^BaseWorld:
	Inherits: ^Palettes
	AlwaysVisible:
	ActorMap:
	ScreenMap:
	Selection:
	MusicPlaylist:
		VictoryMusic: score
		DefeatMusic: map
	TerrainGeometryOverlay:
	DebugVisualizations:
	Locomotor@FOOT:
		Name: foot
		Crushes: mine, crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
	Locomotor@WHEELED:
		Name: wheeled
		Crushes: mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 40
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 40
	Locomotor@HEAVYWHEELED:
		Name: heavywheeled
		Crushes: wall, mine, crate, infantry
		TerrainSpeeds:
			Clear: 80
			Rough: 40
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 40
	Locomotor@LIGHTTRACKED:
		Name: lighttracked
		Crushes: wall, mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
	Locomotor@TRACKED:
		Name: tracked
		Crushes: wall, infantry, mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
	Locomotor@HEAVYTRACKED:
		Name: heavytracked
		Crushes: wall, infantry, mine, crate, heavywall
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
	Locomotor@NAVAL:
		Name: naval
		Crushes: crate
		TerrainSpeeds:
			Water: 100
	Locomotor@LANDINGCRAFT:
		Name: lcraft
		Crushes: crate
		TerrainSpeeds:
			Water: 100
			Beach: 70
	Locomotor@AMPHAPC:
		Name: amphapc
		Crushes: wall, infantry, mine, crate
		TerrainSpeeds:
			Water: 60
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
	Locomotor@IMMOBILE:
		Name: immobile
		TerrainSpeeds:
	TerrainRenderer:
	ShroudRenderer:
		FogVariants: shroud
		Index: 255, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 20, 40, 56, 65, 97, 130, 148, 194, 24, 33, 66, 132, 28, 41, 67, 134, 1, 2, 4, 8, 3, 6, 12, 9, 7, 14, 13, 11, 5, 10, 15, 255
		UseExtendedIndex: true
	Faction@0:
		Name: Allies
		InternalName: allies
		Side: Allies
		Selectable: False
	Faction@1:
		Name: England
		InternalName: england
		Side: Allies
		Description: England: Counterintelligence\nSpecial Unit: British Spy\nSpecial Unit: Mobile Gap Generator
	Faction@2:
		Name: France
		InternalName: france
		Side: Allies
		Description: France: Deception\nSpecial Ability: Can build fake structures\nSpecial Unit: Phase Transport
	Faction@3:
		Name: Germany
		InternalName: germany
		Side: Allies
		Description: Germany: Technology\nSpecial Ability: Advanced Chronoshift\nSpecial Unit: Chrono Tank
	Faction@4:
		Name: Soviet
		InternalName: soviet
		Side: Soviet
		Selectable: False
	Faction@5:
		Name: Russia
		InternalName: russia
		Side: Soviet
		Description: Russia: Tesla Weapons\nSpecial Unit: Tesla Tank\nSpecial Unit: Shock Trooper
	Faction@6:
		Name: Ukraine
		InternalName: ukraine
		Side: Soviet
		Description: Ukraine: Demolitions\nSpecial Ability: Parabombs\nSpecial Unit: Demolition Truck
	Faction@random:
		Name: Any
		InternalName: Random
		RandomFactionMembers: RandomAllies, RandomSoviet
		Side: Random
		Description: Random Country\nA random country will be chosen when the game starts.
	Faction@randomallies:
		Name: Allies
		InternalName: RandomAllies
		RandomFactionMembers: england, france, germany
		Side: Random
		Description: Random Allied Country\nA random Allied country will be chosen when the game starts.
	Faction@randomsoviet:
		Name: Soviet
		InternalName: RandomSoviet
		RandomFactionMembers: russia, ukraine
		Side: Random
		Description: Random Soviet Country\nA random Soviet country will be chosen when the game starts.
	ResourceType@ore:
		Type: Ore
		Name: Valuable Minerals
		ResourceType: 1
		TerrainType: Ore
		Palette: orepalette
		Sequences: gold01,gold02,gold03,gold04
		MaxDensity: 12
		ValuePerUnit: 25
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true
	ResourceType@gem:
		Type: Gems
		Name: Valuable Minerals
		ResourceType: 2
		TerrainType: Gems
		Palette: orepalette
		Sequences: gem01,gem02,gem03,gem04
		MaxDensity: 3
		ValuePerUnit: 50
		AllowedTerrainTypes: Clear,Road
		AllowUnderActors: true

