heavy: 60
			Concrete: 50
		Delay: 3
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
	Warhead@3Eff: CreateEffect
		Explosions: expl_energy3
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/nrghit3.aud
Laser.Dog1:
	Inherits: Laser.Dog
	Report: 
	Projectile: LaserZap
		Duration: 5
		ZOffset: 1022
		Width: 160
		Color: FF8080
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: FF0000
		SecondaryBeamZOffset: 1021
		SecondaryBeamWidth: 192
	Warhead@1Dam: SpreadDamage
		Damage: 1
	-Warhead@2Dam: SpreadDamage
	-Warhead@3Dam: SpreadDamage
	-Warhead@4Dam: SpreadDamage
	-Warhead@2Smu: LeaveSmudge
	-Warhead@3Eff: CreateEffect
Laser.Dog2:
	Inherits: Laser.Dog1
	Projectile: LaserZap
		Duration: 7
		ZOffset: 1020
		Width: 128
		Color: FF8080
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: FF0000
		SecondaryBeamZOffset: 1019
		SecondaryBeamWidth: 160
Laser.Dog3:
	Inherits: Laser.Dog1
	Projectile: LaserZap
		Duration: 8
		ZOffset: 1018
		Width: 96
		Color: FF0000
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: 800000
		SecondaryBeamZOffset: 1017
		SecondaryBeamWidth: 128
Laser.Dog4:
	Inherits: Laser.Dog1
	Projectile: LaserZap
		Duration: 9
		ZOffset: 1016
		Width: 64
		Color: 800000
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: 400000
		SecondaryBeamZOffset: 1015
		SecondaryBeamWidth: 96
Laser.Dog5:
	Inherits: Laser.Dog1
	Projectile: LaserZap
		Duration: 10
		ZOffset: 1014
		Width: 32
		Color: 400000
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: 200000
		SecondaryBeamZOffset: 1013
		SecondaryBeamWidth: 64
		

SilencedPPK:
	Inherits: 
	ReloadDelay: 20
	Burst: 7
	BurstDelays: 5
	Range: 8c0
	Report: silppk.aud
	ValidTargets: Ground, Infantry
	InvalidTargets: Vehicle, Water, Structure, Wall, Husk, Air
	Projectile: Bullet
		Speed: 1c682
		Inaccuracy: 0c128
	Warhead@1Dam: SpreadDamage
		Spread: 64
		Falloff: 100, 33, 0
		Damage: 4500
		Versus:
			None: 100
			Wood: 10
			Light: 80
			Heavy: 10
		ValidTargets: Barrel, Infantry
		DamageTypes: TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
007Bomb:
	Inherits: ^Artillery
	ReloadDelay: 42
	Range: 8c0
	Report: missile6.aud
	ValidTargets: Ground, Water
	InvalidTargets: Infantry, Structure
	Projectile: Missile
		Speed: 400
		Arm: 2
		Blockable: false
		ContrailLength: 10
		Inaccuracy: 256
		Image: DRAGON
		TrailImage: smokey
		Shadow: True
		HorizontalRateOfTurn: 5
		RangeLimit: 8c512
		LockOnProbability: 0
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 4500
		Versus:
			None: 50
			Wood: 50
			Light: 100
			Heavy: 100
			Concrete: 100
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom25.aud
	Warhead@4EffWater: CreateEffect
		Explosions: small_splash
	
Laserpointer.Spy:
	Inherits: Laserpointer
	Report: sounds/weapons/predator.aud
	Range: 8c0
	ValidTargets: Vehicle, Water, Structure, Bridge
	Projectile: LaserZap
		Width: 20
		Color: 10FF10A0
		
Laserpointer.Spy.Silent:
	Inherits: Laserpointer.Spy
	Report: ,
	
007KillSat:
	ReloadDelay: 4	#The sole reason for the Burst is to prevent this weapon from benefiting from any sort of reduced reload times (such as when levelling up)
	Burst: 20
	BurstDelays: 3
	Range: 8c0
	Report: sounds/weapons/ioncann.aud
	ValidTargets: Vehicle, Water, Structure, Bridge
	Projectile: InstantHit
		Inaccuracy: 2c0
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 12500
		Falloff: 100, 100, 20, 0
		Delay: 7
		Versus:
			None: 25
			Wood: 100
			Light: 30
			Heavy: 60
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
		InvalidTargets: Structure, Wall
		Delay: 7
	Warhead@3Eff: CreateEffect
		Explosions: ionsfx
		ExplosionPalette: td_temperat
		
^FireWeapon:
	ValidTargets: Ground, Water, Trees
	ReloadDelay: 65
	Range: 5c0
	Warhead@1Dam: SpreadDamage
		Spread: 213
		Damage: 15000
		ValidTargets: Ground, Water, Trees
		Versus:
			None: 90
			Wood: 50
			Light: 60
			Heavy: 25
			Concrete: 20
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
		InvalidTargets: Structure, Wall
	Warhead@3Eff: CreateEffect
		Explosions: napalm
		ImpactSounds: firebl3.aud
		VictimScanRadius: 0

Fireball.Imp:
	Inherits: ^FireWeapon
	ReloadDelay: 64
	Range: 8c0
	Report: sounds/weapons/dsfirsht.aud,sounds/weapons/dsfirsh2.aud
	Projectile: Bullet
		Speed: 400, 450
		TrailImage: fb2
		Image: FB1
		TrailInterval: 1
		Inaccuracy: 1c512
	Warhead@1Dam: SpreadDamage
		Spread: 768
		Damage: 6000
		Versus:
			None: 100
			Wood: 75
			Light: 100
			Heavy: 100
			Concrete: 20
	Warhead@3Eff: CreateEffect
		ImpactSounds: sounds/weapons/dsfirxpl.aud, sounds/weapons/dsfirxp2.aud
		Explosions: large_napalm
		
Fireball.Caco:
	Inherits: Fireball.Imp
	ReloadDelay: 82
	Range: 8c0
	ValidTargets: Ground
	Projectile: Bullet
		Speed: 300, 350
		TrailImage: fb2_add
		Image: FB1_add
		TrailInterval: 1
		Inaccuracy: 0c512
		Palette: special_blue
		TrailPalette: special_blue
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 6500
		Versus:
			None: 100
			Wood: 75
			Light: 100
			Heavy: 100
			Concrete: 20
		ValidTargets: Ground
	Warhead@3Eff: CreateEffect
		Explosions: napalm_add
		ExplosionPalette: special_blue
		ValidTargets: Ground, Air
Fireball.Caco.AA:
	Inherits: Fireball.Caco
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
FlameGun.AG:
	Inherits: ^FireWeapon
	ReloadDelay: 46
	Burst: 3
	BurstDelays: 4
	Range: 8c0
	Report: sounds/weapons/flamer2.aud
	Projectile:  Missile
		MinimumLaunchSpeed: 5
		MaximumLaunchSpeed: 10
		Acceleration: 60
		Speed: 0c512
		TrailImage: fb2
		Image: FB1
		RangeLimit: 16c0
		LockOnProbability: 33
		MinimumLaunchAngle: 62
		HomingActivationDelay: 8
		CruiseAltitude: 2c0
		Gravity: 12
		HorizontalRateOfTurn: 12
		VerticalRateOfTurn: 16
		ExplodeWhenEmpty: false
		TrailInterval: 1
		Inaccuracy: 1c400
		TrailWhenDeactivated: true
	Warhead@1Dam: SpreadDamage
		Spread: 640
		Damage: 2000
		Versus:
			None: 100
			Wood: 30
			Light: 90
			Heavy: 40
			Concrete: 40
		
FlameGun.AA:
	Inherits: FlameGun.AG
	ValidTargets: Air
	Projectile: Missile
		LockOnProbability: 50
		Acceleration: 80
		AllowSnapping: true
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 1250
		Versus:
			None: 150
			Light: 100
			Heavy: 250
		ValidTargets: Air
	-Warhead@2Smu: LeaveSmudge
	Warhead@3Eff: CreateEffect
		ValidTargets: Air
		Explosions: napalm_flipy

CryoGun.AG:
	Inherits: FlameGun.AG
	ReloadDelay: 18
	Burst: 1
	BurstDelays: 1
	Report: sounds/weapons/woosh2.aud
	Projectile: Missile
		-TrailImage:
		Image: projectile_ice
		HomingActivationDelay: 0
		CruiseAltitude: 1c0
		LockOnProbability: 66
		Acceleration: 120
	Warhead@1Cryo: GrantExternalCondition
		Range: 1c0
		Duration: 35
		Condition: cryo
	Warhead@3Eff: CreateEffect
		ImpactSounds: sounds/weapons/cronch.aud
CryoGun.AA:
	Inherits: CryoGun.AG
	ValidTargets: Air
	Projectile: Missile
		LockOnProbability: 50
		Acceleration: 80
		AllowSnapping: true
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 1250
		Versus:
			None: 150
			Light: 100
			Heavy: 250
		ValidTargets: Air
	Warhead@3Eff: CreateEffect
		ValidTargets: Air
		Explosions: napalm_flipy
	Warhead@1Cryo: GrantExternalCondition
		ValidTargets: Air
Boomgun.AG:
	Inherits: ^Cannon
	ReloadDelay: 36
	Range: 8c0
	Report: sounds/weapons/boomgun.aud
	Projectile: InstantHit
		Inaccuracy: 0c256
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 600
		Falloff: 100, 33, 0
		Versus:
			None: 125
			Wood: 30
			Light: 80
			Heavy: 55
			Concrete: 40
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion
		ValidTargets: Air, Ground, Ship, Trees
	
Boomgun.AG.Frag:
	Inherits: Boomgun.AG
	Report: ,
	Burst: 8
	BurstDelays: 1
	ReloadDelay: 29
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 256,0,0
	Projectile: InstantHit
	Warhead@1Dam: SpreadDamage
		Spread: 0c192
		Falloff: 100, 0
		Damage: 200
	-Warhead@2Smu: LeaveSmudge
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion_air
		ImpactSounds: ,
	
Boomgun.AG.Frag0:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -256,0,0
	
Boomgun.AG.Frag1:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 0,256,0
	
Boomgun.AG.Frag2:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 0,-256,0
Boomgun.AG.Frag3:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -179,-179,0
Boomgun.AG.Frag4:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 179,-179,0
Boomgun.AG.Frag5:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -179,179,0
Boomgun.AG.Frag6:	
	Inherits: Boomgun.AG.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 179,179,0
	
Boomgun.AA:
	Inherits: Boomgun.AG
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 600
		Falloff: 100, 33, 0
		Versus:
			None: 150
			Light: 100
			Heavy: 250
		ValidTargets: Air
	-Warhead@2Smu: LeaveSmudge
	Warhead@3Eff: CreateEffect
		ValidTargets: Air
		
Boomgun.AA.Frag:	
	Inherits: Boomgun.AA
	Report: ,
	Burst: 8
	BurstDelays: 1
	ReloadDelay: 29
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 256,0,0
	Projectile: InstantHit
	Warhead@1Dam: SpreadDamage
		Spread: 0c341
		Falloff: 100, 0
		Damage: 100
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion_air
		ImpactSounds: ,
		
Boomgun.AA.Frag0:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -256,0,0
	
Boomgun.AA.Frag1:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 0,256,0
	
Boomgun.AA.Frag2:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 0,-256,0
Boomgun.AA.Frag3:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -179,-179,0
Boomgun.AA.Frag4:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 179,-179,0
Boomgun.AA.Frag5:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -179,179,0
Boomgun.AA.Frag6:	
	Inherits: Boomgun.AA.Frag
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 179,179,0

Silo.Explosion:
	Projectile: Bullet
		Speed: 600
		TrailImage: explosion
		TrailSequences: expl_unreal_small1, expl_unreal_small2, expl_unreal_small3, expl_unreal_small4
		Image: explosion
		Sequences: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		TrailPalette: special_red
		Palette: special_red
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Falloff: 100, 25, 0
		Damage: 2000
			None: 15
			Wood: 150
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Delay: 4
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall
	Warhead@3Eff: CreateEffect
		ExplosionPalette: special_red
		Explosions: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		ImpactSounds: kaboom30.aud
			
XPLBeamgun:
	ReloadDelay: 75
	Report: ,
	Range: 8c0
	ValidTargets: Ground, Submarine
	Projectile: Missile
		Speed: 3c769
		LockOnProbability: 0
		Gravity: 0
		RangeLimit: 5c512
		MinimumLaunchAngle: 20
		CloseEnough: 8
		VerticalRateOfTurn: 1
		Inaccuracy: 0c256
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 2250
		Falloff: 100, 33, 10, 0
		ValidTargets: Ground, Submarine
		Versus:
			None: 30
			Wood: 40
			Light: 75
			Heavy: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		ValidTargets: Ground, Air
	Warhead@3Eff: CreateEffect
		Explosions: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/xplw3l01.aud,sounds/weapons/xplw3l02.aud,sounds/weapons/xplw3l03.aud
		VictimScanRadius: 0
		ValidTargets: Ground, Air
XPLBeam.1:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 0c512
		Speed: 0c257
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
XPLBeam.2:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 1c0
		Speed: 0c513
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.3:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 1c512
		Speed: 0c769
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.4:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 2c0
		Speed: 1c1
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.5:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 2c512
		Speed: 1c257
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.6:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 3c0
		Speed: 1c513
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.7:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 3c512
		Speed: 1c769
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.8:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 4c0
		Speed: 2c1
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.9:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 4c512
		Speed: 2c257
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
XPLBeam.10:
	Inherits: XPLBeamgun
	Projectile: Missile
		RangeLimit: 5c0
		Speed: 2c513
	Warhead@3Eff: CreateEffect
		ImpactSounds: ,
	
XPLBeamgun.A:
	ReloadDelay: 78
	Report: ,
	Range: 8c0
	ValidTargets: Ground, Submarine
	Projectile: Missile
		Speed: 2c769
		RangeLimit: 5c512
		LockOnProbability: 0
		Gravity: 0
		MinimumLaunchAngle: 20
		CloseEnough: 8
		VerticalRateOfTurn: 1
		Inaccuracy: 0c256
	Warhead@1Dam: SpreadDamage
		Spread: 1c768
		Damage: 3000
		Falloff: 100, 33, 10, 0
		ValidTargets: Ground, Submarine
		Versus:
			None: 30
			Wood: 40
			Light: 75
			Heavy: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		ValidTargets: Ground, Air
	Warhead@3Eff: CreateEffect
		Explosions: building
		ImpactSounds: sounds/weapons/doomxpl.aud
		VictimScanRadius: 0
		ValidTargets: Ground, Air
XPLBeam.1A:
	Inherits: XPLBeamgun.A
	Projectile: Missile
		RangeLimit: 0c512
		Speed: 0c257
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
XPLBeam.2A:
	Inherits: XPLBeamgun.A
	Projectile: Missile
		RangeLimit: 1c512
		Speed: 0c769
	Warhead@1Dam: SpreadDamage
		ValidStances: Enemy, Neutral
XPLBeam.3A:
	Inherits: XPLBeamgun.A
	Projectile: Missile
		RangeLimit: 2c512
		Speed: 1c257
XPLBeam.4A:
	Inherits: XPLBeamgun.A
	Projectile: Missile
		RangeLimit: 3c512
		Speed: 1c769
XPLBeam.5A:
	Inherits: XPLBeamgun.A
	Projectile: Missile
		RangeLimit: 4c512
		Speed: 2c257

SpamNade:
	Inherits: ^Artillery
	ReloadDelay: 25
	Range: 10c0
	Report: sounds/weapons/woosh.aud
	Projectile: Bullet
		Speed: 100,150
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 2c0
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 800
		Falloff: 100, 80, 30, 0
		Versus:
			None: 100
			Wood: 50
			Light: 100
			Heavy: 100
			ExplosionResistant: 50
			ExplosionResistant.Grenade: 33
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
		ValidTargets: Ground, Water, Underwater
	-Warhead@2Smu: LeaveSmudge
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion
		ImpactSounds: sounds/weapons/flkdng1.aud,sounds/weapons/flkdng2.aud, , #50% chance for silence because too much noise otherwise
	Warhead@4EffWater: CreateEffect
		Explosions: small_splash
		ImpactSounds: ,
SpamNade.Inaccurate:
	Inherits: SpamNade
	ReloadDelay: 5
	Report: sounds/weapons/woosh.aud, , #66% chance for silence because too much noise otherwise
	Projectile: Bullet
		BounceCount: 4
		BounceRangeModifier: 50
		Speed: 100,150
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 14c0
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 1600
		Falloff: 100, 80, 30, 0
		Versus:
			None: 75
			ExplosionResistant.Grenade: 50
		
