^AutoTargetAir:
	AutoTarget:
	AutoTargetPriority@DEFAULT:
		ValidTargets: Air
		InvalidTargets: NoAutoTarget

^1x1Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 512

^2x1Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1024, -512
			BottomRight: 1024, 512

^2x2Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1024, -1024
			BottomRight: 1024, 1024

^3x2Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -1024
			BottomRight: 1536, 1024

^Infantry:
	Targetable@HEAL:
		RequiresCondition: damaged
		TargetTypes: Heal
	GrantConditionOnDamageState@DAMAGED:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical

^Building:
	AcceptsDeliveredCash:

^Defense:
	-AcceptsDeliveredCash:

^VehicleHusk:
	CaptureManager:
	Capturable:
		Types: husk
		ValidStances: Enemy, Neutral
	InfiltrateForTransform:
		Types: Husk
		ForceHealthPercentage: 50
	TransformOnCapture:
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: Ground, Husk, NoAutoTarget
		RequiresForceFire: true

^Tree:
	Inherits@1: ^SpriteActor
	Interactable:
	Tooltip:
		Name: Tree
		ShowOwnerRow: false
	RenderSprites:
		Palette: ra
		Scale: 1.3333
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	Health:
		HP: 5000
	Armor:
		Type: Wood
	HiddenUnderShroud:
	ScriptTriggers:
	HitShape:
	RequiresBuildableArea:
		AreaTypes: building