World:
	Inherits: ^BaseWorld
	ChatCommands:
	DevCommands:
	DebugVisualizationCommands:
	PlayerCommands:
	HelpCommand:
	ScreenShaker:
	BuildingInfluence:
	ProductionQueueFromSelection:
		ProductionPaletteWidget: PRODUCTION_PALETTE
	LegacyBridgeLayer:
		Bridges: bridge1, bridge2, bridge3, bridge4, br1, br2, br3, sbridge1, sbridge2, sbridge3, sbridge4
	CustomTerrainDebugOverlay:
	CrateSpawner:
		DeliveryAircraft: badr
		QuantizedFacings: 16
		Minimum: 1
		Maximum: 3
		SpawnInterval: 3000
		WaterChance: 20
		InitialSpawnDelay: 1500
		CheckboxDisplayOrder: 1
		CheckboxEnabled: true
	DomainIndex:
	SmudgeLayer@SCORCH:
		Type: Scorch
		Sequence: scorches
		SmokeChance: 50
		SmokeImage: smoke_m
		SmokeSequences: idle
	SmudgeLayer@CRATER:
		Type: Crater
		Sequence: craters
		SmokeChance: 25
		SmokeImage: smoke_m
		SmokeSequences: idle
	ResourceLayer:
	ResourceRenderer:
		RenderTypes: Ore, Gems
	ResourceClaimLayer:
	WarheadDebugOverlay:
	SpawnMapActors:
	MapBuildRadius:
		AllyBuildRadiusCheckboxDisplayOrder: 4
		BuildRadiusCheckboxDisplayOrder: 5
		AllyBuildRadiusCheckboxEnabled: false #can build in allies base
		AllyBuildRadiusCheckboxLocked: true
		BuildRadiusCheckboxEnabled: true #no build radius limitations
		BuildRadiusCheckboxLocked: false
	MapOptions:
		TechLevelDropdownLocked: true
		TechLevel: nosuperweapons
		# other options are infonly, low, medium, nosuper (d2k also has: high)
		ShortGameCheckboxEnabled: true
		ShortGameCheckboxLocked: false
		GameSpeedDropdownLocked: false
		GameSpeed: fast
		# other options are slower, fast, faster, fastest
		ShortGameCheckboxDisplayOrder: 2
		TechLevelDropdownDisplayOrder: 2
		GameSpeedDropdownDisplayOrder: 3
	CreateMPPlayers:
	MPStartUnits@mcvonly:
		Class: none
		ClassName: MCV Only
		Factions: allies, england, france, germany, soviet, russia, ukraine
		BaseActor: fact
	MPStartUnits@lightallies:
		Class: light
		ClassName: Light Support
		Factions: allies, england, france, germany
		BaseActor: fact
		SupportActors: e1,e1,e1,e3,e3,jeep,1tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@lightsoviet:
		Class: light
		ClassName: Light Support
		Factions: soviet, russia, ukraine
		BaseActor: fact
		SupportActors: e1,e1,e1,e3,e3,apc,ftrk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@heavyallies:
		Class: heavy
		ClassName: Heavy Support
		Factions: allies, england, france, germany
		BaseActor: fact
		SupportActors: e1,e1,e1,e3,e3,jeep,1tnk,2tnk,2tnk,2tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartUnits@heavysoviet:
		Class: heavy
		ClassName: Heavy Support
		Factions: soviet, russia, ukraine
		BaseActor: fact
		SupportActors: e1,e1,e1,e3,e3,apc,ftrk,3tnk,3tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	MPStartLocations:
		SeparateTeamSpawnsCheckboxDisplayOrder: 6
		SeparateTeamSpawnsCheckboxEnabled: true
		SeparateTeamSpawnsCheckboxLocked: false
	SpawnMPUnits:
		DropdownDisplayOrder: 1
		DropdownLocked: false
		StartingUnitsClass: none #this means MCV only
		#other options are light, heavy  (light support and heavy support)
	PathFinder:
	ValidateOrder:
	DebugPauseState:
	RadarPings:
	StartGameNotification:
	ObjectivesPanel:
		PanelName: SKIRMISH_STATS
	LoadWidgetAtGameStart:
	ScriptTriggers:
	TimeLimitManager:
		TimeLimitWarnings:
			40: FourtyMinutesRemaining
			30: ThirtyMinutesRemaining
			20: TwentyMinutesRemaining
			10: TenMinutesRemaining
			5: WarningFiveMinutesRemaining
			4: WarningFourMinutesRemaining
			3: WarningThreeMinutesRemaining
			2: WarningTwoMinutesRemaining
			1: WarningOneMinuteRemaining
	LuaScript:
		Scripts: garrisonable_buildings.lua, missionbriefing.lua
	GlobalLightingPaletteEffect:
		Red: 1.0
		Green: 1.0
		Blue: 0.97
		Ambient: 1.0
	MissionData:
		Briefing: \n***************\nThis map uses code and artwork from FRenzy's [X] mod including custom code for:\n- Symmetrical refineries accessible by 4 sides (by FRenzy, Widow, MustaphaTR)\n- Garrisonable buildings (LUA code by MurtoTheRay).\n- Civilian buildings taken from TS mod (by FRenzy)\n- Mediterranean theme and artwork by Pinkthoth.\n\n***************\n\n- Garrisonable civilian buildings: when in sight of the building, click to enter it. Can contain 5 soldiers who shoot from inside. \n\nIraq (Spawn A,B Russia):\nHEAVY SUPPLY TRUCK - Buildable from defense tab.\nGAS LAUNCHER - Launches Mustard Gas warheads with area damage. Affects only infantry. Build at war factory. Requires GasLab (capture the biolab near center of map)\nCYMBELINE ARTILLERY SPOTTER - Briefly gives sight of attacking artillery and cruisers in range. Requires soviet tech center.\n\nIran (Spawn D,E Ukraine):\nAMPHIBIOUS APC. Holds 15 infantry. Drives through water. Requires war factory and naval yard.\nMOSQUE OF KHORRAMSHAHR. (Near spawn E). Capture for a morale boost (reduces infantry cost and buildtime). Watch out for garrisoned snipers!\nPHANTOM - Bomber/fighter. Very fast with AG shells and AA Hellfire missiles. Can outspeed SA missiles. Inaccurate vs moving ground targets.\n\nIran AND Iraq:\nMISSILE SILO - Needs to be captured and repaired. Needs an allied Radar Jammer nearby to charge.\nSUB PEN - disabled. Iran and Iraq can build naval yard.\nCRUISER - Disabed.\n\nAllied powers (spawn C,E France, England):\nHEAVY CHINOOK - Carries 4 vehicles or 8 infantry.\nCRUISER - capped at 3.\nENGINEER - disabled.\nMCV - Allied factions may only build MCV if they do not have a construction yard.\n\nAll factions:\nAIRCRAFT - Capped between 5-8\nDESTROYER and GUNBOAT - May cross sand crossings because of shallow draft.\nMCVs cannot be redeployed, and building off allied bases has been disabled.\n\n***************\n\n    MISSION 1982 - Iraq and Iran at war. Two years after Iraq's invasion of the Iranian province of Khuzestan, all but a few Iraqi troops have been pushed back behind the Shatt al-Arab river. A couple of snipers form the last Iraqi presence in the harbour town of Khorramshahr. The glorious liberation of Khorramshahr will mark the beginning of the Iranian offensive with troops sporting high morale. As huge numbers of Iranian troops start marching on Basra and are threathening to cut Iraq off from the Persian Gulf, the Iraqi leadership increasingly orders the use of chemical weapons to fend off the onslaught.\n\nWestern powers based in Kuwait are divided in their stance and see their economic interests at stake. Their role is to provide weapons, tech and logistics to help their respective allies to victory. The cold war is still very relevant and Western forces are careful not to attack each other, or they might risk escalation of the conflict. Possibly with nuclear consequences.\n***************\n\n- IMPORTANT\nIraq (A,B) is allies with C (France).\nIran (D,E) is allies with F (England).\nC and F are neutral towards each other. They win if their allies' enemy is destroyed.\n\nSO: A,B,C vs D,E,F. (C and F may not force attack each other.)\n***************

EditorWorld:
	Inherits: ^BaseWorld
	EditorActorLayer:
	EditorCursorLayer:
	EditorResourceLayer:
	EditorSelectionLayer:
	LoadWidgetAtGameStart:
	EditorActionManager:

^Palettes:
	PaletteFromPaletteWithAlpha@cloak:
		Name: cloak
		BasePalette: player
		Alpha: 0.45
	PaletteFromFile@medtemp:
		Name: medtemp
		Filename: medtemp.pal
		ShadowIndex: 4
	PaletteFromFile@radesert:
		Name: radesert
		Filename: radesert.pal
		ShadowIndex: 4
	PaletteFromFile@bldmeddes:
		Name: bldmeddes
		Filename: bldmeddes.pal
		ShadowIndex: 4
	PaletteFromFile@orepalette:
		Name: orepalette
		Filename: orepalette.pal
		ShadowIndex: 4
	PaletteFromFile@isotem:
		Name: isotem
		Filename: isotem.pal
		ShadowIndex: 1
	PaletteFromFile@gtwr:
		Name: gtwr
		Filename: gtwr.pal
		ShadowIndex: 4

Player:
	Shroud:
		ExploredMapCheckboxEnabled: true
		ExploredMapCheckboxLocked: false
		FogCheckboxLocked: false
		FogCheckboxEnabled: true
	LobbyPrerequisiteCheckbox@GLOBALFACTUNDEPLOY: #enable re-deployable MCV (only RA and CNC)
		Enabled: false
		Locked: true
	LobbyPrerequisiteCheckbox@GLOBALBOUNTY:
		Enabled: true
		Locked: false
	PlayerResources:
		SelectableCash: 2500, 5000, 7500, 10000
		#these are the defaults, make sure to add your desired value into this list!
		DefaultCash: 5000
		#only set to something listed before (other players can't join your game if you don't)
		DefaultCashDropdownLocked: false
	ProximityCaptor:
		Types: Player

C1:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian

C2:
	Inherits: ^CivInfantry
	Voiced:
		VoiceSet: CivilianFemaleVoice

C3:
	Inherits: ^CivInfantry

C4:
	Inherits: ^CivInfantry
	RenderSprites:
		Image: C2
	Voiced:
		VoiceSet: CivilianFemaleVoice

C5:
	Inherits: ^CivInfantry
	RenderSprites:
		Image: C1

C6:
	Inherits: ^CivInfantry
	RenderSprites:
		Image: C2
	Voiced:
		VoiceSet: CivilianFemaleVoice

C7:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	RenderSprites:
		Image: C1

C8:
	Inherits: ^CivInfantry
	RenderSprites:
		Image: C2
	Voiced:
		VoiceSet: CivilianFemaleVoice

C9:
	Inherits: ^CivInfantry
	RenderSprites:
		Image: C1

C10:
	Inherits: ^CivInfantry
	RenderSprites:
		Image: C2
	Voiced:
		VoiceSet: CivilianFemaleVoice

TECN:
	Inherits@1: ^CivInfantry
	Inherits@2: ^ArmedCivilian
	Tooltip:
		Name: Technician
	RenderSprites:
		Image: C1