Shuriken:
	ReloadDelay: 25
	Range: 6c0
	Burst: 3
	BurstDelays: 4
	FirstBurstTargetOffset: -256,0,0
	FollowingBurstTargetOffset: 256,0,0
	Report: sounds/weapons/woosh.aud
	InvalidTargets: Wall
	Projectile: Bullet
		Speed: 400
		Blockable: true
		LaunchAngle: 4
		Inaccuracy: 0c128
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c64
		Damage: 1250
		Falloff: 100, 80, 30, 0
		Versus:
			None: 100
			Wood: 10
			Light: 25
			Heavy: 10
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
		ValidTargets: Ground, Water, Underwater
	Warhead@3Eff: CreateEffect
		Explosions: piff
		ImpactSounds: sounds/weapons/flkdng1.aud,sounds/weapons/flkdng2.aud
		ValidTargets: Ground, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge

Shuriken2:
	Inherits: Shuriken
	FirstBurstTargetOffset: -256,256,0
	FollowingBurstTargetOffset: 224,224,0
	Report: ,
Shuriken3:
	Inherits: Shuriken2
	FirstBurstTargetOffset: -256,-256,0
	FollowingBurstTargetOffset: 224,-224,0
FoldedThousandTimes:
	ReloadDelay: 18
	Range: 4c0
	Report: sounds/weapons/sword.aud
	ValidTargets: Infantry, Vehicle, Ship, Underwater
	Projectile: InstantHit
	Warhead@1Dam: SpreadDamage
		Damage: 8000
		Spread: 0c128
		Falloff: 100, 33, 0
		ValidTargets: Infantry, Vehicle, Ship, Underwater
		Delay: 3
		Versus:
			None: 100
			Wood: 25
			Light: 25
			Heavy: 25
			Concrete: 15
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: expl_sword1, expl_sword2, expl_sword3, expl_sword4
		ImpactSounds: sounds/weapons/swordsplat1.aud, sounds/weapons/swordsplat2.aud, sounds/weapons/swordsplat3.aud
		ValidTargets: Infantry
		InvalidTargets: Vehicle, Structure, Ship, Underwater
		Delay: 3
	Warhead@3Eff: CreateEffect
		Explosions: expl_sword1, expl_sword2, expl_sword3, expl_sword4
		ImpactSounds: sounds/weapons/swordting1.aud, sounds/weapons/swordting2.aud, sounds/weapons/swordting3.aud
		ValidTargets: Vehicle, Structure, Ship, Underwater
		InvalidTargets: Infantry
		Delay: 3
Buster:
	ReloadDelay: 6
	Range: 4c256
	Burst: 12
	BurstDelays: 4
	StartBurstReport: sounds/weapons/bustin1.aud, sounds/weapons/bustin2.aud, sounds/weapons/bustin3.aud, sounds/weapons/bustin4.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: TeslaZap
		Image: litning-buster
		Duration: 6
		DamageDuration: 6
		TrackTarget: false
	Warhead@1Dam: SpreadDamage
		Spread: 32
		Damage: 100
		Falloff: 100, 66, 0
		Versus:
			None: 45
			Wood: 45
			Light: 100
			Heavy: 100
			Concrete: 50
			Demon: 300
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
		ValidTargets: Ground, Water, Underwater
	Warhead@3Eff: CreateEffect
		Explosions: expl_energy2
		ExplosionPalette: special_blue_a
		ValidTargets: Ground, Air, Water, Underwater
		
	
Buster.AA:
	Inherits: Buster	
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		Spread: 256
		ValidTargets: Air
		Versus:
			Heavy: 150

SASgun.1:
	ReloadDelay: 45
	Burst: 7
	BurstDelays: 6
	Range: 7c0
	Report: sounds/weapons/sasgunb3.aud
	ValidTargets: Ground
	Projectile: Bullet
		Speed: 1c682
		Inaccuracy: 1c0
	Warhead@1Dam: SpreadDamage
		Damage: 1500
		Spread: 64
		Versus:
			None: 100
			Wood: 10
			Light: 25
			Heavy: 10
			Concrete: 10
		ValidTargets: Ground, Submarine
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
SASgun.1.BurstRound:
	Inherits: SASgun.1
	Report: ,

SASgun.2:
	ReloadDelay: 28
	Range: 6c0
	Report: sounds/weapons/e1lvr.aud
	TargetActorCenter: true
	Projectile: Bullet
		Speed: 853
		Image: 50CAL
		Inaccuracy: 2c512
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Falloff: 100, 30, 10, 0
		Damage: 700
		Versus:
			None: 100
			Wood: 60
			Light: 20
			Heavy: 10
			Concrete: 25
			Demon: 150
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: small_napalm
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
SASgun.2.Pellet:
	Inherits: SASgun.2
	Report: ,
SASgun.3:
	ReloadDelay: 80
	Burst: 4
	BurstDelays: 6
	Range: 8c0
	Report: sounds/weapons/grnfire.aud
	TargetActorCenter: true
	ValidTargets: Ground
	Projectile: Bullet
		Speed: 140,200
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 1c512
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 3000
		Versus:
			None: 80
			Wood: 40
			Light: 100
			Heavy: 125
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom30.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: med_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
SASgun.4:
	ReloadDelay: 24
	Range: 9c0
	Report: sounds/weapons/hvysup.aud
	ValidTargets: Ground
	Projectile: LaserZap
		TrackTarget: false
		Color: FFFFFF
		Duration: 12
		Width: 32
		ZOffset: 1023
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Damage: 3000
		Spread: 768
		Falloff: 100, 30, 0
		Versus:
			None: 100
			Wood: 10
			Light: 80
			Heavy: 50
			Concrete: 30
		ValidTargets: Ground, Submarine
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: small_building
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
SASgun.4.AA:
	Inherits: SASgun.4
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
M41A:
	ReloadDelay: 25
	Range: 6c0
	Report: sounds/weapons/m41a.aud
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		Speed: 1c682
		Inaccuracy: 0c768
	Warhead@1Dam: SpreadDamage
		Damage: 4000
		Spread: 512
		Falloff: 100, 10, 0
		Versus:
			None: 100
			Wood: 30
			Light: 35
			Heavy: 12
			Concrete: 10
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		ValidTargets: Ground, Submarine
	Warhead@2Eff: CreateEffect
		Explosions: piffs
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piffs
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
Blasterrifle:
	ReloadDelay: 12
	Range: 6c0
	Report: sounds/weapons/e1blaster.aud
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		Speed: 0c400
		Inaccuracy: 1c512
		Image: projectile_energy
		Palette: special_red
	Warhead@1Dam: SpreadDamage
		Damage: 2500
		Spread: 256
		Versus:
			None: 100
			Wood: 5
			Light: 9
			Heavy: 4
			Concrete: 4
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		ValidTargets: Ground, Submarine
	Warhead@2Eff: CreateEffect
		Explosions: expl_energy3
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/nrghit1.aud
		ValidTargets: Ground, Ship, Air, Trees
Revolver:
	ReloadDelay: 34
	Burst: 6
	BurstDelays: 7
	Range: 6c0
	Report: sounds/weapons/e1rev.aud
	AfterFireSound: sounds/weapons/e1revr.aud
	AfterFireSoundDelay: 12
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		Speed: 1c682
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Damage: 1700
		Spread: 32
		Versus:
			None: 100
			Wood: 7
			Light: 10
			Heavy: 5
			Concrete: 5
		ValidTargets: Ground, Submarine
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
SuperRevolver:
	Inherits: Revolver
	Burst: 1
	ReloadDelay: 12
	BurstDelays: 1
	AfterFireSound: ,
Hadouken.AG:
	ReloadDelay: 64
	Range: 8c0
	MinRange: 0c512
	Report: sounds/weapons/hadouk.aud
	Projectile: Missile
		MaximumLaunchSpeed: 50
		HomingActivationDelay: 5
		Acceleration: 75
		Speed: 800
		Blockable: false
		ContrailLength: 10
		Inaccuracy: 128
		Image: projectile_energy5
		Palette: special_green_a
		HorizontalRateOfTurn: 8
		VerticalRateOfTurn: 24
		Gravity: 0
		RangeLimit: 8c0
		Inaccuracy: 192
		ContrailColor: A0FF60
		AllowSnapping: true
	Warhead@1Dam: SpreadDamage
		Spread: 341
		Damage: 4000
		ValidTargets: Ground, Water
		Versus:
			None: 15
			Wood: 60
			Light: 75
			Heavy: 100
			Concrete: 50
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: artillery_explosion_add
		ExplosionPalette: special_green
		ImpactSounds: sounds/weapons/nrghit2.aud
		ValidTargets: Ground, Air, Ship, Trees, Water, Underwater
Hadouken.AA:
	Inherits: Hadouken.AG
	Projectile: Missile
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			None: 50
			Light: 100
			Heavy: 125
			
Javelin.AG:
	Inherits: ^AntiGroundMissile
	ReloadDelay: 125
	Range: 10c0
	MinRange: 2c0
	Report: missile1.aud
	-Projectile:
	Projectile: Missile
		Speed: 280
		Blockable: false
		TrailImage: smokey
		TrailDelay: 2
		Inaccuracy: 213
		Image: V2
		Shadow: True
		LaunchAngle: 62
		CruiseAltitude: 2c0
		ExplodeWhenEmpty: false
		VerticalRateOfTurn: 25
		Gravity: 250
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 10000
		Falloff: 100, 80, 25, 0
		ValidTargets: Ground, Water, Trees
		Versus:
			None: 15
			Wood: 35
			Light: 50
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath, Incendiary
	Warhead@3Eff: CreateEffect
		Explosions: building
		ImpactSounds: sounds/weapons/boomgun.aud
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
Javelin.AA:
	Inherits: Javelin.AG
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
ZombieClaw:
	ReloadDelay: 30
	Range: 1c512
	Projectile: InstantHit
	Warhead@1Dam: SpreadDamage
		Spread: 96
		Damage: 3500
		Falloff: 100, 0
		Versus:
			None: 100
			Wood: 15
			Light: 30
			Heavy: 15
			Concrete: 10
		DamageTypes: Prone50Percent, TriggerProne, DefaultDeath, ZombieDeath
		
RepairGun:
	ReloadDelay: 80
	Range: 4c0
	Report: sounds/weapons/woosh.aud
	ValidTargets: Heal, Repair
	Projectile: Bullet
		Speed: 0c300
		Shadow: true
		Image: cursors
		Sequences: heal
		LaunchAngle: 62
	Warhead@1Dam: SpreadDamage
		Spread: 213
		Damage: -5000
		Versus:
			None: 100
			Wood: 25
			Light: 50
			Heavy: 40
		ValidStances: Ally
		DebugOverlayColor: 00FF00
	Warhead@2Eff: CreateEffect
		ImpactSounds: heal2.aud

Thermobomb:
	ReloadDelay: 120
	Range: 10c0
	Report: sounds/weapons/grnfire.aud
	Projectile: Bullet
		Speed: 140,200
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 1c512
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c768
		Damage: 1100
		Falloff: 100, 50, 25, 0
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		AffectsParent: true
	Warhead@2Dam: SpreadDamage
		Spread: 0c768
		Damage: 1100
		Falloff: 100, 50, 25, 0
		Delay: 4
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		AffectsParent: true
	Warhead@3Dam: SpreadDamage
		Spread: 0c768
		Damage: 1100
		Falloff: 100, 50, 25, 0
		Delay: 8
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		AffectsParent: true
	Warhead@4Dam: SpreadDamage
		Spread: 0c768
		Damage: 1100
		Falloff: 100, 50, 25, 0
		Delay: 12
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		AffectsParent: true
	Warhead@1Eff: CreateEffect
		Explosions: napalm
		ImpactSounds: firebl3.aud
	Warhead@2Eff: CreateEffect
		Explosions: napalm_flipx
		Delay: 4
	Warhead@3Eff: CreateEffect
		Explosions: napalm_flipxy
		ImpactSounds: firebl3.aud
		Delay: 8
	Warhead@4Eff: CreateEffect
		Explosions: napalm_flipy
		Delay: 12

Chainsaw:
	ReloadDelay: 60
	Range: 8c0
	Report: sounds/weapons/sawlnch.aud
	Projectile: Bullet
		Speed: 350,400
		Blockable: true
		LaunchAngle: 20
		Inaccuracy: 1c512
		Image: saw
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 450
		Falloff: 100, 50, 25, 0
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
	Warhead@2Dam: SpreadDamage
		Spread: 1c0
		Damage: 450
		Falloff: 100, 50, 25, 0
		Delay: 3
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
	Warhead@3Dam: SpreadDamage
		Spread: 1c0
		Damage: 450
		Falloff: 100, 50, 25, 0
		Delay: 6
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
	Warhead@4Dam: SpreadDamage
		Spread: 1c0
		Damage: 450
		Falloff: 100, 50, 25, 0
		Delay: 9
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
	Warhead@5Dam: SpreadDamage
		Spread: 1c0
		Damage: 450
		Falloff: 100, 50, 25, 0
		Delay: 12
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
	Warhead@5Dam: SpreadDamage
		Spread: 1c0
		Damage: 450
		Falloff: 100, 50, 25, 0
		Delay: 15
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		AffectsParent: true
	Warhead@1Eff: CreateEffect
		Explosions: expl_saw
		ImpactSounds: sounds/weapons/saw.aud
	Warhead@2Eff: CreateEffect
		Explosions: expl_saw
		Delay: 3
	Warhead@3Eff: CreateEffect
		Explosions: expl_saw
		Delay: 6
	Warhead@4Eff: CreateEffect
		Explosions: expl_saw
		Delay: 9
	Warhead@5Eff: CreateEffect
		Explosions: expl_saw
		Delay: 12
	Warhead@6Eff: CreateEffect
		Explosions: expl_saw
		Delay: 15
Gasbomb:
	ReloadDelay: 48
	Range: 9c0
	Report: sounds/weapons/grnfire.aud
	Projectile: Bullet
		Speed: 200,260
		Blockable: false
		LaunchAngle: 80
		Inaccuracy: 2c512
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 350
		Falloff: 100, 100, 100, 50, 25, 0
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
			German: 10
		DamageTypes: BulletDeath, TriggerProne
		AffectsParent: true
	Warhead@2Dam: SpreadDamage
		Spread: 0c512
		Damage: 350
		Falloff: 100, 100, 100, 50, 25, 0
		Delay: 10
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
			German: 10
		DamageTypes: BulletDeath, TriggerProne
		AffectsParent: true
	Warhead@3Dam: SpreadDamage
		Spread: 0c512
		Damage: 350
		Falloff: 100, 100, 100, 50, 25, 0
		Delay: 20
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
			German: 10
		DamageTypes: BulletDeath, TriggerProne
		AffectsParent: true
	Warhead@4Dam: SpreadDamage
		Spread: 0c512
		Damage: 350
		Falloff: 100, 100, 100, 50, 25, 0
		Delay: 30
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
			German: 10
		DamageTypes: BulletDeath, TriggerProne
		AffectsParent: true
	Warhead@5Dam: SpreadDamage
		Spread: 0c512
		Damage: 350
		Falloff: 100, 100, 100, 50, 25, 0
		Delay: 40
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
			German: 10
		DamageTypes: BulletDeath, TriggerProne
		AffectsParent: true
	Warhead@6Dam: SpreadDamage
		Spread: 0c512
		Damage: 150
		Falloff: 100, 100, 100, 50, 25, 0
		Delay: 50
		Versus:
			None: 100
			Wood: 75
			Light: 70
			Heavy: 120
			German: 10
		DamageTypes: BulletDeath, TriggerProne
		AffectsParent: true
	Warhead@1Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_gas_a
		ImpactSounds: sounds/weapons/fart1.aud,sounds/weapons/fart2.aud,sounds/weapons/fart3.aud
	Warhead@4Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_gas_a
		Delay: 20
	Warhead@5Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_gas_a
		Delay: 40
#-----------------------------------------
# Vehicle Weapons
#-----------------------------------------	
Minelauncher:
	Inherits: ^Artillery
	ReloadDelay: 38
	Range: 13c0
	Report: sounds/weapons/grnfire.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: Bullet
		Speed: 340,420
		Blockable: true
		LaunchAngle: 62
		Inaccuracy: 1c512
		Image: MINV
		Shadow: true
		ContrailWidth: 256
		ContrailLength: 8
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 8000
		Versus:
			None: 30
			Wood: 30
			Light: 50
			Heavy: 100
			Mine: 0
		AffectsParent: true
		DamageTypes: Prone50Percent, TriggerProne, DefaultDeath, MineDeath
		ValidTargets: Ground, Air, Water, Underwater
	Warhead@3Eff: CreateEffect
		Explosions: large_explosion
		ImpactSounds: mineblo1.aud
		
