^Palettes:
	PaletteFromFile@radesert:
		Name: radesert
		Filename: radesert.pal
		ShadowIndex: 4
	PaletteFromFile@red: #This palette is used for some custom effects.
		Name: special_red
		Filename: red.pal
		ShadowIndex: 1
	PaletteFromPaletteWithAlpha@redalpha:
		Name: redpal_alpha25
		BasePalette: special_red
		Alpha: 0.25
		AllowModifiers: false
	PaletteFromPaletteWithAlpha@redalpha1:
		Name: redpal_alpha40
		BasePalette: special_red
		Alpha: 0.4
		AllowModifiers: false
	RotationPaletteEffect@desertwater:
		Palettes: terrain, radesert
		Tilesets: DESERT
		RotationBase: 32
	FixedColorPalette@Soviet:
		Base: player
		Name: sovietpal
		Color: FF0000
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
	FixedColorPalette@Allies:
		Base: player
		Name: allypal
		Color: 89BAFF
		RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95

^DesertCivBuilding:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: radesert
	
MINE:
	RenderSprites:
		Palette: radesert
		
World:
	LegacyBridgeLayer:
		Bridges: bridge1, bridge2, br1, br2, br3, sbridge1, sbridge2, sbridge3, sbridge4, smalldesertbridge1, smalldesertbridge2


SMALLDESERTBRIDGE1:
	Inherits: ^Bridge
	Bridge:
		Template: 620
		DamagedTemplate: 621
		DestroyedTemplate: 622
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 2,-1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 0,1

SMALLDESERTBRIDGE2:
	Inherits: ^Bridge
	Bridge:
		Template: 624
		DamagedTemplate: 625
		DestroyedTemplate: 626
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 0,-1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 2,1

^Building.Husk:
	Inherits: ^TechBuilding
	Huntable:
	Tooltip:
		Name: Structure (Destroyed)
		GenericVisibility: None
	Health:
		HP: 40000
	Armor:
		Type: Wood
	Explodes:
		Type: Footprint
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	MapEditorData:
		Categories: Husk

^DesertCivBuilding.Husk:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Civilian Building (Destroyed)
	Health:
		HP: 30000
	Explodes:
		Type: Footprint
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode
	RenderSprites:
		Palette: radesert
	MapEditorData:
		Categories: Civilian building, Husk

MISS.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^3x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 840,0,0, 840,-1024,0, 420,768,0, -840,0,0, -840,-1024,0, -840,1024,0
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Tooltip:
		Name: Communications Center (Destroyed)
	MapEditorData:
		Categories: Tech Building, Husk
HOSP.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Hospital (Destroyed)
	WithBuildingBib:
		HasMinibib: true
	MapEditorData:
		Categories: Tech Building, Husk