FCOM:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 80000
	Armor:
		Type: Wood
	Tooltip:
		Name: Forward Command
	TooltipDescription@ally:
		Description: Provides buildable area.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to give buildable area.
		ValidRelationships: Neutral, Enemy
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	CaptureManager:
		BeingCapturedCondition: being-captured
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	GivesBuildableArea:
		AreaTypes: building
	BaseProvider:
		PauseOnCondition: being-captured
		Range: 8c0
	EngineerRepairable:
	Power:
		Amount: 0
	ProvidesPrerequisite@buildingname:
	AppearsOnMapPreview:
	GpsDot:
		String: Forward

HOSP:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	OwnerLostAction:
		Action: ChangeOwner
	Selectable:
		Priority: 0
		Bounds: 48,48
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 80000
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	Tooltip:
		Name: Hospital
	TooltipDescription@ally:
		Description: Provides infantry with self-healing.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to enable self-healing for infantry.
		ValidRelationships: Neutral, Enemy
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
		HasMinibib: true
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	AppearsOnMapPreview:
	GpsDot:
		String: Hospital

V01:
	Inherits: ^CivBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Church
	RevealsShroud:
		Range: 10c0
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: -490,-384,0, 0,0,0, 0,470,0
		Type: Rectangle
			TopLeft: -768, -597
			BottomRight: 896, 683

V02:
	Inherits: ^CivBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: -490,-512,0, 0,0,0, 0,512,0
		Type: Rectangle
			TopLeft: -1024, -512
			BottomRight: 1024, 597

V03:
	Inherits: ^CivBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: -490,-512,0, 0,0,0, 421,512,0, -210,512,0
		Type: Rectangle
			TopLeft: -1024, -597
			BottomRight: 1024, 597

V04:
	Inherits: ^CivBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, -421,-256,0, -421,256,0
		Type: Rectangle
			TopLeft: -683, -432
			BottomRight: 683, 683

V05:
	Inherits: ^CivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V06:
	Inherits: ^CivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V07:
	Inherits: ^CivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V08:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V09:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
V10:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V11:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V12:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V13:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V14:
	Inherits: ^CivField
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V15:
	Inherits: ^CivField
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V16:
	Inherits: ^CivField
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V17:
	Inherits: ^CivField
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V18:
	Inherits: ^CivField
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

V19:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Oil Pump
	#-SpawnActorOnDeath@1:
	#-SpawnActorOnDeath@2:
	#-SpawnActorOnDeath@3:
	SpawnActorOnDeath:
		Actor: V19.Husk
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, NoAutoTarget

V19.Husk:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Husk (Oil Pump)
	WithSpriteBody:
	WithIdleOverlay:
		StartSequence: fire-start
		Sequence: fire-loop
	-Selectable:
	SelectionDecorations:
	-Targetable:
	-Demolishable:
	-HitShape:
	-Health:
	-Explodes:
	-Explodes@CIVPANIC:
	Interactable:

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

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

AMMOBOX1:
	Inherits: ^AmmoBox

AMMOBOX2:
	Inherits: ^AmmoBox

AMMOBOX3:
	Inherits: ^AmmoBox

MISS:
	Inherits: ^TechBuilding
	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
	Selectable:
		Priority: 0
		Bounds: 72,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	RevealsShroud:
		MinRange: 6c0
		Range: 10c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Armor:
		Type: Wood
	Tooltip:
		Name: Communications Center
	TooltipDescription@ally:
		Description: Provides range of vision.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to give visual range.
		ValidRelationships: Neutral, Enemy
	WithBuildingBib:
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	AppearsOnMapPreview:
	GpsDot:
		String: Communications

BIO:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	CapturableProgressBlink:
	Capturable:
		Types: building
	CapturableProgressBar:
	EngineerRepairable:
	Tooltip:
		Name: Biological Lab
	TooltipDescription@ally:
		Description: Provides prerequisite for Bio-Lab units.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to produce Bio-Lab units.
		ValidRelationships: Neutral, Enemy
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	AppearsOnMapPreview:
	GpsDot:
		String: Biohazard

OILB:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-300,0, 420,512,0, -420,-512,0, -630,300,0
	Selectable:
		Priority: 0
		Bounds: 48,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 80000
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	CashTrickler:
		Interval: 375
		Amount: 100
	Tooltip:
		Name: Oil Derrick
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidRelationships: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	GpsDot:
		String: Oil
	AppearsOnMapPreview:
	GivesCashOnCapture:
		Amount: 100
	UpdatesDerrickCount:

BR1:
	Inherits: ^Bridge
	Bridge:
		Template: 235
		DamagedTemplate: 236
		DestroyedTemplate: 237
		SouthOffset: 0,2
	FreeActor:
		Actor: bridgehut
		SpawnOffset: 2,0

BR2:
	Inherits: ^Bridge
	Bridge:
		Template: 238
		DamagedTemplate: 239
		DestroyedTemplate: 240
		NorthOffset: 3,0
	FreeActor:
		Actor: bridgehut
		SpawnOffset: 1,1

BR3:
	Inherits: ^Bridge
	Bridge:
		Long: true
		ShorePieces: br1,br2
		Template: 241
		DamagedTemplate: 242
		DestroyedTemplate: 243
		DestroyedPlusNorthTemplate: 245
		DestroyedPlusSouthTemplate: 244
		DestroyedPlusBothTemplate: 246
		NorthOffset: 2,0
		SouthOffset: 0,1

BRIDGE1:
	Inherits: ^Bridge
	Bridge:
		Template: 131
		DamagedTemplate: 378
		DestroyedTemplate: 132
	Building:
		Footprint: _____ _____ _____
		Dimensions: 5,3
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 2,-1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 0,1
	Interactable:
		Bounds: 120,72

BRIDGE2:
	Inherits: ^Bridge
	Bridge:
		Template: 133
		DamagedTemplate: 379
		DestroyedTemplate: 134
	Building:
		Footprint: _____ _____
		Dimensions: 5,2
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 0,-1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 2,1
	Interactable:
		Bounds: 120,48

BRIDGE3:
	Inherits: ^Bridge
	Bridge:
		Template: 620
		DamagedTemplate: 621
		DestroyedTemplate: 622
	Building:
		Footprint: ____ ____
		Dimensions: 4,2
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 1, -1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 0,1
	Interactable:
		Bounds: 96,48

BRIDGE4:
	Inherits: ^Bridge
	Bridge:
		Template: 624
		DamagedTemplate: 625
		DestroyedTemplate: 626
	Building:
		Footprint: ____ ____
		Dimensions: 4,2
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 1, -1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 2,1
	Interactable:
		Bounds: 96,48

SBRIDGE1:
	Inherits: ^Bridge
	Bridge:
		Template: 520
		DamagedTemplate: 521
		DestroyedTemplate: 522
	Building:
		Footprint: ___ ___
		Dimensions: 3,2
	FreeActor@north:
		Actor: bridgehut.small
		SpawnOffset: 1,0
	FreeActor@south:
		Actor: bridgehut.small
		SpawnOffset: 1,1
	Interactable:
		Bounds: 72,48

SBRIDGE2:
	Inherits: ^Bridge
	Bridge:
		Template: 531
		DamagedTemplate: 532
		DestroyedTemplate: 533
	Building:
		Footprint: __ __ __
		Dimensions: 2,3
	FreeActor@west:
		Actor: bridgehut.small
		SpawnOffset: 0,1
	FreeActor@east:
		Actor: bridgehut.small
		SpawnOffset: 1,1
	Interactable:
		Bounds: 48,72

SBRIDGE3:
	Inherits: ^Bridge
	Bridge:
		Template: 523
		DamagedTemplate: 524
		DestroyedTemplate: 525
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 2,-1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 0,1

SBRIDGE4:
	Inherits: ^Bridge
	Bridge:
		Template: 527
		DamagedTemplate: 528
		DestroyedTemplate: 529
	FreeActor@north:
		Actor: bridgehut
		SpawnOffset: 0,-1
	FreeActor@south:
		Actor: bridgehut
		SpawnOffset: 2,1