ATMine:
	Warhead@1Dam: SpreadDamage
		Spread: 341
		Damage: 25000
		Versus:
			Mine: 0
		AffectsParent: true
		DamageTypes: Prone50Percent, TriggerProne, DefaultDeath
		ValidTargets: Ground, Water, Underwater
	Warhead@2Eff: CreateEffect
		Explosions: large_explosion
		ImpactSounds: mineblo1.aud
	Warhead@Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall, Trees
		
^Cannon:
	ReloadDelay: 50
	Range: 4c768
	Report: cannon1.aud
	Projectile: Bullet
		Speed: 682
		Image: 120MM
		Shadow: True
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 4000
		Versus:
			None: 30
			Wood: 75
			Light: 75
			Concrete: 50
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion
		ImpactSounds: kaboom12.aud
		ValidTargets: Ground, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: small_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
Mini90mm:
	ReloadDelay: 16
	Range: 8c0
	Report: sounds/weapons/mini1.aud
	Projectile: Bullet
		Speed: 682
		Image: 50CAL
		Shadow: True
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Falloff: 100, 30, 0
		Damage: 600
		Versus:
			None: 75
			Wood: 35
			Light: 100
			Heavy: 100
			Concrete: 50
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion
		ValidTargets: Ground, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: small_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Minier90mm:
	Inherits: Mini90mm
	ReloadDelay: 8
	Report: sounds/weapons/mini2.aud
	Projectile: Bullet
		Speed: 720
		Image: 50CAL
		Shadow: false
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Damage: 300
Miniest90mm:
	Inherits: Mini90mm
	Report: sounds/weapons/mini3.aud
	ReloadDelay: 4
	Projectile: Bullet
		Speed: 840
		Shadow: false
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Damage: 150
Angry90mm:
	Inherits: ^Cannon
	ReloadDelay: 35
	Range: 8c768
	Warhead@1Dam: SpreadDamage
		Versus:
			Heavy: 115
		
VeryAngry90mm:
	Inherits: Angry90mm
	ReloadDelay: 17
	Range: 8c768
	Report: sounds/weapons/quadcan.aud
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 7500
	
105mm:
	Inherits: ^Cannon
	Range: 8c0
	ReloadDelay: 27
	Burst: 2
	BurstDelays: 9
	Report: sounds/weapons/wewill1.aud
	Projectile: Bullet
		Inaccuracy: 0c280
		Speed: 2c0
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 1700
		Versus:
			None: 30
			Wood: 75
			Light: 75
			Heavy: 100
			Concrete: 50
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion
		ImpactSounds: ,
		ValidTargets: Ground, Ship, Trees
105mmDelayed:
	Inherits: 105mm
	ReloadDelay: 36
	Burst: 1
	Report: sounds/weapons/wewill2.aud
	Projectile: Bullet
		Inaccuracy: 0c800
	Warhead@1Dam: SpreadDamage
		Spread: 256
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion
Panzerwerfer:
	ReloadDelay: 180
	Range: 18c0
	MinRange: 4c0
	Report: sounds/weapons/tnklaun.aud
	Projectile: Bullet
		Image: PANZERProjectile
		Shadow: true
		Speed: 400
		Blockable: false
		LaunchAngle: 56
		Inaccuracy: 1c0
		ContrailLength: 30
		ContrailUsePlayerColor: true
		Palette: player
		IsPlayerPalette: true
	Warhead@0Dam: SpreadDamage
		Spread: 0c196
		Damage: 10000
		Versus:
			None: 100
			Wood: 100
			Light: 75
			Heavy: 75
			Concrete: 75
		DamageTypes: Prone50Percent, TriggerProne, PanzerDeath, ExplosionDeath 
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 16000
		Versus:
			None: 100
			Wood: 100
			Light: 75
			Heavy: 75
			Concrete: 75
		DamageTypes: Prone50Percent, TriggerProne, PanzerDeath, ExplosionDeath 
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Eff: CreateEffect
		Explosions: building
		ImpactSounds: kaboom15.aud
		ValidTargets: Ground, Trees, Air
	Warhead@3EffWater: CreateEffect
		Explosions: large_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Launchermissile:
	Inherits: Panzerwerfer
	Projectile: Bullet
		Image: v2rl.proj
		Speed: 380
	Warhead@1Dam: SpreadDamage
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath 
		
TankShotgun:
	Inherits: ^Cannon
	ReloadDelay: 46
	Range: 8c0
	Report: sounds/weapons/doomssg.aud
	TargetActorCenter: true
	Projectile: Bullet
		Speed: 853
		Image: 50CAL
		Inaccuracy: 3c512
	Warhead@1Dam: SpreadDamage
		Spread: 64
		Falloff: 100, 30, 10
		Damage: 775
		Versus:
			None: 100
			Wood: 25
			Light: 80
			Heavy: 50
			Concrete: 25
			Demon: 150
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	-Warhead@2Smu: LeaveSmudge
	Warhead@3Eff: CreateEffect
		Explosions: piff
		-ImpactSounds:
	Warhead@4EffWater: CreateEffect
		-ImpactSounds:
TankShotgun.Pellet:
	Inherits: TankShotgun
	Report: ,
	
Doomtank.Rocket:
	ReloadDelay: 16
	Range: 8c0
	Report: sounds/weapons/doomrkt.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: Bullet
		Speed: 152
		Blockable: false
		ContrailLength: 10
		Image: DRAGON
		TrailImage: smokey
		Shadow: True
		Inaccuracy: 256
	Warhead@1Dam: SpreadDamage
		Damage: 3400
		Spread: 0c340
		Falloff: 100, 50, 25, 0
		ValidTargets: Ground, Water, Underwater
		Versus:
			None: 20
			Wood: 40
			Light: 75
			Heavy: 100
			Concrete: 100
			Demon: 150
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		AffectsParent: true
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: expl_pixel_small_ra
		ImpactSounds: sounds/weapons/doomxpl.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: med_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
Iceberg:
	ReloadDelay: 100
	Range: 13c0
	Report: torpedo1.aud
	ValidTargets: Ground, Water, Bridge, Submarine
	Projectile: Missile
		Image: ice05
		Arm: 3
		Speed: 85
		TrailImage: bubbles
		HorizontalRateOfTurn: 1
		RangeLimit: 14c819
		MaximumLaunchAngle: 0
		CruiseAltitude: 0
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 10000
		ValidTargets: Ground, Water, Submarine, Bridge
		Versus:
			None: 30
			Wood: 60
			Light: 75
			Heavy: 100
			Concrete: 500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@3Eff: CreateEffect
		Explosions: artillery_explosion
		ImpactSounds: kaboom15.aud
		ValidTargets: Ship, Structure, Underwater, Ground, Bridge, Air
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water
		InvalidTargets: Ship, Structure, Underwater, Bridge
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		
^FireWeapon:
	ValidTargets: Ground, Water, Trees
	ReloadDelay: 65
	Range: 5c0
	Warhead@1Dam: SpreadDamage
		Spread: 213
		Damage: 15000
		ValidTargets: Ground, Water, Trees
		Versus:
			None: 90
			Wood: 50
			Light: 60
			Heavy: 25
			Concrete: 20
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
		InvalidTargets: Structure, Wall
	Warhead@3Eff: CreateEffect
		Explosions: napalm
		ImpactSounds: firebl3.aud
		VictimScanRadius: 0
ShipFlamer:
	Inherits: ^FireWeapon
	ReloadDelay: 50
	Burst: 18
	BurstDelays: 1
	Projectile: Bullet
		Speed: 200
		TrailImage: fb4
		Image: fb3
		LaunchAngle: 62
		Inaccuracy: 853
	Warhead@1Dam: SpreadDamage
		Spread: 341
		Damage: 1000
		Versus:
			None: 70
			Wood: 80
			Light: 40
			Heavy: 20
			Concrete: 10
	Warhead@3Eff: CreateEffect
		Explosions: small_napalm
		
WarpGun:
	Inherits: ^Cannon
	ReloadDelay: 10
	Burst: 3
	BurstDelays: 2
	Range: 6c512
	MinRange: 1c0
	Report: sounds/weapons/nrggun1.aud
	InvalidTargets: Underwater
	Projectile: Bullet
		Image: projectile_energy_big
		Speed: 0c100, 0c300
		Inaccuracy: 0c600
		TrailImage: projectile_circles
		TrailInterval: 2
		TrailPalette: special_blue
		Palette: special_blue
	Warhead@1Dam: SpreadDamage
		Damage: 325
		Spread: 32
		Falloff: 250, 100, 90, 80, 70, 50, 33, 17, 9, 4, 2, 1, 0
		Versus:
			None: 100
			Wood: 72
			Light: 72
			Concrete: 48
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
	Warhead@3Eff: CreateEffect
		Explosions: expl_energy1
		ExplosionPalette: special_blue
		ImpactSounds: sounds/weapons/nrghit1.aud
		ValidTargets: Ship, Structure, Underwater, Ground, Bridge
	Warhead@WARPSPEEDACTIVATE: GrantExternalCondition
		Range: 96
		Duration: 35
		Condition: warp
		Delay: 0
WarpGun.AA:
	Inherits: WarpGun
	ValidTargets: Ground, Air, Water
	Range: 8c512
	MinRange: 0c0
	ValidTargets: Air
	Projectile: Bullet
		Image: projectile_energy4
		Speed: 1c512
		Inaccuracy: 1c512
		Palette: special_blue
		TrailImage: projectile_circles
		TrailInterval: 0
		TrailDelay: 0
		TrailPalette: special_blue
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Light: 67
			Heavy: 130
	Warhead@3Eff: CreateEffect
		ValidTargets: Air
	-Warhead@WARPSPEEDACTIVATE: GrantExternalCondition
		
DepthCharge:
	Inherits: ^Artillery
	-Report:
	ReloadDelay: 40
	Range: 5c0
	ValidTargets: Submarine
	Projectile: Bullet
		Speed: 125
		Image: BOMB
		Inaccuracy: 128
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 8000
		ValidTargets: Submarine
		Versus:
			None: 30
			Wood: 75
			Light: 75
			Heavy: 100
			Concrete: 50
		DamageTypes: ExplosionDeath
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
		ImpactSounds: h2obomb2.aud
		ValidTargets: Water, Underwater
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion
		ImpactSounds: kaboom15.aud
		ValidTargets: Submarine
		
DogMissile:
	ReloadDelay: 48
	Range: 8c0
	Report: sounds/weapons/dog1.aud
	ValidTargets: Ground
	InvalidTargets: Wall
	Projectile: Missile
		AllowSnapping: true
		Blockable: false
		Image: dog
		Sequences: shoot
		ContrailLength: 8
		Speed: 384
		LaunchAngle: 24
		Shadow: true
		CruiseAltitude: 0
	Warhead@1Dam: SpreadDamage
		Spread: 64
		Damage: 3800
		ValidTargets: Ground
		Versus:
			None: 100
			Wood: 10
			Light: 88
			Heavy: 38
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		InvalidTargets: Wall
	Warhead@2Eff: CreateEffect
		Explosions: dog_hit
		ImpactSounds: sounds/weapons/dog2.aud
		ValidTargets: Infantry, Vehicle, Aircraft, Ship
	Warhead@3Eff: CreateEffect
		Explosions: dog_miss
		ImpactSounds: sounds/weapons/dog3.aud
		ValidTargets: Ground, Air
		InvalidTargets: Infantry, Vehicle, Aircraft
		
DogMissile.AA:
	Inherits: DogMissile
	ValidTargets: Aircraft
	Projectile: Missile
		AllowSnapping: true
	Warhead@1Dam: SpreadDamage
		ValidTargets: Aircraft
		Versus:
			Light: 66
			Heavy: 88
			
^Artillery:
	Inherits: ^Cannon
	ReloadDelay: 85
	Range: 12c0
	Projectile: Bullet
		Speed: 204
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 1c938
	Warhead@1Dam: SpreadDamage
		Spread: 426
		Damage: 23000
		Versus:
			None: 90
			Wood: 40
			Light: 60
			Heavy: 25
			Concrete: 50
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	Warhead@3Eff: CreateEffect
		Explosions: artillery_explosion
		ImpactSounds: kaboom15.aud
	Warhead@4EffWater: CreateEffect
		Explosions: med_splash

Nukelauncher:
	Inherits: ^Artillery
	ReloadDelay: 210
	Range: 19c0
	MinRange: 6c0
	Report: tank5.aud
	TargetActorCenter: true
	Projectile: Bullet
		Speed: 160
		ContrailLength: 30
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 5c0
		Image: MISSILE
		TrailImage: smokey
	ValidTargets: Ground, Trees
	Warhead@1Dam: SpreadDamage
		Spread: 1c256
		Damage: 10000
		Falloff: 100, 0
		Versus:
			None: 100
			Wood: 80
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Trees
	Warhead@1Dam1: SpreadDamage
		Spread: 0c256
		Damage: 13000
		Falloff: 100, 100, 35, 30, 25, 20, 15, 12, 10, 5, 0
		Versus:
			None: 100
			Wood: 60
			Light: 75
			Heavy: 85
			Concrete: 100
			NukeResistant: 30
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Delay: 3
		ValidTargets: Ground, Trees
	Warhead@1Dam2: SpreadDamage
		Spread: 0c256
		Damage: 7500
		Falloff: 100, 100, 35, 30, 25, 20, 15, 12, 10, 5, 0
		Versus:
			None: 40
			Wood: 60
			Light: 50
			Heavy: 75
			Concrete: 100
			NukeResistant: 30
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Delay: 6
		ValidTargets: Ground, Trees
	Warhead@1Dam3: SpreadDamage
		Spread: 0c256
		Damage: 6500
		Falloff: 100, 100, 35, 30, 25, 20, 15, 12, 10, 5, 0
		Versus:
			None: 30
			Wood: 50
			Light: 50
			Heavy: 75
			Concrete: 100
			NukeResistant: 30
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Delay: 9
		ValidTargets: Ground, Trees
	Warhead@3Eff: CreateEffect
		Explosions: nuke
		ImpactSounds: kaboom1.aud
		ValidTargets: Ground, Ship, Trees, Air, Underwater
	Warhead@2Dam_areanukea: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Dam_areanukea: LeaveSmudge
		SmudgeType: Scorch
		Size: 1
		Delay: 2