BIO.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	MapEditorData:
		Categories: Tech Building, Husk
V20.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: -840,-512,0, 0,0,0, -840,512,0
		Type: Rectangle
			TopLeft: -1024, -512
			BottomRight: 1024, 896
	Health:
		HP: 26000
V21.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 840,-512,0, 420,0,0, 840,512,0
		Type: Rectangle
			TopLeft: -1024, -1024
			BottomRight: 1024, 0
	HitShape@WELL:
		TargetableOffsets: -770,512,0
		Type: Rectangle
			TopLeft: 0, 0
			BottomRight: 1024, 598
	Health:
		HP: 24000
V22.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 27000
V23.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Health:
		HP: 15000
V24.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: -630,-512,0, 0,0,0, -630,256,0, 420,-512,0
		Type: Rectangle
			TopLeft: -1024, -683
			BottomRight: 640, 853
	Health:
		HP: 32000
V25.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Tooltip:
		Name: Church (Destroyed)
	Armor:
		Type: Concrete
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,-128,0, 420,512,0
		Type: Rectangle
			TopLeft: -683, -683
			BottomRight: 1024, 512
	Health:
		HP: 40000
V26.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 24000
V27.HUSK:
	Inherits: ^DesertCivBuilding.Husk
V28.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Health:
		HP: 25000
V29.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Health:
		HP: 20000
V30.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 20000
V31.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 15000
V32.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 15000
V33.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 15000
V34.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Health:
		HP: 15000
V35.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Health:
		HP: 15000
V36.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Health:
		HP: 15000
V37.HUSK:
	Inherits: ^DesertCivBuilding.Husk
	Building:
		Footprint: __xx_ ___xx
		Dimensions: 5,2
	Health:
		HP: 40000
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 0,1024,0
		Type: Rectangle
			TopLeft: -512, -597
			BottomRight: 1536, 597
DOME:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
DOME.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-384,0, 630,384,0, -700,-512,0, -700,512,0
	Tooltip:
		Name: Radar Dome (Destroyed)
	Building:
		Footprint: xx xx
		Dimensions: 2,2
DOME.HUSK.BLUE:
	Inherits: DOME.HUSK
	RenderSprites:
		Palette: allypal
		Image: dome.husk
DOME.HUSK.RED:
	Inherits: DOME.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: dome.husk
ATEK:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
ATEK.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	Tooltip:
		Name: Allied Tech Center (Destroyed)
	Building:
		Footprint: xx xx
		Dimensions: 2,2
ATEK.HUSK.BLUE:
	Inherits: ATEK.HUSK
	RenderSprites:
		Palette: allypal
		Image: atek.husk
WEAP:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
WEAP.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^3x2Shape
	Tooltip:
		Name: War Factory (Destroyed)
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
WEAP.HUSK.BLUE:
	Inherits: WEAP.HUSK
	RenderSprites:
		Palette: allypal
		Image: weap.husk
WEAP.HUSK.RED:
	Inherits: WEAP.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: weap.husk
FACT.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Construction Yard (Destroyed)
	Building:
		Footprint: xxx xxx xxx
		Dimensions: 3,3
	HitShape:
		TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536
FACT.HUSK.BLUE:
	Inherits: FACT.HUSK
	RenderSprites:
		Palette: allypal
		Image: fact.husk
FACT.HUSK.RED:
	Inherits: FACT.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: fact.husk
PROC.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Ore Refinery (Destroyed)
	Building:
		Footprint: _x_ xxx x==
		Dimensions: 3,3
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 598
	HitShape@TOP:
		TargetableOffsets: 1680,0,0
		Type: Rectangle
			TopLeft: -512, -1536
			BottomRight: 512, -512
	HitShape@BOTTOMLEFT:
		TargetableOffsets: -1260,-1024,0
		Type: Rectangle
			TopLeft: -1536, 598
			BottomRight: -512, 1280
PROC.HUSK.BLUE:
	Inherits: PROC.HUSK
	RenderSprites:
		Palette: allypal
		Image: proc.husk
PROC.HUSK.RED:
	Inherits: PROC.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: proc.husk
POWR.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 640,-384,0, 640,512,0, -710,-512,0, -710,512,0
	Tooltip:
		Name: Power Plant (Destroyed)
	Building:
		Footprint: xx xx
		Dimensions: 2,2
POWR.HUSK.BLUE:
	Inherits: POWR.HUSK
	RenderSprites:
		Palette: allypal
		Image: powr.husk
POWR.HUSK.RED:
	Inherits: POWR.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: powr.husk
APWR.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: -355,-1024,0
	Tooltip:
		Name: Advanced Power Plant (Destroyed)
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
APWR.HUSK.BLUE:
	Inherits: APWR.HUSK
	RenderSprites:
		Palette: allypal
		Image: apwr.husk
APWR.HUSK.RED:
	Inherits: APWR.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: apwr.husk
STEK:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
STEK.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: 420,-768,0, 420,768,0, -770,-768,0, -770,768,0
	Tooltip:
		Name: Soviet Tech Center (Destroyed)
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
STEK.HUSK.RED:
	Inherits: STEK.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: stek.husk
BARR:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
BARR.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 490,-470,0, 355,512,0, -355,-512,0, -630,512,0
	Tooltip:
		Name: Soviet Barracks (Destroyed)
	Building:
		Footprint: xx xx
		Dimensions: 2,2
BARR.HUSK.RED:
	Inherits: BARR.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: barr.husk
TENT:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
TENT.HUSK:
	Inherits: ^Building.Husk
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
	Tooltip:
		Name: Allied Barracks (Destroyed)
	Building:
		Footprint: xx xx
		Dimensions: 2,2
TENT.HUSK.BLUE:
	Inherits: TENT.HUSK
	RenderSprites:
		Palette: allypal
		Image: tent.husk
FIX:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
FIX.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Service Depot (Destroyed)
	Building:
		Footprint: _=_ xxx _=_
		Dimensions: 3,3
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -683
			BottomRight: 1536, 853
	HitShape@TOPANDBOTTOM:
		TargetableOffsets: 840,0,0, -1060,0,0
		Type: Rectangle
			TopLeft: -640, -768
			BottomRight: 640, 1024
FIX.HUSK.BLUE:
	Inherits: FIX.HUSK
	RenderSprites:
		Palette: allypal
		Image: fix.husk
FIX.HUSK.RED:
	Inherits: FIX.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: fix.husk
		