BRIDGEHUT:
	AlwaysVisible:
	Building:
		Footprint: __ __
		Dimensions: 2,2
	Selectable:
		Bounds: 48,48
		Priority: 2
	LegacyBridgeHut:
	Targetable:
		TargetTypes: BridgeHut, C4

BRIDGEHUT.small:
	AlwaysVisible:
	Building:
		Footprint: _
		Dimensions: 1,1
	Selectable:
		Bounds: 24,24
		Priority: 2
	LegacyBridgeHut:
	Targetable:
		TargetTypes: BridgeHut, C4

V20:
	Inherits: ^DesertCivBuilding
	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

V21:
	Inherits: ^DesertCivBuilding
	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

V22:
	Inherits: ^DesertCivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

V23:
	Inherits: ^DesertCivBuilding

V24:
	Inherits: ^DesertCivBuilding
	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

V25:
	Inherits: ^DesertCivBuilding
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Church
	RevealsShroud:
		Range: 10c0
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,-128,0, 420,512,0
		Type: Rectangle
			TopLeft: -683, -683
			BottomRight: 1024, 512

V26:
	Inherits: ^DesertCivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

V27:
	Inherits: ^DesertCivBuilding

V28:
	Inherits: ^DesertCivBuilding

V29:
	Inherits: ^DesertCivBuilding

V30:
	Inherits: ^DesertCivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

V31:
	Inherits: ^DesertCivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

V32:
	Inherits: ^DesertCivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

V33:
	Inherits: ^DesertCivBuilding
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

V34:
	Inherits: ^DesertCivBuilding

V35:
	Inherits: ^DesertCivBuilding

V36:
	Inherits: ^DesertCivBuilding

V37:
	Inherits: ^DesertCivBuilding
	Building:
		Footprint: __xx_ ___xx
		Dimensions: 5,2
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 0,1024,0
		Type: Rectangle
			TopLeft: -512, -597
			BottomRight: 1536, 597

RICE:
	Inherits: ^CivField
	MapEditorData:
		RequireTilesets: TEMPERAT

RUSHOUSE:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	Building:
		Footprint: x x
		Dimensions: 1,2
	HitShape:
		UseTargetableCellsOffsets: false

ASIANHUT:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

SNOWHUT:
	Inherits: ^CivBuilding
	MapEditorData:
		RequireTilesets: SNOW
	Building:
		Footprint: x x
		Dimensions: 1,2
	RenderSprites:
		Scale: 0.7
	HitShape:
		UseTargetableCellsOffsets: false

LHUS:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: medtemp
	Selectable:
		Bounds: 24,48,0,-16
	Tooltip:
		Name: Lighthouse
	Building:
		Footprint: x
		Dimensions: 1,1

WINDMILL:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: medtemp
	Selectable:
		Bounds: 24,24,0,-14
		DecorationBounds: 36,36,0,-14
	SelectionDecorations:
	Tooltip:
		Name: Windmill
	Building:
		Footprint: x
		Dimensions: 1,1

T01:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T01.Husk

T02:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T02.Husk

T03:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T03.Husk

T04:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR
	SpawnActorOnDeath:
		Actor: T04.Husk

T05:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T05.Husk

T06:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T06.Husk

T07:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T07.Husk

T08:
	Inherits: ^Tree
	Building:
		Footprint: x_
		Dimensions: 2,1
	RenderSprites:
		Palette: radesert
	SpawnActorOnDeath:
		Actor: T08.Husk

T09:
	Inherits: ^Tree
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR
	SpawnActorOnDeath:
		Actor: T09.Husk

T10:
	Inherits: ^Tree
	Building:
		Footprint: __ xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T10.Husk

T11:
	Inherits: ^Tree
	Building:
		Footprint: __ xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T11.Husk

T12:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T12.Husk

T13:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T13.Husk

T14:
	Inherits: ^Tree
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T14.Husk

T15:
	Inherits: ^Tree
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T15.Husk

T16:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T16.Husk

T17:
	Inherits: ^Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T17.Husk

TC01:
	Inherits: ^Tree
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: radesert
	SpawnActorOnDeath:
		Actor: TC01.Husk

TC02:
	Inherits: ^Tree
	Building:
		Footprint: _x_ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: TC02.Husk

TC03:
	Inherits: ^Tree
	Building:
		Footprint: xx_ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: TC03.Husk

TC04:
	Inherits: ^Tree
	Building:
		Footprint: ____ xxx_ x___
		Dimensions: 4,3
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: TC04.Husk

TC05:
	Inherits: ^Tree
	Building:
		Footprint: __x_ xxx_ _xx_
		Dimensions: 4,3
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: TC05.Husk

BOXES01:
	Inherits: ^Box

BOXES02:
	Inherits: ^Box

BOXES03:
	Inherits: ^Box

BOXES04:
	Inherits: ^Box

BOXES05:
	Inherits: ^Box

BOXES06:
	Inherits: ^Box

BOXES07:
	Inherits: ^Box

BOXES08:
	Inherits: ^Box

BOXES09:
	Inherits: ^Box

ICE01:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Ice Floe
	MapEditorData:
		RequireTilesets: SNOW
		Categories: Decoration

ICE02:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Building:
		Footprint: x x
		Dimensions: 1,2
	Tooltip:
		Name: Ice Floe
	MapEditorData:
		RequireTilesets: SNOW
		Categories: Decoration

ICE03:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Building:
		Footprint: xx
		Dimensions: 2,1
	Tooltip:
		Name: Ice Floe
	MapEditorData:
		RequireTilesets: SNOW
		Categories: Decoration

ICE04:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Ice Floe
	MapEditorData:
		RequireTilesets: SNOW
		Categories: Decoration

ICE05:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Ice Floe
	MapEditorData:
		RequireTilesets: SNOW
		Categories: Decoration

ROCK1:
	Inherits: ^Rock
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2

ROCK2:
	Inherits: ^Rock
	Building:
		Footprint: xx_
		Dimensions: 3,1

ROCK3:
	Inherits: ^Rock
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2

ROCK4:
	Inherits: ^Rock
	Building:
		Footprint: x_
		Dimensions: 2,1

ROCK5:
	Inherits: ^Rock
	Building:
		Footprint: x_
		Dimensions: 2,1

ROCK6:
	Inherits: ^Rock
	Building:
		Footprint: ___ xxx
		Dimensions: 3,2

ROCK7:
	Inherits: ^Rock
	Building:
		Footprint: xxxx_
		Dimensions: 5,1

UTILPOL1:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Utility Pole
	MapEditorData:
		Categories: Decoration

UTILPOL2:
	Inherits: ^Tree
	RenderSprites:
		Palette: player
	Tooltip:
		Name: Utility Pole
	MapEditorData:
		Categories: Decoration

TANKTRAP1:
	Inherits: ^Rock
	RenderSprites:
		Palette: player
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Tank Trap
	MapEditorData:
		RequireTilesets: TEMPERAT, SNOW, DESERT, INTERIOR

TANKTRAP2:
	Inherits: ^Rock
	RenderSprites:
		Palette: player
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: Tank Trap
	MapEditorData:
		RequireTilesets: TEMPERAT, SNOW, DESERT, INTERIOR
		
PROC:
	RenderSprites:
		Image: ref-bot
	Building:
		Footprint: =+x +=+ x==
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Refinery:
		DockAngle: 768
		DockOffset: 1,1
	FreeActor:
		Actor: HARV
		SpawnOffset: 1,1
		Facing: 768
	Selectable:
		Bounds: 72,45,0,-4
		DecorationBounds: 72,75,1,-4
	-WithIdleOverlay@TOP:
	WithIdleOverlay@topsolid:
		Sequence: topsolid
		RequiresCondition: !cloak
	ExternalCondition@cloak:
		Condition: cloak
	WithIdleOverlay@cloak:
		Sequence: topsolid
		Palette: cloak
		IsPlayerPalette: true
	-HitShape:
	-HitShape@BOTTOMLEFT:
	-HitShape@TOP:
	HitShape@TOPLEFT:
		TargetableOffsets: 0,-1052,0
		Type: Rectangle
			TopLeft: -1536, -256
			BottomRight: -256,256
	HitShape@TOPRIGHT:
		TargetableOffsets: 1050,1152,0  ,   620,830,0
		Type: Rectangle
			TopLeft: 256, -1024
			BottomRight: 1536, 256
	HitShape@BOTRIGHT:
		TargetableOffsets: -1600,1052,0
		Type: Rectangle
			TopLeft: 256, 718
			BottomRight: 1536, 1280
	HitShape@BOTLEFT:
		TargetableOffsets: -1600,-1252,0  ,  -1700,-730,0
		Type: Rectangle
			TopLeft: -1536, 768
			BottomRight: -256, 2048