Nukeapult.Alt:
	Inherits: ^Artillery
	ReloadDelay: 32
	Range: 19c0
	MinRange: 6c0
	Report: cannon2.aud
	TargetActorCenter: true
	Projectile: Bullet
		Speed: 160, 200
		ContrailLength: 20
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 5c0
		Image: Dragon
		TrailImage: smokey
		TrailInterval: 4
	ValidTargets: Ground, Trees
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 4500
		Falloff: 100, 75, 25, 0
		Versus:
			None: 60
			Wood: 100
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Trees
		Delay: 1
	Warhead@1Dam1: SpreadDamage
		Spread: 1c0
		Damage: 3000
		Falloff: 100, 50, 25, 0
		Versus:
			None: 30
			Wood: 30
			Light: 75
			Heavy: 85
			Concrete: 100
			NukeResistant: 30
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Delay: 4
		ValidTargets: Ground, Trees
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall, Trees
	Warhead@3Eff: CreateEffect
		Explosions: mini_nuke
		ExplosionPalette: td_temperat
		ImpactSounds: kaboom30.aud
		ValidTargets: Ground, Water, Ship, Trees, Submarine
Nukeapult:
	Inherits: ^Artillery
	ReloadDelay: 40
	Range: 19c0
	MinRange: 5c0
	Report: cannon2.aud
	TargetActorCenter: true
	Projectile: Bullet
		Speed: 260, 300
		ContrailLength: 10
		ContrailWidth: 32
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 4c0
		Image: Dragon
		TrailImage: smokey
		TrailInterval: 4
	ValidTargets: Ground, Trees
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 1400
		Falloff: 100, 75, 25, 0
		Versus:
			None: 50
			Wood: 100
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Trees
		Delay: 1
	Warhead@1Dam1: SpreadDamage
		Spread: 1c0
		Damage: 900
		Falloff: 100, 50, 25, 0
		Versus:
			None: 20
			Wood: 30
			Light: 75
			Heavy: 85
			Concrete: 100
			NukeResistant: 30
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Delay: 4
		ValidTargets: Ground, Trees
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall, Trees
	Warhead@3Eff: CreateEffect
		Explosions: mini_nuke
		ExplosionPalette: td_temperat
		ImpactSounds: kaboom30.aud
		ValidTargets: Ground, Water, Ship, Trees, Submarine
Nukeapult.Pellet:
	Inherits: Nukeapult
	Report: ,
8Inch:
	Inherits: ^Artillery
	MinRange: 3c0
	ReloadDelay: 250
	Range: 20c0
	Burst: 2
	Report: turret1.aud
	TargetActorCenter: true
	Projectile: Bullet
		Inaccuracy: 3c256
		ContrailLength: 30
	Warhead@1Dam: SpreadDamage
		Spread: 213
		Damage: 1600
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Versus:
			None: 60
			Wood: 35
			Light: 60
			Heavy: 25
			Concrete: 100
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
WilhelmMortar:
	Inherits: ^Artillery
	MinRange: 5c0
	ReloadDelay: 250
	Range: 20c0
	Report: sounds/weapons/bigmortarfire.aud
	TargetActorCenter: true
	Projectile: Bullet
		Inaccuracy: 3c256
		ContrailLength: 30
		ContrailWidth: 196
		ContrailDelay: 2
		LaunchAngle: 90
		Image: projectile_bowling
	Warhead@1Dam: SpreadDamage
		Spread: 0c768
		Damage: 25600
		Falloff: 1000, 368, 135, 50, 0
		Versus:
			None: 35
			Wood: 25
			Light: 60
			Heavy: 35
			Concrete: 100
	Warhead@3Eff: CreateEffect
		Explosions: expl_pixel_big_ra
		ImpactSounds: sounds/weapons/bigmortar.aud
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
		
120mm:
	Inherits: ^Cannon
	ReloadDelay: 72
	Burst: 2
	MinRange: 0c1
	InvalidTargets: Air, Infantry
	ValidTargets: Ground, Submarine
	Warhead@1Dam: SpreadDamage
		Damage: 6000
		ValidTargets: Ground, Submarine
		Versus:
			Heavy: 100
		InvalidTargets: Air
		
MammothTusk.Air:
	Inherits: ^AntiGroundMissile
	ReloadDelay: 60
	Range: 8c0
	Burst: 2
	MinRange: 0c1
	ValidTargets: Infantry
	Projectile: Missile
		Speed: 341
		HorizontalRateOfTurn: 15
		RangeLimit: 9c614
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 5000
		ValidTargets: Ground
		Versus:
			None: 20
			Light: 100
			Heavy: 48
			Concrete: 50
			Wood: 40
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	Warhead@3Eff: CreateEffect
		ImpactSounds: kaboom12.aud
		ValidTargets: Ground, Trees
	Warhead@5EffAir: CreateEffect
		Explosions: med_explosion_air
		ImpactSounds: kaboom25.aud
		ValidTargets: Air
		
MammothTusk.Air.AA:
	Inherits: MammothTusk.Air
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 3000
		ValidTargets: Air
		Versus:
			None: 80
			Light: 100
			Heavy: 80
			Concrete: 50
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath

APCGun:
	ReloadDelay: 16
	Burst: 7
	BurstDelays: 1
	StartBurstReport: sounds/weapons/apcgun.aud
	Range: 6c0
	Projectile: AreaBeam
		Width: 64
		Duration: 3
		UsePlayerColor: true
		Blockable: true
		TrackTarget: false
		ZOffset: 1023
		Inaccuracy: 1c512
		Speed: 32, 512
		BeyondTargetRange: 2c0
		DamageInterval: 3
	Warhead@1Dam: SpreadDamage
		Spread: 32
		Damage: 330
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidStances: Enemy, Neutral
		Versus:
			None: 100
			Wood: 20
			Light: 40
			Heavy: 100
			Concrete: 30
APCGun.AA:
	Inherits: APCGun
	ValidTargets: Air
	Projectile: AreaBeam
		Speed: 96, 680
		BeyondTargetRange: 3c0
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Light: 55
			Heavy: 130
			
CircusGun:
	Inherits: ^Artillery
	ReloadDelay: 65
	Range: 14c0
	Report: sounds/weapons/circusgun.aud
	TargetActorCenter: true
	Projectile: Bullet
		Image: pilot2
		Speed: 300,600
		Blockable: false
		Inaccuracy: 2c0
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Falloff: 100, 66, 33, 0
		Damage: 3000
		Versus:
			None: 30
			Wood: 100
			Light: 70
			Heavy: 100
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@3Eff: CreateEffect
		ImpactSounds: sounds/weapons/cronch.aud
		
Laglauncher:
	ReloadDelay: 65
	Range: 14c0
	Report: sounds/weapons/laggun.aud
	TargetActorCenter: true
	ValidTargets: Ground, Water
	Projectile: Bullet
		Image:
		TrailImage: projectile_lag
		TrailPalette: td_temperat
		TrailInterval: 4
		Speed: 300,600
		Blockable: false
		Inaccuracy: 2c0
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Falloff: 100, 0
		Damage: 2600
		Versus:
			None: 30
			Wood: 100
			Light: 70
			Heavy: 100
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Water
		Delay: 5
	Warhead@2Dam: SpreadDamage
		Spread: 1c512
		Falloff: 0, 66, 0
		Damage: 2600
		Versus:
			None: 30
			Wood: 100
			Light: 70
			Heavy: 100
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Water
		Delay: 15
	Warhead@3Dam: SpreadDamage
		Spread: 1c512
		Falloff: 0, 0, 33, 0
		Damage: 2600
		Versus:
			None: 30
			Wood: 100
			Light: 70
			Heavy: 100
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Water
		Delay: 25
	Warhead@1Eff: CreateEffect
		Explosions: expl_bloodtnt
		ExplosionPalette: special_blue
		Delay: 8
	Warhead@2Eff: CreateEffect
		ImpactSounds: sounds/weapons/laggun2.aud
		Delay: 3
	Warhead@3Eff: LeaveSmudge
		SmudgeType: Crater
		Delay: 14
	Warhead@1EMP: GrantExternalCondition
		Range: 1c512
		Duration: 24
		Condition: empdisable
	Warhead@2EMP: GrantExternalCondition
		Range: 1c0
		Duration: 12
		Condition: empdisable-inf
Railgun:
	ReloadDelay: 58
	Range: 11c0
	Report: sounds/weapons/railgun.aud
	Projectile: LaserZap				#The Railgun projectile-type seems to cause crashes under certain circumstances [division by zero at Railgun.CalculateVectors()], so I'll use the more stable LaserZap
		Width: 60
		BeamDuration: 15
		UsePlayerColor: true
		Blockable: true
		TrackTarget: false
	Warhead@1Dam: SpreadDamage
		Spread: 64
		Damage: 10000
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Versus:
			None: 30
			Wood: 30
			Light: 100
			Heavy: 100
			Concrete: 100
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Eff: CreateEffect
		Explosions: artillery_explosion
		ImpactSounds: kaboom12.aud

DiscoGun:
	ReloadDelay: 3
	Burst: 3
	BurstDelays: 2
	FirstBurstTargetOffset: -2400,-2400,0
	FollowingBurstTargetOffset: 800,800,0
	Range: 10c0
	MinRange: 2c512
	TargetActorCenter: true
	Projectile: Bullet
		Image: projectile_rainbow
		Sequences: red,orange,yellow,lime,green,cyan,sky,blue,violet,pink,purple
		TrailImage: projectile_rainbow
		TrailSequences: red,orange,yellow,lime,green,cyan,sky,blue,violet,pink,purple
		TrailInterval: 0
		Palette: special_rainbow
		TrailPalette: special_rainbow
		Speed: 650
		Inaccuracy: 0c512
		LaunchAngle: 10							#Apart from just hitting in a cross-shape, I have also attempted to make these "beams" look like they circle around
		Shadow: true
		ShadowPalette: special_rainbow_a
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Falloff: 100, 100, 100, 50, 25, 0
		Damage: 300
		Versus:
			None: 15
			Wood: 50
			Heavy: 110
		DamageTypes: ElectricityDeath
	Warhead@3Eff: CreateEffect
		Explosions: expl_rainbow_red,expl_rainbow_orange,expl_rainbow_yellow,expl_rainbow_lime,expl_rainbow_green,expl_rainbow_cyan,expl_rainbow_sky,expl_rainbow_blue,expl_rainbow_violet,expl_rainbow_pink,expl_rainbow_purple
		ExplosionPalette: special_rainbow
DiscoGun2:
	Inherits: DiscoGun
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 800,800,0
	Projectile: Bullet
		LaunchAngle: 0
DiscoGun3:
	Inherits: DiscoGun
	FirstBurstTargetOffset: 2400,2400,0
	FollowingBurstTargetOffset: -800,-800,0
	Projectile: Bullet
		LaunchAngle: -10
DiscoGun4:
	Inherits: DiscoGun
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -800,-800,0
	Projectile: Bullet
		LaunchAngle: 0
DiscoGun5:
	Inherits: DiscoGun
	FirstBurstTargetOffset: -2400,2400,0
	FollowingBurstTargetOffset: 800,-800,0
	Projectile: Bullet
		LaunchAngle: -10
DiscoGun6:
	Inherits: DiscoGun
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: 800,-800,0
	Projectile: Bullet
		LaunchAngle: 0
DiscoGun7:
	Inherits: DiscoGun
	FirstBurstTargetOffset: 2400,-2400,0
	FollowingBurstTargetOffset: -800,800,0
	Projectile: Bullet
		LaunchAngle: 10
DiscoGun8:
	Inherits: DiscoGun
	FirstBurstTargetOffset: 0,0,0
	FollowingBurstTargetOffset: -800,800,0
	Projectile: Bullet
		LaunchAngle: 0
		
ShadowBeam:
	ReloadDelay: 59
	Range: 8c0
	Projectile: LaserZap
		Blockable: true
		Inaccuracy: 0c128
		TrackTarget: false
		Color: 000000
		Duration: 25
		Width: 128
		ZOffset: 1023
	Warhead@1Dam: SpreadDamage
		Spread: 0c256
		Damage: 175
		Falloff: 100, 10, 0
		Versus:
			None: 50
			Wood: 40
			Light: 60
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, ShadowDeath
	Warhead@2Dam: SpreadDamage
		Spread: 0c358
		Damage: 150
		Falloff: 100, 10, 0
		Delay: 4
		Versus:
			None: 50
			Wood: 40
			Light: 60
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, ShadowDeath
	Warhead@3Dam: SpreadDamage
		Spread: 0c460
		Damage: 125
		Falloff: 100, 10, 0
		Delay: 8
		Versus:
			None: 50
			Wood: 40
			Light: 60
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, ShadowDeath
	Warhead@4Dam: SpreadDamage
		Spread: 0c562
		Damage: 100
		Falloff: 100, 10, 0
		Delay: 12
		Versus:
			None: 50
			Wood: 40
			Light: 60
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, ShadowDeath
	Warhead@5Dam: SpreadDamage
		Spread: 0c664
		Damage: 75
		Falloff: 100, 10, 0
		Delay: 16
		Versus:
			None: 50
			Wood: 40
			Light: 60
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, ShadowDeath
	Warhead@6Dam: SpreadDamage
		Spread: 0c768
		Damage: 50
		Falloff: 100, 10, 0
		Delay: 20
		Versus:
			None: 50
			Wood: 40
			Light: 60
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, ShadowDeath
	Warhead@3Eff: CreateEffect
		Explosions: negative_glow
		ExplosionPalette: special_red_a5
ShadowBeam.A:
	Inherits: ShadowBeam
	StartBurstReport: sounds/weapons/shadbm.aud
	Burst: 24
	BurstDelays: 1,1,2,1,1,2,1,1,2,1,1,2,1,1,2,1,1,2,1,1,2,1,1
	FirstBurstTargetOffset: 0,-1c0,0
	FollowingBurstTargetOffset: 0,102,0
ShadowBeam.B:
	Inherits: ShadowBeam.A
	StartBurstReport: ,
	FirstBurstTargetOffset: 0,1c0,0
	FollowingBurstTargetOffset: 0,-102,0
	
HowShogging:
	ReloadDelay: 55
	Range: 3c512
	Projectile: InstantHit
	Report: sounds/weapons/shadcl.aud
	ValidTargets: Ground, Submarine, Air
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 10000
		Falloff: 100, 0
		ValidTargets: Ground, Submarine, Air
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, DefaultDeath, ShadowDeath
	Warhead@3Eff: CreateEffect
		Explosions: negative_glow
		ExplosionPalette: special_red
ShadowClaw:
	ReloadDelay: 40
	Range: 2c512
	Projectile: InstantHit
	Report: sounds/weapons/shadcl.aud
	Warhead@1Dam: SpreadDamage
		Spread: 96
		Damage: 5000
		Falloff: 100, 0
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, DefaultDeath, ZombieDeath
	Warhead@3Eff: CreateEffect
		Explosions: negative_glow
		ExplosionPalette: special_red_a4
FakeAttack:
	ReloadDelay: 25
	Range: 9c0
	TargetActorCenter: true
	Projectile: InstantHit
	Warhead@1Dam: SpreadDamage
		Damage: 1
DemoTruck.FakeAttack:
	Inherits: FakeAttack
FakeAttack.SuicideTree:
	Inherits: FakeAttack
	Range: 1c512
	TargetActorCenter: false
#-----------------------------------------
# Aircraft Weapons
#-----------------------------------------		
Chemtrails:
	ReloadDelay: 1
	Burst: 12
	BurstDelays: 3
	Range: 6c0
	Report: sounds/weapons/fart1.aud, sounds/weapons/fart2.aud, sounds/weapons/fart3.aud
	Projectile: Bullet
		Image: explosion
		Sequences: effect_cloud
		Inaccuracy: 4c0
		Shadow: false
		Speed: 0c35, 0c50
		Palette: special_blue_a
		Shadow: true
		ShadowPalette: shadow_a
	Warhead@1Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@1Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_blue_a
	Warhead@2Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_blue_a
		Delay: 20
	Warhead@2Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 10
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@3Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_blue_a
		Delay: 40
	Warhead@3Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 20
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@4Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 30
		Versus:
			None: 10
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@5Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 40
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@4Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_blue_a
		Delay: 60
	Warhead@5Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_blue_a
		Delay: 80
	Warhead@6Eff: CreateEffect
		Explosions: effect_cloud
		ExplosionPalette: special_blue_a
		Delay: 100
	Warhead@6Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 50
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@7Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 60
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@8Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 70
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@9Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 80
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@10Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 90
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@11Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 100
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
	Warhead@12Dam: SpreadDamage
		Spread: 1c768
		Falloff: 100, 50, 25, 0
		Damage: 225
		Delay: 110
		Versus:
			None: 12
			Wood: 35
			Light: 25
			Heavy: 30
			Concrete: 20
		DamageTypes: BulletDeath
		