CYCL.DAMAGED:
	Inherits: CYCL
	Health:
		HP: 5000
	EditorOnlyTooltip:
		Name: Chainlink fence, with half HP and damaged looks.
BRIK.SCRATCHED:
	Inherits: BRIK
	-Buildable:
	Health:
		HP: 26400
	EditorOnlyTooltip:
		Name: Concrete wall, with 2/3 HP and damaged looks.
BRIK.DAMAGED:
	Inherits: BRIK
	-Buildable:
	Health:
		HP: 13200
	EditorOnlyTooltip:
		Name: Concrete wall, with 1/3 HP and very damaged looks.
	
PBOX:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
PBOX.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Pillbox (Destroyed)
	Building:
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	WithBuildingBib:
		HasMinibib: true
PBOX.HUSK.BLUE:
	Inherits: PBOX.HUSK
	RenderSprites:
		Palette: allypal
		Image: pbox.husk
GUN:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
GUN.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Turret (Destroyed)
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	WithBuildingBib:
		HasMinibib: true
GUN.HUSK.BLUE:
	Inherits: GUN.HUSK
	RenderSprites:
		Palette: allypal
		Image: gun.husk

FTUR:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
FTUR.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Flame Tower (Destroyed)
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	WithBuildingBib:
		HasMinibib: true
FTUR.HUSK.RED:
	Inherits: FTUR.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: ftur.husk
TSLA:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
TSLA.HUSK:
	Inherits: ^Building.Husk
	Tooltip:
		Name: Tesla Coil (Destroyed)
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	WithBuildingBib:
		HasMinibib: true
TSLA.HUSK.RED:
	Inherits: TSLA.HUSK
	RenderSprites:
		Palette: sovietpal
		Image: tsla.husk

^InvisibleActor:
	Inherits@1: ^SpriteActor
	EditorOnlyTooltip:
		Name: DON'T USE THIS. THIS IS NOT INTENDED TO BE ACTUALLY PLACED.
	RenderSpritesEditorOnly:
		Image: icon_1
	Interactable:
	RenderSprites:
		Palette: staticterrain
	WithSpriteBody:
	-RenderSprites:
	HiddenUnderShroud:
		Type: CenterPosition
	Immobile:
		OccupiesSpace: false
	MapEditorData:
		Categories: Custom Lava Actors

FireballSpitter:
	Inherits: ^InvisibleActor
	EditorOnlyTooltip:
		Name: Has a chance to generate up to 5 fireballs every 1-10 seconds. Range of 1-5 tiles.
	RenderSpritesEditorOnly:
		Image: icon_2
	Health:
		HP: 10
	KillsSelf:
		Delay: 25, 250
	HitShape:
	SpawnActorOnDeath:
		Actor: fireballspitter
	SpawnActorOnDeath@fireball_1:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_2:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_3:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_4:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_5:
		Actor: fireballcreator
		Probability: 10
		
FireballSpitter_Volcano:
	Inherits: FireballSpitter
	EditorOnlyTooltip:
		Name: Has a chance to generate up to 5 fireballs every 1-4 seconds. Range of 3-8 tiles.
	SpawnActorOnDeath:
		Actor: fireballspitter_volcano
	SpawnActorOnDeath@fireball_1:
		Actor: fireballcreator_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_2:
		Actor: fireballcreator_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_3:
		Actor: fireballcreator_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_4:
		Actor: fireballcreator_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_5:
		Actor: fireballcreator_longrange
		Probability: 20

FireballSpitter_2:
	Inherits: FireballSpitter
	EditorOnlyTooltip:
		Name: Has a chance to generate up to 5 fireballs every 4-30 seconds. Range of 1-5 tiles.
	KillsSelf:
		Delay: 100, 750
	SpawnActorOnDeath@fireball_1:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_2:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_3:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_4:
		Actor: fireballcreator
		Probability: 10
	SpawnActorOnDeath@fireball_5:
		Actor: fireballcreator
		Probability: 10