^Infantry:
	Inherits@PROC: ^AffectsPROC2
E7:
	Inherits@PROC: ^AffectsPROC
	Demolition:
		ForceTargetRelationships: enemy
	Armament@PRIMARY:
		Weapon: Colt45
		ForceTargetRelationships: enemy
	Armament@SECONDARY:
		Weapon: Colt45
		ForceTargetRelationships: enemy
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Colt45
		MuzzleSequence: garrison-muzzle
		ForceTargetRelationships: enemy
		
E6:
	Inherits@PROC: ^AffectsPROC
SPY:
	Inherits@PROC: ^AffectsPROC
THF:
	Inherits@PROC: ^AffectsPROC

^AffectsPROC:
	ProximityExternalCondition@cloak:
		Condition: cloak
		ValidRelationships: enemy, neutral, ally
		Range: 0c552
		RequiresCondition: !moving
	GrantConditionOnMovement@proc:
		Condition: moving

^AffectsPROC2:
	GrantConditionOnAttack@proc:
		Condition: attack
		ArmamentNames: primary, secondary, garrisoned
		RevokeDelay: 50
	ProximityExternalCondition@cloak:
		Condition: cloak
		ValidRelationships: enemy, neutral, ally
		Range: 0c412
		RequiresCondition: attack

mphlpr:
	Interactable:
	EditorOnlyTooltip:
		Name: (waypoint for scripted behavior)
	AlwaysVisible:
	Immobile:
		OccupiesSpace: false
	WithSpriteBody:
	RenderSpritesEditorOnly:
	BodyOrientation:
		QuantizedFacings: 1
	MapEditorData:
		Categories: System

T01.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T02.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T03.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T04.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR
	RenderSprites:
		Palette: medtemp

T05.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T06.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T07.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T08.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: x_
		Dimensions: 2,1

T08b.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: x_
		Dimensions: 2,1
	RenderSprites:
		Palette: medtemp

T09.Husk:
	Inherits: ^TreeHusk
	MapEditorData:
		ExcludeTilesets: TEMPERAT, SNOW, INTERIOR
	RenderSprites:
		Palette: medtemp

T10.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T11.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ xx
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T12.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T13.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T14.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T15.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T16.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

T17.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

TC01.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR

TC01b.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp

TC02.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: _x_ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

TC03.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: xx_ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

TC04.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: ____ xxx_ x___
		Dimensions: 4,3
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

TC05.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __x_ xxx_ _xx_
		Dimensions: 4,3
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	RenderSprites:
		Palette: medtemp

MH60.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Black Hawk
	Aircraft:
		TurnSpeed: 16
		Speed: 112
	WithIdleOverlay:
		Sequence: rotor
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
		MinDamage: Undamaged
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	RenderSprites:
		Image: MH60

^1x1B:
	Building:
		Footprint: x
		Dimensions: 1, 1
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^1x2B:
	Building:
		Footprint: x x
		Dimensions: 1, 2
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^2x1B:
	Building:
		Footprint: xx
		Dimensions: 2, 1
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^2x2B:
	Building:
		Footprint: xx xx
		Dimensions: 2, 2
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^2x3B:
	Building:
		Footprint: xx xx xx
		Dimensions: 2, 3
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^3x2B:
	Building:
		Footprint: xxx xxx
		Dimensions: 3, 2
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^3x3B:
	Building:
		Footprint: xxx xxx xxx
		Dimensions: 3, 3
	RequiresBuildableArea:
		AreaTypes: building
	RadarColorFromTerrain:
		Terrain: Rock

^CustomMapDebris:
	Inherits@1: ^SpriteActor
	RenderSprites:
		Palette: terrain
	WithSpriteBody:
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	AlwaysVisible:
	ScriptTriggers:
	MapEditorData:
		Categories: Decoration
	Interactable:

#Tools
wtrblk:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2
	RadarColorFromTerrain:
		Terrain: Water

#Debris
TC01B:
	Inherits: ^Tree
	Building:
		Footprint: ___ xx_
		Dimensions: 3,2
	MapEditorData:
		ExcludeTilesets: INTERIOR
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: TC01B.Husk

T08B:
	Inherits: ^Tree
	Building:
		Footprint: x_
		Dimensions: 2,1
	RenderSprites:
		Palette: medtemp
	SpawnActorOnDeath:
		Actor: T08B.Husk

1x1ruins1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins4:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins5:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins6:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins7:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins8:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1ruins9:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

2x1ruins1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: xx
		Dimensions: 2, 1

2x1ruins2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: xx
		Dimensions: 2, 1

2x1stones1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x1B
	Building:
		Footprint: __
		Dimensions: 2, 1

2x1stones2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x1B
	Building:
		Footprint: __
		Dimensions: 2, 1

2x1stones3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x1B
	Building:
		Footprint: __
		Dimensions: 2, 1

1x2stones1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x2B
	Building:
		Footprint: __
		Dimensions: 1, 2

1x2stones2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x2B
	Building:
		Footprint: __
		Dimensions: 1, 2

1x2stones3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x2B
	Building:
		Footprint: __
		Dimensions: 1, 2

1x1rocks1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1rocks2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1rocks3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

2x2rocks1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

2x2rocks2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

2x2rocks3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

2x2rocks4:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

1x1searocks1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1searocks2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

1x1searocks3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^1x1B
	Building:
		Footprint: x
		Dimensions: 1, 1

2x2searocks1:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

2x2searocks2:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

2x2searocks3:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

2x2searocks4:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^2x2B
	Building:
		Footprint: xx xx
		Dimensions: 2, 2

temple:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^3x3B
	Building:
		Footprint: xxx xxx xxx
		Dimensions: 3, 3
	Tooltip:
		Name: Ruined temple

grtilled0:
	Inherits@CMT: ^CustomMapDebris
	Inherits@Size: ^3x2B
	Building:
		Footprint: ___ ___
		Dimensions: 3, 2

LHUS2:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: medtemp
	Selectable:
		Bounds: 24,48,0,-16
	Tooltip:
		Name: Lighthouse
	Building:
		Footprint: x
		Dimensions: 1,1

1x2grebld:
	Inherits: ^DesertCivBuilding
	Building:
		Footprint: _x
		Dimensions: 1,2
	RenderSprites:
		Palette: bldmeddes

MINE:
	Inherits@1: ^SpriteActor
	Interactable:
	HiddenUnderShroud:
	Tooltip:
		Name: Ore Mine
	RenderSprites:
		Palette: bldmeddes
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Ore
	AppearsOnMapPreview:
		Terrain: Ore
	SeedsResource:
	MapEditorData:
		Categories: Resource spawn
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

GMINE:
	Inherits@1: ^SpriteActor
	Interactable:
	HiddenUnderShroud:
	Tooltip:
		Name: Gem Mine
	RenderSprites:
		Palette: player
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Gems
	AppearsOnMapPreview:
		Terrain: Gems
	SeedsResource:
		ResourceType: Gems
	MapEditorData:
		Categories: Resource spawn
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