Longbow.AG:
	ReloadDelay: 25
	Burst: 4
	BurstDelays: 4
	Range: 6c512
	Report: sounds/weapons/bow.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: Bullet
		Image: arrow
		Speed: 0c600
		Inaccuracy: 0c96
		LaunchAngle: 26
		Blockable: false
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Damage: 1000
		Spread: 32
		Falloff: 100, 50, 0
		ValidTargets: Ground, Water, Underwater
		Versus:
			None: 100
			Wood: 25
			Light: 50
			Heavy: 25
			Concrete: 5
		DamageTypes: TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		ImpactSounds: sounds/weapons/arrohit.aud
		ValidTargets: Ground, Air
Longbow.AA:
	Inherits: Longbow.AG
	ValidTargets: Air
	Projectile: Missile
		Speed: 0c800
		HorizontalRateOfTurn: 4
		AllowSnapping: true
		ExplodeWhenEmpty: false
		Gravity: 250
		CloseEnough: 612
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Heavy: 75
		

Ballista.AG:
	ReloadDelay: 38
	Range: 6c512
	Report: sounds/weapons/bow.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: Bullet
		Image: arrow
		Speed: 0c600
		Inaccuracy: 0c256
		LaunchAngle: 26
		Blockable: false
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Damage: 4500
		Spread: 64
		Falloff: 100, 80, 60, 40, 20, 0
		ValidTargets: Ground, Water, Underwater
		Versus:
			None: 100
			Wood: 25
			Light: 50
			Heavy: 25
			Concrete: 5
		DamageTypes: TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		ImpactSounds: sounds/weapons/arrohit.aud
		ValidTargets: Ground, Air
Ballista.AA:
	Inherits: Ballista.AG
	ValidTargets: Air
	Projectile: Missile
		Speed: 0c800
		HorizontalRateOfTurn: 4
		AllowSnapping: true
		ExplodeWhenEmpty: false
		Gravity: 250
		CloseEnough: 612
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Heavy: 75
ChainGun.Hind:
	Burst: 8
	BurstDelays: 1,2,1,2,1,2,1
	ReloadDelay: 2
	StartBurstReport: sounds/weapons/mgun.aud
	Range: 5c0
	MinRange: 0c768
	Projectile: Bullet
		Speed: 1c682
		Blockable: false
		Inaccuracy: 0c768
		Image: 50CAL
	Warhead@1Dam: SpreadDamage
		Spread: 96
		Damage: 750
		Versus:
			None: 100
			Wood: 10
			Light: 30
			Heavy: 15
			Concrete: 20
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
			

Rockets.Hind:
	ReloadDelay: 20
	Range: 5c0
	MinRange: 1c256
	Burst: 4
	BurstDelays: 8
	Report: missile6.aud
	ValidTargets: Ground, Water, Underwater
	InvalidTargets: Infantry
	Projectile: Bullet
		Speed: 280
		Blockable: false
		ContrailLength: 10
		Inaccuracy: 256
		Image: DRAGON
		Shadow: True
	Warhead@1Dam: SpreadDamage
		Damage: 2600
		Spread: 196
		ValidTargets: Ground, Water, Underwater
		Versus:
			None: 25
			Wood: 70
			Light: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom25.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: med_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
Blaster.Mig:
	ReloadDelay: 6
	Burst: 1
	Range: 8c512
	Report: sounds/weapons/nrggun2.aud
	InvalidTargets: Underwater
	Projectile: Missile
		Image: projectile_energy2
		Speed: 2c512
		MaximumLaunchSpeed: 0c256
		Acceleration: 64
		RangeLimit: 10c0
		Inaccuracy: 1c0
		ExplodeWhenEmpty: true
		CruiseAltitude: 12
		Jammable: false
		AllowSnapping: true
		Palette: special_blue
		HorizontalRateOfTurn: 10
		VerticalRateOfTurn: 10
	Warhead@1Dam: SpreadDamage
		Damage: 1350
		Spread: 172
		Versus:
			None: 100
			Wood: 60
			Light: 100
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
	Warhead@2Eff: CreateEffect
		Explosions: expl_energy3
		ExplosionPalette: special_blue
		ImpactSounds: sounds/weapons/nrghit1.aud
Blaster.Mig.Red:
	Inherits: Blaster.Mig
	Projectile: Missile
		Palette: special_red
	Warhead@2Eff: CreateEffect
		ExplosionPalette: special_red
Blaster.Mig.Green:
	Inherits: Blaster.Mig
	Projectile: Missile
		Palette: special_green_a
	Warhead@2Eff: CreateEffect
		ExplosionPalette: special_green_a
Blaster.Mig.AA:
	Inherits: Blaster.Mig
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Heavy: 150
	Warhead@2Eff: CreateEffect
		ValidTargets: Air
Blaster.Mig.AA.Red:
	Inherits: Blaster.Mig.Red
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Heavy: 150
	Warhead@2Eff: CreateEffect
		ValidTargets: Air
Blaster.Mig.AA.Green:
	Inherits: Blaster.Mig.Green
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Versus:
			Heavy: 150
	Warhead@2Eff: CreateEffect
		ValidTargets: Air
SpaceSub.DEW:
	ReloadDelay: 125
	Range: 9c0
	Report: sounds/weapons/railgun.aud
	ValidTargets: Ground, Air, Water
	Projectile: Bullet
		Image: projectile_energy4
		Speed: 2c512
		Palette: special_blue
		TrailImage: projectile_circles
		TrailInterval: 0
		TrailDelay: 0
		TrailPalette: special_blue
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 15000
		Falloff: 100, 75, 33,0
		ValidTargets: Ground, Air, Water
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Versus:
			None: 100
			Wood: 30
			Light: 100
			Heavy: 100
			Concrete: 30
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@2Eff: CreateEffect
		Explosions: expl_energy4
		ExplosionPalette: special_blue
		ImpactSounds: sounds/weapons/nrghit3.aud
		ValidTargets: Ground, Air, Water
SpaceSub.Cannon:
	ReloadDelay: 80
	Range: 9c0
	Burst: 4
	BurstDelays: 4,15,4
	Report: turret1.aud
	ValidTargets: Ground, Water
	Projectile: Bullet
		Speed: 256
		Blockable: false
		ContrailLength: 10
		Inaccuracy: 1c512
		LaunchAngle: 40
		Image: 120mm
		Shadow: True
	Warhead@1Dam: SpreadDamage
		Damage: 3000
		Spread: 512
		ValidTargets: Ground, Water, Underwater
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: artillery_explosion
		ImpactSounds: kaboom15.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: med_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Firerain.1:
	Inherits: ^FireWeapon
	Range: 10c0
	ReloadDelay: 2
	Burst: 500
	BurstDelays: 1
	FirstBurstTargetOffset: -3000,-2400,0
	FollowingBurstTargetOffset: 150,0,0
	Projectile: Bullet
		Speed: 170
		TrailImage: fb4
		Image: fb3
		LaunchAngle: 62
		Inaccuracy: 3c0
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Damage: 235
		Versus:
			None: 30
			Wood: 100
			Light: 35
			Heavy: 30
			Concrete: 10
	Warhead@3Eff: CreateEffect
		Explosions: small_napalm
		ImpactSounds: firebl3.aud, , , #25% chance for sound
Firerain.2:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,-1800,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 2c512
Firerain.3:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,-1200,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 2c0
Firerain.4:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,-600,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 1c512
Firerain.5:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,0,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 1c0
Firerain.6:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,600,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 1c512
Firerain.7:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,1200,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 2c0
Firerain.8:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,1800,0
	FollowingBurstTargetOffset: 100,0,0
	Projectile: Bullet
		Inaccuracy: 2c512
Firerain.9:
	Inherits: Firerain.1
	FirstBurstTargetOffset: -3000,2400,0
	FollowingBurstTargetOffset: 100,0,0
	
	
Jetpack.Bomb:
	ReloadDelay: 11
	Burst: 1
	FirstBurstTargetOffset: -2c0,0,0
	Range: 4c0
	MinRange: 0c1
	Projectile: GravityBomb
		Shadow: true
		Image: Dragon
		Velocity: 120,0,120
		Acceleration: 0,0,-15
	ValidTargets: Ground, Water, Submarine
	Warhead@1Dam: SpreadDamage
		Damage: 1800
		Spread: 0c512
		Falloff: 100, 100, 50, 25, 0
		Versus:
			None: 90
			Wood: 100
			Light: 70
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Water, Ship, Trees, Submarine
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall, Trees
	Warhead@3Eff: CreateEffect
		Explosions: mini_nuke
		ExplosionPalette: td_temperat
		ImpactSounds: kaboom30.aud
		ValidTargets: Ground, Water, Air, Ship, Trees, Submarine
		
Jetpack.Icarus:
	Report: sounds/bombfall.aud
	Projectile: GravityBomb
		Shadow: true
		Image: v2.jetpack
		OpenSequence: start
		Velocity: 32,0,1600
		Acceleration: 0,0,-15
	ValidTargets: Ground, Water, Air, Submarine, Trees
	Warhead@1Dam: SpreadDamage
		Damage: 12500
		Spread: 1c512
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		ValidTargets: Ground, Water, Ship, Trees
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		ValidTargets: Ground, Water, Ship, Submarine, Air
		InvalidTargets: Structure, Wall, Trees
	Warhead@3Eff: CreateEffect
		Explosions: nuke
		ImpactSounds: kaboom22.aud
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@4Eff: CreateEffect
		Explosions: small_nuke_overlay
		ExplosionPalette: special_red
		ValidTargets: Ground, Air, Water, Underwater, Trees
		
Airship.Cannon:
	Inherits: ^Artillery
	MinRange: 3c0
	ReloadDelay: 56
	Range: 8c0
	Report: sounds/weapons/cannon.aud
	TargetActorCenter: true
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		ContrailLength: 8
		Speed: 200,300
		Blockable: true
		LaunchAngle: 62
		ContrailWidth: 32
		Inaccuracy: 1c768
		Image: BOMB
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Damage: 3000
		Versus:
			None: 80
			Wood: 60
			Light: 60
			Heavy: 100
			Concrete: 100
		ValidTargets: Ground, Submarine
	Warhead@3Eff: CreateEffect
		Explosions: building
		ImpactSounds: sounds/weapons/xplw301.aud,sounds/weapons/xplw302.aud,sounds/weapons/xplw303.aud,sounds/weapons/xplw304.aud
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
#-----------------------------------------
# Gun Dimension
#-----------------------------------------	
Railgun.GunDim:
	ReloadDelay: 90
	Range: 10c0
	Burst: 2
	BurstDelays: 12
	Report: sounds/weapons/railgun.aud
	Projectile: LaserZap				#The Railgun projectile-type seems to cause crashes under certain circumstances [division by zero at Railgun.CalculateVectors()], so I'll use the more stable LaserZap
		Width: 60
		BeamDuration: 15
		UsePlayerColor: true
		Blockable: true
		TrackTarget: false
	Warhead@1Dam: SpreadDamage
		Spread: 64
		Damage: 7500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Versus:
			None: 40
			Wood: 30
			Light: 100
			Heavy: 100
			Concrete: 100
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Eff: CreateEffect
		Explosions: artillery_explosion
		ImpactSounds: kaboom12.aud
Shotgun.GunDim:
	Inherits: ^Cannon
	ReloadDelay: 25
	Range: 10c0
	Report: sounds/weapons/e1lvr.aud
	TargetActorCenter: true
	Projectile: Bullet
		Speed: 853
		Image: 50CAL
		Inaccuracy: 4c0
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Falloff: 100, 30, 10
		Damage: 800
		Versus:
			None: 100
			Wood: 25
			Light: 100
			Heavy: 55
			Concrete: 25
			Demon: 150
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	-Warhead@2Smu: LeaveSmudge
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion_air
		-ImpactSounds:
	Warhead@4EffWater: CreateEffect
		-ImpactSounds:
Shotgun.GunDim.Pellet:
	Inherits: Shotgun.GunDim
	Report: ,
Chaingun.GunDim:
	Burst: 7
	BurstDelays: 2,2,2,1,2,2,
	ReloadDelay: 3
	StartBurstReport: gun13.aud
	Range: 10c0
	Projectile: Bullet
		Speed: 1c682
		Blockable: false
		Inaccuracy: 3c0
		Image: 50CAL
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 400
		Versus:
			None: 100
			Wood: 15
			Light: 90
			Heavy: 125
			Concrete: 20
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Air, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Chaingun.GunDim.AA:
	Inherits: Chaingun.GunDim
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
Arty.GunDim:
	Inherits: ^Artillery
	MinRange: 3c0
	ReloadDelay: 60
	Range: 14c0
	Report: tank5.aud
	TargetActorCenter: true
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		ContrailLength: 8
		Speed: 150,200
		Blockable: true
		LaunchAngle: 62
		Inaccuracy: 1c768
		Image: 120MM
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 7000
		Versus:
			None: 80
			Wood: 60
			Light: 60
			Heavy: 100
			Concrete: 100
		ValidTargets: Ground, Submarine
	Warhead@3Eff: CreateEffect
		Explosions: building
		ImpactSounds: sounds/weapons/xplw301.aud,sounds/weapons/xplw302.aud,sounds/weapons/xplw303.aud,sounds/weapons/xplw304.aud
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
Cannon.GunDim:
	Inherits: ^Cannon
	Range: 10c0
	ReloadDelay: 60
	Burst: 4
	BurstDelays: 6,12,6
	InvalidTargets: Air
	Report: turret1.aud
	ValidTargets: Ground, Submarine
	Warhead@1Dam: SpreadDamage
		Damage: 6000
		ValidTargets: Ground, Submarine
		Versus:
			Heavy: 100
		InvalidTargets: Air
Autogun.GunDim:
	ReloadDelay: 10
	Range: 10c0
	Report: cannon2.aud
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		Speed: 682
		Image: 50CAL
		Shadow: True
		Inaccuracy: 1c256
	Warhead@1Dam: SpreadDamage
		Spread: 64
		Damage: 750
		ValidTargets: Ground, Submarine
		Versus:
			None: 75
			Wood: 35
			Light: 100
			Heavy: 105
			Concrete: 50
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@3Eff: CreateEffect
		Explosions: small_explosion
		ValidTargets: Air, Ground, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: small_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Autogun.GunDim.AA:
	Inherits: Autogun.GunDim
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		
Rocket.GunDim:
	ReloadDelay: 90
	Range: 15c0
	MinRange: 1c256
	Report: missile1.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: Bullet
		Speed: 200
		Blockable: false
		Inaccuracy: 1c0
		LaunchAngle: 64
		TrailImage: smokey
		TrailDelay: 5
		Image: V2
		Shadow: True
	Warhead@1Dam: SpreadDamage
		Damage: 8000
		Falloff: 100, 100, 33, 25, 12, 0
		Spread: 512
		ValidTargets: Ground, Water, Underwater
		Versus:
			None: 25
			Wood: 75
			Light: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: large_napalm
		ImpactSounds: firebl3.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
MLRS.GunDim:
	ReloadDelay: 25
	Range: 12c0
	Report: missile6.aud
	Projectile: Bullet
		Speed: 100, 240
		Image: dragon
		TrailImage: smokey
		Inaccuracy: 3c0
		LaunchAngle: 32
		Shadow: true
	Warhead@1Dam: SpreadDamage
		Spread: 341
		Damage: 2500
		Versus:
			None: 50
			Wood: 40
			Light: 100
			Heavy: 100
			Concrete: 60
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom30.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: med_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
		
MLRS.GunDim.Silent:
	Inherits: MLRS.GunDim
	Report: ,
MLRS.GunDim.AA:
	Inherits: MLRS.GunDim
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
MLRS.GunDim.Silent.AA:
	Inherits: MLRS.GunDim.AA
	Report: ,
	