FireballSpitterSmall:
	Inherits: FireballSpitter
	RenderSpritesEditorOnly:
		Image: icon_1
	EditorOnlyTooltip:
		Name: Has a chance to generate up to 5 small fireballs every 1-10 seconds. Range of 1-5 tiles.
	SpawnActorOnDeath:
		Actor: fireballspittersmall
	SpawnActorOnDeath@fireball_1:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_2:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_3:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_4:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_5:
		Actor: fireballcreatorsmall
		Probability: 10

FireballSpitterSmall_Volcano:
	Inherits: FireballSpitter
	RenderSpritesEditorOnly:
		Image: icon_1
	EditorOnlyTooltip:
		Name: Has a chance to generate up to 5 small fireballs every 1-5 seconds. Range of 3-8 tiles.
	SpawnActorOnDeath:
		Actor: fireballspittersmall_volcano
	SpawnActorOnDeath@fireball_1:
		Actor: fireballcreatorsmall_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_2:
		Actor: fireballcreatorsmall_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_3:
		Actor: fireballcreatorsmall_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_4:
		Actor: fireballcreatorsmall_longrange
		Probability: 20
	SpawnActorOnDeath@fireball_5:
		Actor: fireballcreatorsmall_longrange
		Probability: 20
	
FireballSpitterSmall_2:
	Inherits: FireballSpitterSmall
	EditorOnlyTooltip:
		Name: Has a chance to generate up to 5 small fireballs every 4-30 seconds. Range of 1-5 tiles.
	KillsSelf:
		Delay: 100, 750
	SpawnActorOnDeath@fireball_1:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_2:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_3:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_4:
		Actor: fireballcreatorsmall
		Probability: 10
	SpawnActorOnDeath@fireball_5:
		Actor: fireballcreatorsmall
		Probability: 10
	
FireballCreator:
	Inherits: ^InvisibleActor
	-RenderSpritesEditorOnly:
	-MapEditorData:
	Health:
		HP: 1
	RenderSprites:
		Image: spawner
	KillsSelf:
		Delay: 1, 25
	ThrowsShrapnel:
		Weapons: LavaFireBall
		Pieces: 1,1
		Range: 1c0, 5c0
	HitShape:
FireballCreator_LongRange:
	Inherits: FireballCreator
	ThrowsShrapnel:
		Weapons: LavaFireBall
		Pieces: 1,1
		Range: 3c0, 8c0
		
FireballCreatorSmall:
	Inherits: ^InvisibleActor
	-RenderSpritesEditorOnly:
	-MapEditorData:
	Health:
		HP: 1
	RenderSprites:
		Image: spawner
	KillsSelf:
		Delay: 1, 25
	ThrowsShrapnel:
		Weapons: LavaFireBallSmall
		Pieces: 1,1
		Range: 1c0, 5c0
	HitShape:
FireballCreatorSmall_LongRange:
	Inherits: FireballCreatorSmall
	ThrowsShrapnel:
		Weapons: LavaFireBallSmall
		Pieces: 1,1
		Range: 3c0, 8c0
		
		
#These actors generate some custom smoke.
BigSmokeGenerator:
	Inherits: ^InvisibleActor
	EditorOnlyTooltip:
		Name: Generates large smoke clouds.
	RenderSpritesEditorOnly:
		Image: icon_3
	LeavesTrails:
		TerrainTypes: Clear, Brush, Bridge, Beach, Gems, Ore, Gems, River, Rock, Water, Wall, Tree
		Palette: redpal_alpha25
		TrailWhileStationary: true
		StationaryInterval: 4
		Image: smoke_moving
		Sequences: big_smoke1, big_smoke2, big_smoke3, big_smoke4, big_smoke5, big_smoke6, big_smoke7, big_smoke8, big_smoke9, big_smoke10, big_smoke11, big_smoke12
BigSmokeGenerator_Thick:
	Inherits: BigSmokeGenerator
	EditorOnlyTooltip:
		Name: Generates large thick smoke clouds.
	LeavesTrails:
		Palette: redpal_alpha40
SmokeGenerator:
	Inherits: BigSmokeGenerator
	EditorOnlyTooltip:
		Name: Generates smoke clouds.
	RenderSpritesEditorOnly:
		Image: icon_4
	LeavesTrails:
		Sequences: small_smoke1, small_smoke2, small_smoke3, small_smoke4, small_smoke5, small_smoke6, small_smoke7, small_smoke8, small_smoke9, small_smoke10, small_smoke11, small_smoke12
SmokeGenerator_Thick:
	Inherits: SmokeGenerator
	EditorOnlyTooltip:
		Name: Generates thick smoke clouds.
	LeavesTrails:
		Palette: redpal_alpha40
		