^CivBGarrisonable:
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Turreted:
		TurnSpeed: 1023
	DrawLineToTarget:
	RenderRangeCircle:
	CommandBarBlacklist:
		DisableStop: False
		DisableWaypointMode: True
	Cargo:
		Types: Infantry
		MaxWeight: 5
		InitialUnits: e1, e3
		LoadedCondition: Loaded
		EjectOnDeath: False
		PassengerConditions:
			e7: Loaded-elite
			sniper: Loaded-elite
	RevealsShroud:
		Range: 0c0
	RevealsShroud@LOADED:
		Range: 5c0
		RequiresCondition: Loaded
	RevealsShroud@ELITE:
		Range: 6c0
		RequiresCondition: Loaded-elite
	AttackGarrisoned:
		Armaments: CivBFirePorts, CivBFirePortsAir
		PortOffsets: 384,0,0, 224,-341,0, -224,-341,0, -384,0,0, -224,341,0, 224,341,0
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
	WithIdleOverlay@flag1:
		Sequence: idleflag
		Palette: player
		IsPlayerPalette: true
		RequiresCondition: Loaded
	Health:
		HP: 180000
	WithCargoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true

^1x2Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -1024
			BottomRight: 512, 1024

^3x3Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -1536
			BottomRight: 1536, 1536

^CityBuildings:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: isotem
		Scale: 0.5
	WithIdleOverlay@SHADOW:
		Sequence: shadow

^CityBuildings1x2:
	Inherits: ^CityBuildings
	Inherits@shape: ^1x2Shape
	Building:
		Footprint: x x
		Dimensions: 1,2

^CityBuildings2x1:
	Inherits: ^CityBuildings
	Inherits@shape: ^2x1Shape
	Building:
		Footprint: xx
		Dimensions: 2,1

^CityBuildings2x2:
	Inherits: ^CityBuildings
	Inherits@shape: ^2x2Shape
	Building:
		Footprint: xx xx
		Dimensions: 2,2

^CityBuildings3x2:
	Inherits: ^CityBuildings
	Inherits@shape: ^3x2Shape
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2

^CityBuildings3x3:
	Inherits: ^CityBuildings
	Inherits@shape: ^3x3Shape
	Building:
		Footprint: xxx xxx xxx
		Dimensions: 3,3

CITY01:
	RenderSprites:
		Image: city01
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY02:
	RenderSprites:
		Image: city02
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY03:
	RenderSprites:
		Image: city03
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY04:
	RenderSprites:
		Image: city04
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY04ONE:
	RenderSprites:
		Image: city04
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable
	Cargo:
		InitialUnits: Sniper
		

CITY05:
	RenderSprites:
		Image: city05
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY06:
	RenderSprites:
		Image: city06
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY07:
	RenderSprites:
		Image: city07
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY08:
	RenderSprites:
		Image: city08
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY09:
	RenderSprites:
		Image: city09
	Inherits@REND: ^CityBuildings1x2
	Inherits@CCAP: ^CivBGarrisonable

CITY10:
	RenderSprites:
		Image: city10
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY11:
	RenderSprites:
		Image: city11
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY12:
	RenderSprites:
		Image: city12
	Inherits@REND: ^CityBuildings1x2
	Inherits@CCAP: ^CivBGarrisonable

CITY13:
	RenderSprites:
		Image: city13
	Inherits@REND: ^CityBuildings1x2
	Inherits@CCAP: ^CivBGarrisonable

CITY14:
	RenderSprites:
		Image: city14
	Inherits@REND: ^CityBuildings1x2
	Inherits@CCAP: ^CivBGarrisonable

CITY15:
	RenderSprites:
		Image: city15
	Inherits@REND: ^CityBuildings3x2
	Inherits@CCAP: ^CivBGarrisonable

CITY15EMPTY:
	RenderSprites:
		Image: city15
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable
	Cargo:
		-InitialUnits:

CITY16:
	RenderSprites:
		Image: city16
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY16EMPTY:
	RenderSprites:
		Image: city16
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable
	Cargo:
		-InitialUnits:

CITY17:
	RenderSprites:
		Image: city17
	Inherits@REND: ^CityBuildings3x2
	Inherits@CCAP: ^CivBGarrisonable

CITY18:
	RenderSprites:
		Image: city18
	Inherits@REND: ^CityBuildings3x2
	Inherits@CCAP: ^CivBGarrisonable

CITY18ONE:
	RenderSprites:
		Image: city18
	Inherits@REND: ^CityBuildings3x2
	Inherits@CCAP: ^CivBGarrisonable
	Cargo:
		InitialUnits: Sniper

CITY19:
	RenderSprites:
		Image: city19
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY20:
	RenderSprites:
		Image: city20
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable

CITY21:
	RenderSprites:
		Image: city21
	Inherits@REND: ^CityBuildings2x2
	Inherits@CCAP: ^CivBGarrisonable
CITY22:
	RenderSprites:
		Image: city22
	Inherits@REND: ^CityBuildings2x1
	Inherits@CCAP: ^CivBGarrisonable

CONVOY:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	Selectable:
		Bounds: 72,48
	Tooltip:
		Name: Convoy builder. \nProduces Heavy Supply Truck (from defense tab)
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 150000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	WithProductionDoorOverlay:
		RequiresCondition: !build-incomplete
		Sequence: build-top
	RallyPoint:
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: 213,-128,0
		ExitCell: 1,2
	Production:
		Produces: Vehicle
	PrimaryBuilding:
		PrimaryCondition: primary
		SelectionNotification: PrimaryBuildingSelected
	ProductionBar:
		ProductionType: Defense
	Power:
		Amount: -10
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: vehicles.russia
	ProvidesPrerequisite@buildingname:
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		Position: Top
		RequiresCondition: primary
	-ActorPreviewPlaceBuildingPreview:
	SequencePlaceBuildingPreview:
		Sequence: place
		SequencePalette: placebuilding
	RenderSprites:
		Image: weap

CONVOYTRUK:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Defense
		BuildAtProductionType: Vehicle
		BuildPaletteOrder: 410
		Prerequisites: ~vehicles.russia, ~techlevel.low
		Description: Transports 1000 cash. Unarmed.
		BuildDuration: 500
	Valued:
		Cost: 1000
	Tooltip:
		Name: Heavy Supply Truck
	Health:
		HP: 11000
	Armor:
		Type: Light
	Mobile:
		Speed: 128
	RevealsShroud:
		Range: 4c0
	DeliversCash:
		Payload: 1000
		PlayerExperience: 50
	SpawnActorOnDeath:
		Actor: moneycrate
	RenderSprites:
		Image: truk

AMPHAPC:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@CARGOPIPS: ^CargoPips
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.ukraine, ~techlevel.low, syrd
		Description: Amphibious infantry transport.\nUnarmed, can hold 15 troops\nWeak vs Tanks, Aircraft
	Valued:
		Cost: 1200
	Tooltip:
		Name: Amphibious APC
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 142
		Locomotor: amphapc
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Cargo:
		Types: Infantry
		MaxWeight: 15
		LoadingCondition: notmobile
		UnloadTerrainTypes: Clear, Rough, Beach, Road, Ore, Gems
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	RenderSprites:
		Image: amphapc
		Scale: 1.4
	Selectable:
		Bounds: 33,33

GASLAUNCHER:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 230
		BuildDuration: 1450
		Prerequisites: gaslab, ~vehicles.russia, ~techlevel.high
		Description: Long-range rocket artillery armed with mustard gas.\n Only affects infantry\n  Weak vs Tanks, Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Mustard Gas Launcher
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Light
	Mobile:
		Speed: 75
		Voice: Move
	Passenger:
		Voice: Move
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: V3Launcher
		ReloadingCondition: reloading
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		Voice: Attack
	WithFacingSpriteBody:
		RequiresCondition: !reloading
		Name: loaded
	WithFacingSpriteBody@EMPTY:
		RequiresCondition: reloading
		Sequence: empty-idle
		Name: reloading
	Explodes:
		Weapon: BarrelExplode
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	Selectable:
		DecorationBounds: 28,28
	Voiced:
		VoiceSet: V3Voice
	Exit:
		SpawnOffset: 0,-128,0
	AutoTarget:
		ScanRadius: 16
	AutoTarget:
		InitialStance: HoldFire