	
Mortar.Maginot:
	Inherits: ^Artillery
	ReloadDelay: 55
	Range: 10c0
	Report: sounds/weapons/grnfire.aud
	ValidTargets: Ground, Water, Underwater
	Projectile: Bullet
		Speed: 115
		Blockable: false
		LaunchAngle: 128
		Inaccuracy: 2c512
		Image: BOMB
		Shadow: true
		ContrailWidth: 64
		ContrailLength: 8
		AirburstAltitude: 256
	Warhead@1Dam: SpreadDamage
		Spread: 512
		Falloff: 100, 33, 10, 0
		Damage: 4500
		Versus:
			None: 60
			Wood: 100
			Light: 60
			Heavy: 40
		AffectsParent: true
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@3Eff: CreateEffect
		Explosions: large_explosion
		ValidTargets: Ground, Ship, Trees, Air
Chaingun.Maginot:
	Burst: 7
	BurstDelays: 2,2,2,1,2,2
	ReloadDelay: 20
	StartBurstReport: gun13.aud
	Range: 9c0
	Projectile: Bullet
		Speed: 1c682
		Blockable: false
		Inaccuracy: 1c256
		Image: 50CAL
	Warhead@1Dam: SpreadDamage
		Spread: 192
		Falloff: 100, 30, 10
		Damage: 400
		Versus:
			None: 100
			Wood: 15
			Light: 50
			Heavy: 30
			Concrete: 5
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: piff
		ValidTargets: Ground, Ship, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: water_piff
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
Cannon.Maginot:
	Inherits: ^Cannon
	ReloadDelay: 30
	Range: 9c0
	Projectile: Bullet
		Inaccuracy: 0c512
	Warhead@1Dam: SpreadDamage
		Damage: 5000
		Versus:
			Wood: 25
			Heavy: 100
#-----------------------------------------
# Defenses
#-----------------------------------------	

FireballLauncher:				#Not perfectly the way I'd want it to be, but the closest I've managed. I wanted something like an area beam, but one that always has the same length, regardless of how far the target is away. Also having multiple weapons with different (minimum) ranges on the same actor has a very high chance to break it in such a way, that they will not use some of their weapons (try giving the flame turret 3 flamers - Flamer1: MinRange: 0, Range 2c0, Flamer2: MinRange: 2c0, Range: 4c0, Flamer3: MinRange: 4c0, Range 6c0 - in my case only flamer2 was ever used)
	Inherits: ^FireWeapon
	ReloadDelay: 66
	Range: 8c0
	Burst: 1
	BurstDelays: 1
	ValidTargets: Ground, Submarine
	Projectile: Missile
		Speed: 0c512
		TrailImage: fb2
		Image: FB1
		LockOnProbability: 0
		Gravity: 0
		RangeLimit: 7c512
		MinimumLaunchAngle: 20
		CloseEnough: 8
		VerticalRateOfTurn: 1
		Inaccuracy: 1c0
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Falloff: 100, 100, 33, 20, 10, 5, 0
		Damage: 2250
		ValidTargets: Ground, Submarine
		Versus:
			None: 100
			Wood: 100
			Light: 75
			Heavy: 50
		ValidStances: Enemy, Neutral
	Warhead@2Smu: LeaveSmudge
		ValidTargets: Ground, Air
	Warhead@3Eff: CreateEffect
		Explosions: large_napalm
		ImpactSounds: firebl3.aud
		VictimScanRadius: 0
		ValidTargets: Ground, Air
FireballLauncher.1:					#Having the missile rangelimit lower than weapon range limit causes the yaml-checker to complain, which is kind of stupid since I want it to behave like this
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 0c512
FireballLauncher.2:
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 1c512
FireballLauncher.3:
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 2c512
FireballLauncher.4:
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 3c512
FireballLauncher.5:
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 4c512
FireballLauncher.6:
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 5c512
FireballLauncher.7:
	Inherits: FireballLauncher
	Projectile: Missile
		RangeLimit: 6c512
		
^AACannon:
	ReloadDelay: 10
	Range: 8c0
	Report: aacanon3.aud
	ValidTargets: Air
	Projectile: Bullet
		Speed: 1c682
		Blockable: false
	Warhead@1Dam: SpreadDamage
		Spread: 213
		Damage: 2000
		ValidTargets: Air
		Versus:
			None: 40
			Wood: 10
			Light: 60
			Heavy: 10
			Concrete: 20
		DamageTypes: Prone50Percent, TriggerProne, DefaultDeath
	Warhead@2Eff: CreateEffect
		Explosions: small_explosion_air
		ValidTargets: Air, Ground, Water, Trees

FLAKCannon:
	Inherits: ^AACannon
	Report: sounds/weapons/flakcan.aud
	Burst: 1
	BurstDelays: 0
	ReloadDelay: 28
	Range: 10c0
	Projectile: Bullet
		Speed: 1c512
		Image: 50CAL
		Inaccuracy: 2c512
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 2000
		Versus:
			None: 30
			Wood: 25
			Light: 75
			Heavy: 100
			Concrete: 25
	Warhead@2Eff: CreateEffect
		Explosions: small_explosion_air
		ValidTargets: Air, Ground, Water, Trees
		ImpactSounds: sounds/weapons/flkdng1.aud,sounds/weapons/flkdng2.aud
FLAKCannon.Pellet:
	Inherits: FLAKCannon
	Report: ,
	
FenceWeapon:
	ReloadDelay: 1
	Range: 6c512
	Report: 
	Projectile: Bullet
		Image: BOMB
		Speed: 0c50, 0c100
		Inaccuracy: 1c0
		Palette: shadow
	Warhead@1Dam: SpreadDamage
		Damage: 25
		Spread: 32
		Falloff: 100, 50, 25, 13, 7, 4, 2, 1, 0
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Concrete: 100
			Glitched: 0
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
	Warhead@WARPSPEEDACTIVATE: GrantExternalCondition
		Range: 16
		Duration: 50
		Condition: warp
		Delay: 1
		

EFenceWeapon:
	Inherits: ^TeslaWeapon
	Burst: 9
	BurstDelays: 4	
	ReloadDelay: 5
	Range: 3c0
	Report: ,
	StartBurstReport: sounds/weapons/efence.aud
	Projectile: TeslaZap
		Duration: 4
	Warhead@1Dam: SpreadDamage
		Spread: 42
		Damage: 300
		Versus:
			None: 200
			Heavy: 150
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
EFenceExplosion:
	Inherits: ^TeslaWeapon
	Warhead@1Dam: SpreadDamage
		Spread: 128
		AffectsParent: true

ConversionRay:
	Report: sounds/weapons/holyb.aud
	ReloadDelay: 22
	Range: 9c0
	ValidTargets: Ground, Submarine
	Projectile: LaserZap
		Blockable: false
		Color: FFFFFF
	Warhead@1Dam: SpreadDamage
		Spread: 192
		Damage: 2500
		Falloff: 100, 0
		Versus:
			None: 100
			Wood: 50
			Light: 60
			Heavy: 50
			Concrete: 10
			Demon: 250
		ValidTargets: Ground, Submarine
		DamageTypes: TriggerProne, FireDeath, ConversionDeath
		AffectsParent: false
	Warhead@2Eff: CreateEffect
		Explosions: expl_cross
		ExplosionPalette: special_blue

PizzaRayAlt:
	Inherits: ConversionRay
	Warhead@2Eff: CreateEffect
		Explosions: expl_pizza
		ExplosionPalette: effect
PizzaRay:
	Inherits: ConversionRay
	ReloadDelay: 8
	Report: sounds/weapons/woosh.aud
	Projectile: Bullet
		Speed: 400
		Blockable: false
		LaunchAngle: 62
		Image: pizza
		Shadow: true
		Inaccuracy: 128
	Warhead@1Dam: SpreadDamage
		Spread: 96
		Damage: 1250
	Warhead@2Eff: CreateEffect
		Explosions: expl_pizza
		ExplosionPalette: effect
TurretGun:
	Inherits: ^Artillery
	ReloadDelay: 25
	Range: 12c0
	Report: turret1.aud
	ValidTargets: Ground, Submarine
	Projectile: Bullet
		Speed: 220
		Blockable: false
		LaunchAngle: 62
		Inaccuracy: 1c0
		ContrailLength: 16
	Warhead@1Dam: SpreadDamage
		Spread: 768
		Damage: 3600
		Versus:
			None: 15
			Wood: 30
			Light: 100
			Heavy: 100
			Concrete: 50
		ValidTargets: Ground, Submarine
	Warhead@3Eff: CreateEffect
		Explosions: large_explosion
		ImpactSounds: kaboom15.aud
		ValidTargets: Ground, Ship, Trees
	Warhead@4EffWater: CreateEffect
		Explosions: large_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
HeartGun:
	ReloadDelay: 9
	Range: 12c0
	Report: sounds/weapons/nrggun2.aud
	ValidTargets: Ground, Water, Submarine
	Projectile: Bullet
		Image: heart
		TrailImage: heart_fade
		Palette: special_rainbow
		TrailPalette: special_rainbow
		Speed: 200, 400
		Blockable: false
		Inaccuracy: 1c512
		LaunchAngle: 20
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Falloff: 100, 25, 0
		Damage: 3200
		Versus:
			None: 15
			Wood: 30
			Light: 100
			Heavy: 100
			Concrete: 50
			Demon: 150
		ValidTargets: Ground, Water, Submarine
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
	Warhead@3Eff: CreateEffect
		Explosions: expl_heart
		ExplosionPalette: special_rainbow
		ImpactSounds: sounds/weapons/nrghit4.aud
		ValidTargets: Ground, Water, Submarine, Trees
PsiEmitter:
	ReloadDelay: 5
	Range: 12c0
	Report: sounds/weapons/psifire.aud
	ValidTargets: Ground, Water, Submarine
	Projectile: InstantHit
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 8000
		Falloff: 100, 0
		ValidTargets: Ground, Water, Submarine
		InvalidTargets: Wall
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath, PsiEmitter
		Versus:
			None: 100
			Wood: 30
			Light: 150
			Heavy: 250
			Concrete: 0
			Demon: 35
	Warhead@2Eff: CreateEffect
		Explosions: expl_energy4
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/psihit.aud
		ValidTargets: Ground, Water, Submarine
	Warhead@3Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red
		ValidTargets: Ground, Water, Submarine
		Delay: 5
	Warhead@4Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red
		ValidTargets: Ground, Water, Submarine
		Delay: 10
	Warhead@5Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red_a
		ValidTargets: Ground, Water, Submarine
		Delay: 15
	Warhead@6Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red_a
		ValidTargets: Ground, Water, Submarine
		Delay: 20
	Warhead@7Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red_a4
		ValidTargets: Ground, Water, Submarine
		Delay: 25
PsiEmitter.AA:
	Inherits: PsiEmitter
	Range: 10c0
	ValidTargets: Air
	InvalidTargets: Submarine
	Warhead@1Dam: SpreadDamage
		ValidTargets: Air
		Damage: 3000
		Versus:
			Light: 90
			Heavy: 250
	Warhead@2Eff: CreateEffect
		ValidTargets: Air
	Warhead@3Eff: CreateEffect
		ValidTargets: Air
	Warhead@4Eff: CreateEffect
		ValidTargets: Air
	Warhead@5Eff: CreateEffect
		ValidTargets: Air
	Warhead@6Eff: CreateEffect
		ValidTargets: Air
	Warhead@7Eff: CreateEffect
		ValidTargets: Air
PsiExplosion:
	Inherits: PsiEmitter
	Report: ,
	ValidTargets: Ground, Water
	Warhead@1Dam: SpreadDamage
		Spread: 2c0
		Damage: 400
		Versus:
			None: 100
			Wood: 10
			Light: 150
			Heavy: 200
			Concrete: 0
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
	Warhead@2Eff: CreateEffect
		ImpactSounds: ,
PsiExplosion.AA:
	Inherits: PsiEmitter.AA
	Report: ,
	ValidTargets: Air
	Projectile: Missile
		MinimumLaunchSpeed: 0c512
		MaximumLaunchSpeed: 1c0
		Speed: 10c0
		TrailImage:
		Image:
		RangeLimit: 2c0
		CruiseAltitude: 2c0
		HorizontalRateOfTurn: 32
		VerticalRateOfTurn: 32
		ExplodeWhenEmpty: true
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Damage: 250
		Versus:
			None: 100
			Wood: 10
			Light: 100
			Heavy: 500
			Concrete: 0
	Warhead@2Eff: CreateEffect
		ImpactSounds: ,
PsiExplosion.AA.Far:
	Inherits: PsiExplosion.AA
	Projectile: Missile
		MinimumLaunchSpeed: 1c512
		MaximumLaunchSpeed: 2c0
		RangeLimit: 2c512
		
^AntiAirMissile:
	Inherits: ^AntiGroundMissile
	MinRange: 0c0
Adidas:
	Inherits: ^AntiAirMissile
	ReloadDelay: 16
	Range: 10c0
	Report: missile1.aud
	Burst: 1
	Projectile: Missile
		Arm: 15
		Inaccuracy: 0
		Image: U2
		HorizontalRateOfTurn: 3
		VerticalRateOfTurn: 80
		CruiseAltitude: 3c0
		RangeLimit: 50c0
		Speed: 560
		MaximumLaunchSpeed: 10
		Acceleration: 80
		TrailImage: smokey
		CloseEnough: 300
		MinimumLaunchAngle: 128
		MaximumLaunchAngle: 200
		Gravity: 0
		HomingActivationDelay: 10
		LockOnProbability: 90
		AllowSnapping: true
		ExplodeWhenEmpty: false
		Palette: player
		IsPlayerPalette: true
	Warhead@1Dam: SpreadDamage
		Damage: 6800
		Spread: 1c512
		ValidTargets: Air
		Versus:
			None: 10
			Light: 35
			Heavy: 100
	Warhead@3Eff: CreateEffect
		Explosions: large_explosion
		ImpactSounds: kaboom25.aud
#-----------------------------------------
# Superweapons
#-----------------------------------------
Nook:
	ValidTargets: Ground, Air
	Warhead@1Dam_impact: SpreadDamage
		Spread: 3c0
		Damage: 80000
		Falloff: 100, 80, 40, 20, 10, 5, 4, 3, 2, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 17
			Wood: 100
			Light: 35
			Heavy: 45
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
	Warhead@1AreaDamage: SpreadDamage
		Spread: 2c512
		Damage: 65000
		Falloff: 100, 60, 25, 13, 6, 3, 2, 1, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 25
			Wood: 100
			Light: 35
			Heavy: 45
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 3
	Warhead@2Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 55000
		Falloff: 100, 40, 20, 10, 5, 2, 1, 1, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 6
	Warhead@3Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 47500
		Falloff: 100, 30, 15, 7, 3, 2, 1, 1, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 9
	Warhead@4Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 40000
		Falloff: 100, 20, 10, 5, 3, 2, 1, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 12
	Warhead@5Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 40000
		Falloff: 100, 20, 10, 5, 3, 2, 1, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 15
	Warhead@6Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 35000
		Falloff: 100, 20, 10, 5, 3, 2, 1, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 18
	Warhead@7Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 30000
		Falloff: 100, 20, 10, 5, 3, 2, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 21
	Warhead@8Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 30000
		Falloff: 100, 20, 10, 5, 3, 2, 1, 1, 0
		ValidTargets: Ground, Trees, Water, Underwater, Air
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 50
			Concrete: 25
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
		Delay: 24
	Warhead@2Eff_impact: CreateEffect
		Explosions: big_nuke_explosion
		ExplosionPalette: td_temperat
		ImpactSounds: sounds/nukeboom.aud
		ValidTargets: Ground, Trees, Water, Underwater, Air
		VictimScanRadius: 0
	Warhead@3Effect_overlay: CreateEffect
		Explosions: nuke_overlay
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Water, Underwater, Air
		VictimScanRadius: 0
	Warhead@4Eff_impact: CreateEffect
		Explosions: ghandi_explosion
		Delay: 16
		ValidTargets: Ground, Trees, Water, Underwater, Air
		VictimScanRadius: 0
	Warhead@3Dam_areanukea: DestroyResource
		Size: 2
	Warhead@4Res_areanukea: LeaveSmudge
		SmudgeType: Scorch
		Size: 2
	Warhead@5Smu_areanukea: DestroyResource
		Size: 4
		Delay: 3
	Warhead@6Eff_areanukea: LeaveSmudge
		SmudgeType: Scorch
		Size: 4
		Delay: 3
	Warhead@7Dam_areanukeb: DestroyResource
		Size: 6
		Delay: 6
	Warhead@8Res_areanukeb: LeaveSmudge
		SmudgeType: Scorch
		Size: 6
		Delay: 6
	Warhead@9Smu_areanukeb: CreateEffect
		ImpactSounds: sounds/notifications/nuclear1.aud,sounds/notifications/nuclear2.aud
		Delay: 50
		ValidTargets: Ground, Trees, Water, Underwater, Air
	