GASLAB:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	RevealsShroud:
		Range: 4c0
	Health:
		HP: 300000
	CaptureManager:
	CapturableProgressBlink:
	Capturable:
		Types: building
	CapturableProgressBar:
	RepairableBuilding:
		RepairStep: 700
		PlayerExperience: 25
		RepairingNotification: Repairing
	EngineerRepairable:
	Tooltip:
		Name: Mustard Gas Facility
	TooltipDescription@ally:
		Description: Provides Mustard Gas missiles for Gas Laucher. Build at War Factory.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Provides Mustard Gas missiles for Gas Laucher. Build at War Factory.
		ValidRelationships: Neutral, Enemy
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	AppearsOnMapPreview:
	GpsDot:
		String: Biohazard
	RenderSprites:
		Image: bio

GTWR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 42,42
	Valued:
		Cost: 600
	Tooltip:
		Name: Guard Tower
	Building:
	Health:
		HP: 40000
	RevealsShroud:
		Range: 12c0
		RevealGeneratedShroud: True
	DrawLineToTarget:
	-Sellable:
	-Demolishable:
	CaptureManager:
		-BeingCapturedCondition: being-captured
	WithRangeCircle:
		Color: ff002b
		UsePlayerColor: True
		ValidRelationships: Ally, Enemy, Neutral
		Visible: WhenSelected
		Range: 4c0
	AttackTurreted:
		RequiresCondition: !build-incomplete
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 3c0
	WithMuzzleOverlay:
	Turreted:
		TurnSpeed: 1023
	Power:
		Amount: 0
	RenderSprites:
		Image: gtwr
		Scale: 1.8
		Palette: gtwr
	DamageMultiplier:
		Modifier: 0
	Armament:
		Weapon: sniper
		LocalOffset: 256,0,256
		MuzzleSequence: muzzle
	ProximityCapturable:
		CaptorTypes: Player, Vehicle, Tank, Infantry
		Range: 4c0
		MustBeClear: false
	Targetable:
		TargetTypes: -Ground, -Structure, -C4, -DetonateAttack, -ThiefInfiltrate, -SpyInfiltrate

E1:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: M1Carbine
		MuzzleSequence: garrison-muzzle
	ProductionCostMultiplier:
		Multiplier: 50
		Prerequisites: iran, mosquecaptured
	ProductionTimeMultiplier:
		Multiplier: 75
		Prerequisites: iran, mosquecaptured

E2:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Grenade
		FireDelay: 15

E3:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Dragon
	Armament@CIVBFIREPORTSAIR:
		Name: CivBFirePortsAir
		Weapon: RedEye2
	ProductionCostMultiplier:
		Multiplier: 66
		Prerequisites: iran, mosquecaptured
	ProductionTimeMultiplier:
		Multiplier: 75
		Prerequisites: iran, mosquecaptured

E4:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Flamer
	Armament@PRIMARY:
		Weapon: Flamer
		LocalOffset: 700,0,500
		FireDelay: 8
		ForceTargetRelationships: enemy

E6:
	Buildable:
		Prerequisites: ~barracks, ~infantry.soviet, ~techlevel.infonly

E7:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Colt45
		MuzzleSequence: garrison-muzzle

SHOK:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: PortaTesla

SNIPER:
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle

BARR:
	ProvidesPrerequisite@iran:
		Prerequisite: iran
		Factions: ukraine
	ProvidesPrerequisite@mosquecaptured:
		Prerequisite: mosquecaptured
		RequiresCondition: PERMANENT
	GrantConditionOnPrerequisite:
		Prerequisites: mosque
		Condition: NOTYETPERMANENT
	GrantCondition:
		Condition: PERMANENT
		RequiresCondition: NOTYETPERMANENT
		GrantPermanently: true

AFLD:
	-ParatroopersPower@paratroopers:
	ParatroopersPower@parairan:
		SquadSize: 3
		SquadOffset: -1536,1536,0
		OrderName: SovietParatroopers
		Prerequisites: aircraft.ukraine
		Icon: paratroopers
		ChargeInterval: 7500
		Description: Iranian Paratroopers
		LongDesc: Badgers drop 3 squads of infantry\nanywhere on the map.
		DropItems: E1R1,E1R1,E1R1,E3R1,E3R1,E1R1,E1R1,E1R1,E3R1,E3R1,E1R1,E1R1,E1R1,E3R1,E3R1
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50

YAK:
	Buildable:
		BuildLimit: 8

HEAVYTRAN:
	Buildable:
		BuildLimit: 6

MH60:
	Buildable:
		BuildLimit: 9

HELI:
	Buildable:
		BuildLimit: 6

MIG:
	-Buildable:
	Armament@SECONDARY:
		Weapon: HellfireAA
		LocalOffset: 0,-213,-85, 0,213,-85
		PauseOnCondition: !ammo
	Rearmable:
		RearmActors: afld, afld.ukraine, afldiran
	
MCVALLY:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 210
		Prerequisites: !MCVNOTBUILDABLE, ~vehicles.allies, fix, ~techlevel.medium
		BuildLimit: 1
		BuildDurationModifier: 50
		Description: France and England may only build one MCV if they have no construction yard.\n  Unarmed
	Valued:
		Cost: 2000
	Tooltip:
		Name: Mobile Construction Vehicle
	Selectable:
		DecorationBounds: 42,42
	Health:
		HP: 60000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
		Locomotor: heavywheeled
	RevealsShroud:
		Range: 4c0
	Transforms:
		IntoActor: fact
		Offset: -1,-1
		Facing: 384
		TransformSounds: placbldg.aud, build5.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	SpawnActorOnDeath:
		Actor: MCV.Husk
	TransferTimedExternalConditionOnTransform:
		Condition: invulnerability
	RenderSprites:
		Image: mcv

MCV:
	Buildable:
		Prerequisites: ~vehicles.soviet, fix, ~techlevel.medium
		Description: France and England may only build MCV if they have no construction yard.

DIPLOILB:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-300,0, 420,512,0, -420,-512,0, -630,300,0
	Selectable:
		Priority: 0
		Bounds: 48,48
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 80000
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	Capturable:
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	EngineerRepairable:
	CashTrickler:
		Interval: 375
		Amount: 100
	Tooltip:
		Name: Oil Derrick
	TooltipDescription@ally:
		Description: Provides additional funds.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to receive additional funds.
		ValidRelationships: Neutral, Enemy
	Explodes:
		Weapon: BarrelExplode
	GpsDot:
		String: Oil
	AppearsOnMapPreview:
	GivesCashOnCapture:
		Amount: 100
	UpdatesDerrickCount:
	DamageMultiplier:
		Modifier: 0
	RenderSprites:
		Image: oilb
	Targetable:
		TargetTypes: -Ground, -Structure, -C4, -DetonateAttack, -ThiefInfiltrate, -SpyInfiltrate

FACT:
	SpawnActorsOnSell:
		Factions: russia, ukraine
	ProvidesPrerequisite:
		Prerequisite: MCVNOTBUILDABLE
		Factions: france, england

SYRD:
	Buildable:
		Prerequisites: anypower, ~techlevel.low

SPEN:
	-Buildable:

Cymbeline:
	Inherits: ^Vehicle
	Valued:
		Cost: 500
	Tooltip:
		Name: Cymbeline Artillery Spotter
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: stek, ~vehicles.russia, ~techlevel.high
		Description: Locates Artillery Units\nshortly gives view of unit.\n  Unarmed
	Health:
		HP: 22000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 85
	RevealsShroud:
		Range: 7c0
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: -256,0,256
	ProximityExternalCondition@CYMBELINE:
		Range: 18c0
		ValidRelationships:	ally, enemy, neutral
		Condition: SPOTTED
	WithRangeCircle@JAMMER:
		Type: jammer
		Range: 18c0
		Color: 0000FF80
	RenderJammerCircle:
	RenderSprites:
		Image: cymbeline
		Scale: 0.8