MiniNook:
	Inherits: Nook
	ValidTargets: Ground, Air
	Warhead@0Trigger: CreateEffect
		ImpactSounds: mineblo1.aud
	Warhead@1Dam_impact: SpreadDamage
		Spread: 3c0
		Damage: 60000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 65
		AffectsParent: true
	Warhead@1AreaDamage: SpreadDamage
		Spread: 2c512
		Damage: 50000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 68
		AffectsParent: true
	Warhead@2Dam_impact: SpreadDamage
		Spread: 2c0
		Damage: 40000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 71
		AffectsParent: true
	Warhead@3Dam_impact: SpreadDamage
		Spread: 1c768
		Damage: 35000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 74
		AffectsParent: true
	Warhead@4Dam_impact: SpreadDamage
		Spread: 1c768
		Damage: 30000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 77
		AffectsParent: true
	Warhead@5Dam_impact: SpreadDamage
		Spread: 1c768
		Damage: 25000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 80
		AffectsParent: true
	Warhead@6Dam_impact: SpreadDamage
		Spread: 1c512
		Damage: 20000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 83
		AffectsParent: true
	Warhead@7Dam_impact: SpreadDamage
		Spread: 1c512
		Damage: 15000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 86
		AffectsParent: true
	Warhead@8Dam_impact: SpreadDamage
		Spread: 1c512
		Damage: 10000
		Versus:
			None: 33
			Wood: 100
			Light: 50
			Heavy: 75
			Concrete: 25
			Mine: 0
		Delay: 89
		AffectsParent: true
	Warhead@2Eff_impact: CreateEffect
		Delay: 65
	Warhead@3Effect_overlay: CreateEffect
		Delay: 65
	Warhead@4Eff_impact: CreateEffect
		Delay: 81
	Warhead@5Effect_overlay: CreateEffect
		Delay: 65
	-Warhead@3Dam_areanukea: DestroyResource
	Warhead@4Res_areanukea: LeaveSmudge
		Delay: 65
	-Warhead@5Smu_areanukea: DestroyResource
	Warhead@6Eff_areanukea: LeaveSmudge
		Delay: 68
	-Warhead@7Dam_areanukeb: DestroyResource
	Warhead@8Res_areanukeb: LeaveSmudge
		Delay: 71
	Warhead@9Smu_areanukeb: CreateEffect
		Delay: 115
	Warhead@0NukeMineAnim: CreateEffect
		Delay: 0
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@1NukeMineAnim: CreateEffect
		Delay: 4
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@2NukeMineAnim: CreateEffect
		Delay: 8
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@3NukeMineAnim: CreateEffect
		Delay: 12
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@4NukeMineAnim: CreateEffect
		Delay: 16
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@5NukeMineAnim: CreateEffect
		Delay: 20
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@6NukeMineAnim: CreateEffect
		Delay: 24
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@7NukeMineAnim: CreateEffect
		Delay: 28
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@8NukeMineAnim: CreateEffect
		Delay: 32
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@9NukeMineAnim: CreateEffect
		Delay: 36
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@10NukeMineAnim: CreateEffect
		Delay: 40
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@11NukeMineAnim: CreateEffect
		Delay: 44
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@12NukeMineAnim: CreateEffect
		Delay: 48
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@13NukeMineAnim: CreateEffect
		Delay: 52
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@14NukeMineAnim: CreateEffect
		Delay: 56
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	Warhead@15NukeMineAnim: CreateEffect
		Delay: 60
		Explosions: expl_nukemine
		ValidTargets: Ground, Air, Water, Underwater, Trees
	
CataclysmWeapon:
	ValidTargets: Ground, Water, Trees
	Projectile: Bullet
		Speed: 30,100
		Blockable: false
	Warhead@1Eff: CreateEffect
		Image: cartaclysm
		Explosions: 1, 2, 3
		ImpactSounds: sounds/weapons/carpoof.aud
		ExplosionPalette: td_temperat
	Warhead@1Dam: SpreadDamage
		Spread: 2c0
		Damage: 3250
		ValidTargets: Ground, Water, Trees
		Versus:
			None: 30
			Wood: 80
			Light: 100
			Heavy: 100
			Conyard: 75
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Delay: 12
	Warhead@2Eff: CreateEffect
		Explosions: expl_bloodtnt
		ExplosionPalette: special_red
		Delay: 12
	Warhead@Crater: LeaveSmudge
		SmudgeType: Crater
		Delay: 12

CataclysmWeapon.1:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 1,2

CataclysmWeapon.2:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 2,5

CataclysmWeapon.3:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 5,7

CataclysmWeapon.4:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 7,10

CataclysmWeapon.5:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 14,51

CataclysmWeapon.6:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 26,76

CataclysmWeapon.7:
	Inherits: CataclysmWeapon
	Projectile: Bullet
		Speed: 32,102
#-----------------------------------------
# Explosions
#-----------------------------------------	

MiniTankSpreader:
	Warhead@Transformandrollout: GrantExternalCondition #Without this, MiniTanks will spawn on the exact same spot when the "parent" tank dies, making them easier to kill than intended
		Range: 128
		Duration: 12
		Condition: miniwarp
		ValidStances: Ally
		Delay: 1
	Warhead@invuln: GrantExternalCondition	#To increase survivability while being spread out and also giving players a little more time to reselect them to be able to micro them better
		Range: 128
		Duration: 25
		Condition: invulnerability
		ValidStances: Ally
		Delay: 1
GenericSpreader:
	Inherits: MiniTankSpreader
	Warhead@Transformandrollout:
		Range: 128
		Duration: 5
	Warhead@invuln:
		Duration: 16

CivPanicExplosion:
	Warhead@1Dam: SpreadDamage # Used to panic civilians which are emitted from a killed CivBuilding
		Falloff: 100, 100
		Range: 0, 128
		Damage: 1
		Delay: 1
	Warhead@ANGERYCIV: GrantExternalCondition
		Range: 128
		Duration: 168
		Condition: invulnerability
		Delay: 1
^Explosion:
	ValidTargets: Ground, Water, Air
	Warhead@1Dam: SpreadDamage
		Spread: 426
		Damage: 5000
		Versus:
			None: 90
			Wood: 75
			Light: 60
			Heavy: 25
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@Smu: LeaveSmudge
		SmudgeType: Crater
		InvalidTargets: Structure, Wall, Trees
	Warhead@2Eff: CreateEffect
		Explosions: self_destruct
		ImpactSounds: kaboom22.aud
		ValidTargets: Ground, Air, Ship, Trees
	Warhead@3EffWater: CreateEffect
		Explosions: large_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
UnitExplode:
	Inherits: ^Explosion
	Warhead@1Dam: SpreadDamage
		Falloff: 1000, 368, 135, 50, 18, 7, 0
UnitExplodePlane:
	Inherits: UnitExplode
	Warhead@1Dam: SpreadDamage
		Spread: 426
		Damage: 3000
	Warhead@2Eff: CreateEffect
		Explosions: large_napalm
CowExplode:
	Inherits: ^Explosion
	Warhead@4Eff: CreateEffect
		ImpactSounds: sounds/voices/moo.aud
MothCrash:
	Inherits: UnitExplode
	Warhead@2Eff: CreateEffect
		Explosions: napalm
	Warhead@DelayDam: SpreadDamage
		Falloff: 100, 100
		Range: 0, 128
		Damage: 65000
		Versus:
			Wood: 35
		Delay: 1
		AffectsParent: true

HarmlessExplode:
	Inherits: ^Explosion
	Warhead@1Dam: SpreadDamage
		Spread: 0c1
		Damage: 1
		Falloff: 1, 0
	Warhead@2Eff: CreateEffect
		Explosions: self_destruct
		ImpactSounds: kaboom25.aud
		ValidTargets: Ground, Air, Ship, Trees

TreeExplosion:
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 2000
		Falloff: 100, 100, 100, 100, 75, 50, 33, 10, 0
		Versus:
			None: 60
			Wood: 50
			Light: 100
			Heavy: 200
			Mine: 0
		ValidTargets: Ground, Underwater
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@3Eff: CreateEffect
		Explosions: nuke, building, building_add, large_napalm, artillery_explosion, expl_pixel_big_ra
		ImpactSounds: kaboom1.aud, kaboom22.aud, kaboom30.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
TreeExplosion.Harmless:
	Inherits: TreeExplosion
	Warhead@1Dam: SpreadDamage
		Damage: 0
		Spread: 1
TreeExplosion.Suicide:
	Inherits: Pistol
	Warhead@1Dam: SpreadDamage
		Spread: 2c0
		Versus:
			None: 50
			Wood: 10
TreeExplosion.SuicideWeak:
	Inherits: TreeExplosion.Suicide
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Falloff: 100, 66, 33, 12, 0
		Damage: 500000
FartNoise:
	Warhead@3Eff: CreateEffect
		ImpactSounds: sounds/weapons/fart1.aud,sounds/weapons/fart2.aud,sounds/weapons/fart3.aud
		ValidTargets: Ground, Air, Water, Underwater

Tibcrate.Explosion:
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 4000
		Versus:
			None: 90
			Wood: 70
			Light: 60
			Heavy: 20
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	Warhead@1Res: DestroyResource
		Size: 1,0
	Warhead@2Res: CreateResource
		AddsResourceType: Tiberium
		Size: 1,0
		Delay: 1
	Warhead@2Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom25.aud
Blossom.Explosion:
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Damage: 4000
		Versus:
			None: 90
			Wood: 70
			Light: 60
			Heavy: 20
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	Warhead@1Res: DestroyResource
		Size: 1
	Warhead@2Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom25.aud
Orecrate.Explosion:
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 2000
		Versus:
			None: 90
			Wood: 70
			Light: 60
			Heavy: 20
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	Warhead@3Res: CreateResource
		AddsResourceType: Ore
		Size: 2,0
	Warhead@2Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom25.aud
Oreseeder.Explosion:
	Inherits: Orecrate.Explosion
	Warhead@3Res: CreateResource
		AddsResourceType: Ore
		Size: 1,0
Gemcrate.Explosion:
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 2000
		Versus:
			None: 90
			Wood: 70
			Light: 60
			Heavy: 20
		DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	Warhead@3Res: CreateResource
		AddsResourceType: Gems
		Size: 2,2
	Warhead@2Eff: CreateEffect
		Explosions: med_explosion
		ImpactSounds: kaboom25.aud

Kamikaze.FakeAttack:
	Inherits: FakeAttack
	Range: 6c0
	MinRange: 5c341
SASKamikaze.FakeAttack:
	Inherits: FakeAttack
	Range: 8c512
	MinRange: 1c0
AntiCrash.FakeAttack:
	Inherits: FakeAttack
	Range: 0c128
	MinRange: 0c1

Kamikaze.PrematureDetonation:
	ValidTargets: Air
	Warhead@1Dam: SpreadDamage
		Spread: 2c0
		Damage: 4000
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Air
		Delay: 2
	Warhead@2Eff: CreateEffect
		Explosions: expl_pixel_big
		ImpactSounds: sounds/weapons/bigbang.aud
		ValidTargets: Ground, Air, Ship, Trees
		ExplosionPalette: special_red

Kamikaze.Explosion:
	Inherits: Kamikaze.PrematureDetonation
	ValidTargets: Ground, Water
	Warhead@1Dam: SpreadDamage
		Spread: 0c360
		Damage: 10000
		Falloff: 1000, 150, 100, 33, 20, 16, 12, 8, 4, 2, 0
		Versus:
			None: 400
			Wood: 100
			Light: 500
			Heavy: 800
			Concrete: 800
		Delay: 0
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground, Water
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Eff: CreateEffect
		Explosions: large_splash
		ImpactSounds: splash9.aud
		ValidTargets: Water, Underwater
		InvalidTargets: Ship, Structure, Bridge
SASKamikaze.Explosion:
	Inherits: Kamikaze.Explosion
	Warhead@1Dam: SpreadDamage
		Falloff: 600, 150, 100, 33, 20, 16, 12, 8, 4, 2, 0
		Versus:
			Wood: 100

BarrelExplode:
	Inherits: ^Explosion
	Warhead@1Dam: SpreadDamage
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Damage: 1000
		Spread: 426
		Delay: 1
		ValidTargets: Ground, Trees
		Versus:
			None: 120
			Wood: 100
			Light: 50
			Concrete: 10
			Derrick: 0
			Barrel: 1
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath, Incendiary
		AffectsParent: true
	Warhead@2Dam: SpreadDamage
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Damage: 1000
		Spread: 426
		Delay: 3
		ValidTargets: Ground, Trees
		Versus:
			None: 120
			Wood: 100
			Light: 50
			Concrete: 10
			Derrick: 0
			Barrel: 1
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath, Incendiary
		AffectsParent: true
	Warhead@3Dam: SpreadDamage
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Damage: 1000
		Spread: 426
		Delay: 5
		ValidTargets: Ground, Trees
		Versus:
			None: 120
			Wood: 100
			Light: 50
			Concrete: 10
			Derrick: 0
			Barrel: 2
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath, Incendiary
		AffectsParent: true
	Warhead@4Dam: SpreadDamage
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Damage: 1000
		Spread: 426
		Delay: 7
		ValidTargets: Ground, Trees
		Versus:
			None: 120
			Wood: 100
			Light: 50
			Concrete: 10
			Derrick: 0
			Barrel: 2
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath, Incendiary
		AffectsParent: true
	Warhead@5Dam: SpreadDamage
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Damage: 1000
		Spread: 426
		Delay: 9
		ValidTargets: Ground, Trees
		Versus:
			None: 120
			Wood: 100
			Light: 50
			Concrete: 10
			Derrick: 0
			Barrel: 2
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath, Incendiary
		AffectsParent: true
	Warhead@2Eff: CreateEffect
		Explosions: napalm
		ImpactSounds: firebl3.aud
		Delay: 0
	-Warhead@3EffWater: CreateEffect
	Warhead@Smu: LeaveSmudge
		SmudgeType: Scorch
		Size: 2
		Delay: 0
#-----------------------------------------
# Glitches
#-----------------------------------------
GlitchGun:
	ReloadDelay: 50
	Burst: 2
	Range: 9c0
	BurstDelays: 11
	ValidTargets: Ground
	Report: sounds/weapons/glitchgun1.aud, sounds/weapons/glitchgun2.aud, sounds/weapons/glitchgun3.aud
	InvalidTargets: Glitch
	Projectile: Missile
		Speed: 1c0
		Acceleration: 0c40
		HomingActivationDelay: 5
		Image: ctnk
		TrailImage: projectile_ctnk2
		Blockable: false
		Inaccuracy: 0c256
		AllowSnapping: true
		MaximumLaunchSpeed: 0c12
		MinimumLaunchAngle: 64
		MaximumLaunchAngle: 128
		VerticalRateOfTurn: 120
		RangeLimit: 24c0
		Arm: 2
		TrailInterval: 1
		TrailPalette: player
		TrailPaletteIsPlayerPalette: true
		Palette: player
		IsPlayerPalette: true
	TargetActorCenter: true
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Falloff: 100, 40, 10, 0
		Damage: -4000
		Versus:
			None: 33
			Wood: 50
			Light: 66
			Heavy: 100
			Concrete: 100
			Glitched: 0
		DamageTypes: FireDeath
		ValidTargets: Ground, Water
	Warhead@2Dam: SpreadDamage
		Spread: 0c256
		Falloff: 100, 40, 10, 0
		Damage: 4500
		Versus:
			None: 33
			Wood: 50
			Light: 66
			Heavy: 100
			Concrete: 100
			Glitched: 0
		DamageTypes: FireDeath
		ValidTargets: Ground, Water
		Delay: 2
	Warhead@3Dam: SpreadDamage
		Spread: 0c256
		Falloff: 100, 40, 10, 0
		Damage: 4500
		Versus:
			None: 33
			Wood: 50
			Light: 66
			Heavy: 100
			Concrete: 100
			Glitched: 0
		DamageTypes: FireDeath
		ValidTargets: Ground, Water
		Delay: 4
	Warhead@2Eff: CreateEffect
		Explosions: expl_glitch
		ValidTargets: Ground, Water, Trees, Air
		ImpactSounds: sounds/weapons/glitchxpl1.aud, sounds/weapons/glitchxpl2.aud, sounds/weapons/glitchxpl3.aud
	Warhead@lefunnyrandomeffects: GrantExternalCondition
		Range: 0c256
		Duration: 5
		ValidTargets: Ground, Water
		InvalidTargets: Trees
		Condition: glitch_aura
GlitchGun.Chrono:
	Inherits: GlitchGun
	Projectile: Bullet
		Speed: 0c400, 0c512
		Image: projectile_ctnk
		Sequences: idle
		Blockable: false
		Inaccuracy: 1c0
		LaunchAngle: 32
		AllowSnapping: true
		TrailImage: twinkle
		TrailSequences: twinkle1, twinkle2, twinkle3
		TrailInterval: 1