CA:
	Buildable:
		Prerequisites: ~syrd, atek, ~techlevel.high, ~vehicles.allies
		BuildLimit: 2
	RevealsShroud@spotted:
		MinRange: 0c0
		Range: 4c0
		RevealGeneratedShroud: False
		ValidRelationships: enemy, neutral
		RequiresCondition: REVEAL
	ExternalCondition@CYMBELINE:
		Condition: SPOTTED
	GrantConditionOnAttack@CAFIRE:
		Condition: REVEAL
		RevokeDelay: 60
		RequiresCondition: SPOTTED

ARTY:
	RevealsShroud@spotted:
		MinRange: 0c0
		Range: 4c0
		RevealGeneratedShroud: False
		ValidRelationships: enemy, neutral
		RequiresCondition: REVEAL
	ExternalCondition@CYMBELINE:
		Condition: SPOTTED
	GrantConditionOnAttack@CAFIRE:
		Condition: REVEAL
		RevokeDelay: 60
		RequiresCondition: SPOTTED

MOSQUE:
	Inherits: ^DesertCivBuilding
	Building:
		Footprint: __xx_ ___xx
		Dimensions: 5,2
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 0,1024,0
		Type: Rectangle
			TopLeft: -512, -597
			BottomRight: 1536, 597
	RenderSprites:
		Image: v37
		Scale: 1.2
	ProvidesPrerequisite@buildingname:
	MapEditorData:
		RequireTilesets: DESERT
	Selectable:
		Bounds: 48,48
	Health:
		HP: 150000
	OwnerLostAction:
		Action: ChangeOwner
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	CapturableProgressBlink:
	Capturable:
		Types: building
	CapturableProgressBar:
	EngineerRepairable:
	Tooltip:
		Name: Jameh Mosque of Khorramshahr. Iran only. Capture to increase morale(cheaper and quicker production).
	TooltipDescription@ally:
		Description: Iran only. Capture to increase morale(cheaper and quicker production).
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Iran only. Capture to increase morale(cheaper and quicker production).
		ValidRelationships: Neutral, Enemy
	AppearsOnMapPreview:
	GpsDot:
		String: Biohazard

TRAN:
	-Buildable:

HEAVYTRAN:
	Inherits: ^Helicopter
	Inherits@CARGOPIPS: ^CargoPips
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 10
		Prerequisites: ~hpad, ~techlevel.medium
		Description: Carries Armor and Infantry.\n  Unarmed
	Valued:
		Cost: 900
	Tooltip:
		Name: Chinook
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
		Type: GroundPosition
	Aircraft:
		TurnSpeed: 20
		Speed: 128
		AltitudeVelocity: 0c58
	WithIdleOverlay@ROTOR1AIR:
		Offset: 597,0,213
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND:
		Offset: 597,0,213
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR2AIR:
		Offset: -597,0,341
		Sequence: rotor2
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR2GROUND:
		Offset: -597,0,341
		Sequence: slow-rotor2
		RequiresCondition: !airborne
	Cargo:
		Types: Infantry, Vehicle
		MaxWeight: 8
		AfterUnloadDelay: 40
	SpawnActorOnDeath:
		Actor: TRAN.Husk
	SelectionDecorations:
	Selectable:
		DecorationBounds: 40,36
	RenderSprites:
		Image: heavytran
		Scale: 1.3
	WithCargoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true


^Vehicle:
	Passenger:
		Weight: 2
		CargoType: Vehicle
		CustomPipType: yellow

AFLDIRANDAMAGED:
	Inherits: AFLD.Ukraine
	-Buildable:
	Tooltip:
		Name: Damaged Iranian Airfield Capture and repair to receive Phantom
	TransformOnCapture:
		IntoActor: AFLDIRAN

AFLDIRAN:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 420,0,0, 420,-1024,0, 420,1024,0, -777,0,0, -777,-1024,0, -777,1024,0
	Valued:
		Cost: 500
	Selectable:
		Class: afld
		Bounds: 72,48
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Tooltip:
		Name: Operational Iranian Airfield
	FreeActor:
		Actor: PHANTOM
		RequiresCondition: AFLDREPAIRED
	GrantConditionOnHealth:
		Condition: AFLDREPAIRED
		MinHP: 80000
		MaxHP: 100000
	RenderSprites:
		Image: afld
	Reservable:
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	-EngineerRepairable:
	
PHANTOM:
	Inherits: ^Plane
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		BuildLimit: 5
		Queue: Aircraft
		BuildAtProductionType: Plane
		BuildPaletteOrder: 50
		Prerequisites: ~afld, stek, ~techlevel.high, ~aircraft.ukraine
		Description: Fast Ground and Air Attack Plane.\n  Strong vs Stationary Targets\n  Inaccurate vs moving targets, good at intercepting aircraft.
	Valued:
		Cost: 2000
	Tooltip:
		Name: Phantom Fighter Bomber Attack Plane
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	RevealsShroud:
		MinRange: 11c0
		Range: 13c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 11c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: HellfireAA
		LocalOffset: 0,-640,0, 0,640,0
		LocalYaw: -40, 24
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Weapon: Phantom155mm
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 80
		PersistentTargeting: false
		OpportunityFire: False
	Aircraft:
		CruiseAltitude: 2560
		InitialFacing: 768
		TurnSpeed: 16
		Speed: 263
		RepulsionSpeed: 40
		MaximumPitch: 56
		IdleBehavior: ReturnToBase
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
	AmmoPool:
		Ammo: 6
		AmmoCondition: ammo
	Selectable:
		Bounds: 36,28,0,2
		DecorationBounds: 40,29,0,1
	SelectionDecorations:
	Contrail@1:
		Offset: -598,-683,0
	Contrail@2:
		Offset: -598,683,0
	SpawnActorOnDeath:
		Actor: MIG.Husk
	SmokeTrailWhenDamaged:
		Offset: -853,0,171
		Interval: 2
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Rearmable:
		RearmActors: afld, afld.ukraine, afldiran
	RenderSprites:
		Image: phantom
	WithAmmoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true

MSLO:
	NukePower:
		PauseOnCondition: !enabled || disabled
		LongDesc: Launches a devastating atomic bomb\nat a target location.\nSilo needs to be over 80% health and must have a Radar Jammer nearby to charge.
	ExternalCondition@MRJ:
		Condition: MRJ
	GrantConditionOnHealth:
		Condition: disabled
		MinHP: 1
		MaxHP: 80000
	-EngineerRepairable:
	GrantCondition:
		RequiresCondition: MRJ
		Condition: enabled
	Tooltip:
		Name: Missile Silo. Needs to be repaired. Needs a Radar Jammer nearby to charge.
MRJ:
	ProximityExternalCondition@MRJ:
		Range: 4c0
		Condition: MRJ

DD:
	Mobile:
		Locomotor: lcraft

PT:
	Mobile:
		Locomotor: lcraft

DTRK:
	-Buildable:
	
OILB:
	CashTrickler:
		Interval: 250
		Amount: 100
	SpawnActorOnDeath:
		Actor: OILB.Husk
		OwnerType: InternalName

OILB.Husk:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Priority: 0
		Bounds: 48,48
	CapturableProgressBar:
	CapturableProgressBlink:
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Tooltip:
		Name: Husk (Oil Derrick)
	CaptureManager:
	Capturable:
		Types: building-husk
	TransformOnCapture:
		IntoActor: OILB
		ForceHealthPercentage: 50
	Targetable:
		TargetTypes: building-husk

E6:
	Captures@husk:
		RequiresCondition: !global-reusable-engineers
		CaptureTypes: building-husk
		PlayerExperience: 25
		CaptureDelay: 200
		EnterCursor: goldwrench
	Captures@husk-reusable:
		RequiresCondition: global-reusable-engineers
		CaptureTypes: building-husk
		PlayerExperience: 25
		CaptureDelay: 375
		EnterCursor: goldwrench
		ConsumedByCapture: False