1337Hax:
	ReloadDelay: 4
	Range: 12c0
	ValidTargets: Ground, Water
	InvalidTargets: Glitch
	Projectile: Bullet
		Speed: 128
		Image: numbers
		Blockable: false
		Sequences: one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, one, zero, two
	TargetActorCenter: true
	Warhead@1Dam:  HealthPercentageDamage
		Spread: 1c512
		Falloff: 100, 0
		Damage: 1
		Versus:
			None: 15
			Wood: 50
			Light: 50
			Heavy: 50
			Concrete: 50
			Glitched: 0
		DamageTypes: FireDeath
		ValidTargets: Ground, Water
	Warhead@lefunnyrandomeffects: GrantExternalCondition
		Range: 1c512
		Duration: 8
		ValidTargets: Ground, Water
		InvalidTargets: Trees
		Condition: glitch_aura
AntiGlitch:
	ReloadDelay: 1
	Range: 6c512
	Report: 
	Projectile: Bullet
		Image: BOMB
		Speed: 0c50, 0c100
		Inaccuracy: 1c0
		Palette: shadow
	Warhead@1Dam: SpreadDamage
		Damage: 1
		Spread: 1
		Falloff: 1, 0
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Concrete: 100
			Glitched: 0
		DamageTypes: ElectricityDeath
	Warhead@cancertreatment: GrantExternalCondition
		Range: 3c0
		Duration: 50
		Condition: glitch_neutralizer
		ValidTargets: Ground
		Delay: 0

Glitched.EFence:
	Inherits: ^TeslaWeapon
	InvalidTargets: Glitch
	Projectile: Bullet
		Speed: 0c512
		TrailImage: litning
		Image: litning
		Sequences: bright
		TrailSequences:	dim
		TrailInterval: 0
	Warhead@1Dam: SpreadDamage
		Spread: 256
		Falloff: 100, 0
		Damage: 500
		Versus:
			None: 150
			Heavy: 150
			Glitched: 0
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath

Glitched.EvulBlast:
	ReloadDelay: 5
	Range: 12c0
	Report: sounds/weapons/psifire.aud
	ValidTargets: Ground, Water, Submarine
	InvalidTargets: Glitch
	Projectile: Bullet
		Speed: 0c256
		Image: projectile_energy
		Palette: special_red
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 2000
		Falloff: 100, 0
		ValidTargets: Ground, Water, Submarine
		InvalidTargets: Wall
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath, PsiEmitter
		Versus:
			None: 100
			Wood: 30
			Light: 150
			Heavy: 250
			Concrete: 0
			Demon: 35
			Glitched: 0
	Warhead@2Eff: CreateEffect
		Explosions: expl_energy4
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/psihit.aud
		ValidTargets: Ground, Water
	Warhead@3Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red
		ValidTargets: Ground, Water
		Delay: 5
	Warhead@4Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red
		ValidTargets: Ground, Water
		Delay: 10
	Warhead@5Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red_a
		ValidTargets: Ground, Water
		Delay: 15
	Warhead@6Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red_a
		ValidTargets: Ground, Water
		Delay: 20
	Warhead@7Eff: CreateEffect
		Explosions: expl_circles
		ExplosionPalette: special_red_a4
		ValidTargets: Ground, Water
		Delay: 25
HateGun:
	Inherits: HeartGun
	Report: sounds/voices/angry/fug.aud
	InvalidTargets: Glitch
	Projectile: Bullet
		Palette: special_blue
		TrailPalette: special_blue
	Warhead@3Eff: CreateEffect
		ExplosionPalette: special_blue

GlitchWeapon:
	ReloadDelay: 2
	Range: 4c0
	Report: 
	InvalidTargets: Glitch
	Projectile: Bullet
		Image: BOMB
		Speed: 0c50, 0c100
		Inaccuracy: 0c512
		Palette: shadow
	Warhead@1Dam: SpreadDamage
		Damage: 250
		Spread: 32
		Falloff: 100, 50, 25, 13, 7, 4, 2, 1, 0
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Concrete: 100
			Glitched: 0
		DamageTypes: ElectricityDeath
	Warhead@lefunnyrandomeffects: GrantExternalCondition
		Range: 64
		Duration: 50
		Condition: glitch_aura
		ValidTargets: Ground
		InvalidTargets: Trees
		Delay: 0

Glitched.NukeLauncher:
	ReloadDelay: 8
	Range: 12c0
	ValidTargets: Ground
	Report: sounds/glitches/xp.aud
	InvalidTargets: Glitch
	Projectile: Bullet
		Speed: 0c682
		Inaccuracy: 2c0
		Image: dtrk
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Falloff: 100, 66, 33, 12, 0
		Damage: 3000
		Versus:
			None: 10
			Glitched: 0
		DamageTypes: FireDeath
		AffectsParent: true
		ValidTargets: Ground
	Warhead@2Eff: CreateEffect
		Explosions: glitch_nuke
		ImpactSounds: kaboom1.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater

Glitched.Beam:
	ReloadDelay: 65
	Range: 10c0
	Report: sounds/glitches/beam.aud
	InvalidTargets: Glitch
	Projectile: LaserZap
		Duration: 25
		ZOffset: 1024
		Width: 64
		Color: 000000
		TrackTarget: false
		SecondaryBeam: true
		SecondaryBeamColor: FFFFFF
		SecondaryBeamZOffset: 1023
		SecondaryBeamWidth: 128
	Warhead@1Dam: SpreadDamage
		Spread: 1
		Damage: 8000
		Falloff: 100, 0
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Heavy: 100
			Concrete: 50
			Glitched: 0
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
	Warhead@3Eff: CreateEffect
		Explosions: expl_energy3
	Warhead@lefunnyrandomeffects: GrantExternalCondition
		Range: 16
		Duration: 50
		Condition: glitch_aura
		ValidTargets: Ground
		InvalidTargets: Trees
		Delay: 0

Glitched.Mouse:
	Report:
	ValidTargets: Ground
	ReloadDelay: 10
	Range: 8c0
	InvalidTargets: Glitch
	Projectile: Bullet
		Blockable: false
		Image: mouse.glitched
		TrailInterval: 0
		Speed: 500,700
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 1600
		Versus:
			Glitched: 0
		ValidTargets: Ground
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/notifications/button1.aud, sounds/notifications/button2.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@4Eff: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater

Glitched.BoomThrower:
	Report:
	ValidTargets: Ground
	ReloadDelay: 25
	Range: 8c0
	InvalidTargets: Glitch
	Projectile: Bullet
		Inaccuracy: 1c0
		Blockable: false
		TrailImage: explosion
		TrailSequences: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		TrailPalette: special_red
		TrailInterval: 0
		Speed: 500,700
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		Damage: 6000
		Falloff: 100, 33, 10, 0
		ValidTargets: Ground, Submarine
		Versus:
			None: 30
			Wood: 40
			Light: 75
			Heavy: 100
			Glitched: 0
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
		ValidTargets: Ground, Air
	Warhead@3Eff: CreateEffect
		Explosions: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/xplw3l01.aud,sounds/weapons/xplw3l02.aud,sounds/weapons/xplw3l03.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater


Glitched.Boom:
	Report:
	ValidTargets: Ground
	ReloadDelay: 25
	Range: 8c0
	InvalidTargets: Glitch
	Projectile: Bullet
		Blockable: false
		TrailImage: explosion
		TrailSequences: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		TrailPalette: special_red
		TrailInterval: 0
		Speed: 500,700
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 2c512
		Damage: 1000
		Versus:
			None: 100
			Wood: 100
			Light: 100
			Heavy: 100
			Glitched: 0
		ValidTargets: Ground
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: expl_unreal1, expl_unreal2, expl_unreal3, expl_unreal4
		ExplosionPalette: special_red
		ImpactSounds: sounds/weapons/xplw3l01.aud,sounds/weapons/xplw3l02.aud,sounds/weapons/xplw3l03.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@3Crater: LeaveSmudge
		SmudgeType: Crater

Glitched.Map:
	ReloadDelay: 50
	Range: 12c0
	Report:
	ValidTargets: Ground, Air
	InvalidTargets: Wall
	InvalidTargets: Glitch
	Projectile: Bullet
		Blockable: false
		Image: map
		Sequences: map1, map2, map3, map4, map5, map6, map7, map8, map9, map10, map11, map12, map13, map14, map15
		ContrailLength: 8
		Speed: 300,600
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 7500
		Versus:
			Glitched: 0
		ValidTargets: Ground
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/notifications/button1.aud, sounds/notifications/button2.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@4Eff: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
Glitched.Map1:
	Inherits: Glitched.Map
	Projectile: Bullet
		BounceCount: 2
		BounceRangeModifier: 50
Glitched.Map2:
	Inherits: Glitched.Map
	Projectile: Bullet
		BounceCount: 2
		BounceRangeModifier: 200
Glitched.Map3:
	Inherits: Glitched.Map
	Projectile: Bullet
		BounceCount: 15
		BounceRangeModifier: 100


Glitched.CivBuilding:
	ReloadDelay: 50
	Range: 12c0
	Report:
	ValidTargets: Ground
	InvalidTargets: Wall
	InvalidTargets: Glitch
	Projectile: Bullet
		Blockable: false
		Image: civbuilding
		Sequences: v01, v02, v03, v04, v05, v06, v07, v08, v09, v10, v11
		ContrailLength: 8
		Speed: 500,700
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 1c0
		damage: 4000
		Versus:
			Glitched: 0
		ValidTargets: Ground
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	Warhead@2Eff: CreateEffect
		Explosions: building
		ImpactSounds: sounds/notifications/button1.aud, sounds/notifications/button2.aud
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater


Glitched.Nook:
	Inherits: Nook
	ValidTargets: Ground, Air
	Warhead@1Dam_impact: SpreadDamage
		Damage: 8000
		Versus:
			Glitched: 0
	Warhead@1AreaDamage: SpreadDamage
		Damage: 6500
		Versus:
			Glitched: 0
	Warhead@2Dam_impact: SpreadDamage
		Damage: 5500
		Versus:
			Glitched: 0
	Warhead@3Dam_impact: SpreadDamage
		Damage: 4750
		Versus:
			Glitched: 0
	Warhead@4Dam_impact: SpreadDamage
		Damage: 4000
		Versus:
			Glitched: 0
	Warhead@5Dam_impact: SpreadDamage
		Damage: 4000
		Versus:
			Glitched: 0
	Warhead@6Dam_impact: SpreadDamage
		Damage: 3500
		Versus:
			Glitched: 0
	Warhead@7Dam_impact: SpreadDamage
		Damage: 3000
		Versus:
			Glitched: 0
	Warhead@8Dam_impact: SpreadDamage
		Damage: 3000
		Versus:
			Glitched: 0
	-Warhead@4Eff_impact: CreateEffect
	-Warhead@3Dam_areanukea: DestroyResource
	-Warhead@5Smu_areanukea: DestroyResource
	-Warhead@7Dam_areanukeb: DestroyResource
	-Warhead@9Smu_areanukeb: CreateEffect
Glitched.E1Gun:
	ReloadDelay: 50
	Range: 12c0
	Report:
	ValidTargets: Ground, Air
	InvalidTargets: Wall
	Projectile: Bullet
		Blockable: false
		Image: e1
		Sequences: idle1
		ContrailLength: 8
		Speed: 50,200
		Palette: td_temperat
		LaunchAngle: 90
	Warhead@1Dam: SpreadDamage
		Spread: 128
		Damage: 1000
		ValidTargets: Ground, Air
		Versus:
			None: 200
			Wood: 10
			Light: 40
			Heavy: 20
			Glitched: 0
		DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		InvalidTargets: Wall
	Warhead@2Eff: CreateEffect
		Explosions: small_building
		Palette: special_rainbow
		ValidTargets: Ground, Trees, Air, Water, Underwater
		ImpactSounds: sounds/voices/wilhelm.aud

Glitched.DelayedBoom:
	ValidTargets: Ground, Water
	ReloadDelay: 1
	Range: 6c0
	Projectile: Bullet
		Speed: 1, 32
		Blockable: false
	Warhead@1Dam: SpreadDamage
		Spread: 0c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@4Eff: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater

Glitched.ConstantBoom:
	ValidTargets: Ground, Water
	ReloadDelay: 1
	Range: 6c0
	Projectile: Bullet
		Speed: 1, 32
		Blockable: false
	Warhead@1Dam: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@4Eff: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
	Warhead@1Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 5
	Warhead@1Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 5
	Warhead@1Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 5
	Warhead@2Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 10
	Warhead@2Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 10
	Warhead@2Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 10
	Warhead@3Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 15
	Warhead@3Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 15
	Warhead@3Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 15
	Warhead@4Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 20
	Warhead@4Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 20
	Warhead@4Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 20
	Warhead@5Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 25
	Warhead@5Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 25
	Warhead@5Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 25
	Warhead@6Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 30
	Warhead@6Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 30
	Warhead@6Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 30
	Warhead@7Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 35
	Warhead@7Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 35
	Warhead@7Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 35
	Warhead@8Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 40
	Warhead@8Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 40
	Warhead@8Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 40
	Warhead@9Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 45
	Warhead@9Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 45
	Warhead@9Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 45
	Warhead@10Con: SpreadDamage
		Spread: 1c512
		Damage: 2500
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		ValidTargets: Ground
		Versus:
			None: 50
			Wood: 60
			Light: 100
			Heavy: 60
			Glitched: 0
		Delay: 50
	Warhead@10Con_Eff: CreateEffect
		Explosions: glitch_xpl1, glitch_xpl2, glitch_xpl3, glitch_xpl4, glitch_xpl5, glitch_xpl6, glitch_xpl7, glitch_xpl8
		ExplosionPalette: special_red
		ImpactSounds: sounds/glitches/g_xpl1.aud, sounds/glitches/g_xpl2.aud, sounds/glitches/g_xpl3.aud, sounds/glitches/g_xpl4.aud, sounds/glitches/g_xpl5.aud, sounds/glitches/g_xpl6.aud
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 50
	Warhead@10Con_Eff2: CreateEffect
		Explosions: glitch_xpl9, glitch_xpl10, glitch_xpl11, glitch_xpl12
		ExplosionPalette: special_red
		ValidTargets: Ground, Trees, Air, Water, Underwater
		Delay: 50