V2RL:
	AttackFrontal:
		PauseOnCondition: empdisable


1TNK:
	AttackTurreted:
		PauseOnCondition: empdisable


2TNK:
	AttackTurreted:
		PauseOnCondition: empdisable


3TNK:
	AttackTurreted:
		PauseOnCondition: empdisable


4TNK:
	AttackTurreted:
		PauseOnCondition: empdisable


ARTY:
	AttackFrontal:
		PauseOnCondition: empdisable


MCV:
	Transforms:
		PauseOnCondition: empdisable


JEEP:
	AttackTurreted:
		PauseOnCondition: empdisable
	Mobile:
		PauseOnCondition: being-captured || empdisable


APC:
	AttackFrontal:
		PauseOnCondition: empdisable
	Mobile:
		PauseOnCondition: being-captured || empdisable


MNLY:
	DetectCloaked:
		RequiresCondition: !empdisable


MGG:
	WithIdleOverlay@SPINNER:
		PauseOnCondition: empdisable
	CreatesShroud:
		RequiresCondition: !empdisable
	JamsMissiles:
		RequiresCondition: !empdisable


MRJ:
	WithIdleOverlay@SPINNER:
		PauseOnCondition: empdisable
	JamsMissiles:
		RequiresCondition: !empdisable


TTNK:
	AttackTurreted:
		PauseOnCondition: empdisable


STNK:
	AttackTurreted:
		PauseOnCondition: empdisable
	Mobile:
		PauseOnCondition: being-captured || empdisable


FTRK:
	AttackTurreted:
		PauseOnCondition: empdisable


DTRK:
	AttackFrontal:
		PauseOnCondition: empdisable


CTNK:
	AttackFrontal:
		PauseOnCondition: empdisable


QTNK:
	Mobile:
		PauseOnCondition: being-captured || empdisable


LATNK:
	AttackTurreted:
		PauseOnCondition: empdisable


















MIG:
	AttackAircraft:
		PauseOnCondition: empdisable
	SpawnActorOnDeath:
		RequiresCondition: !empdisable
	SpawnActorOnDeath@EMP:
		Actor: MIG.Husk.EMP
		RequiresCondition: empdisable
MIG.Husk.EMP:
 	Inherits: MIG.Husk
	Inherits: ^EmpVisualEffect


YAK:
	AttackAircraft:
		PauseOnCondition: empdisable
	SpawnActorOnDeath:
		RequiresCondition: !empdisable
	SpawnActorOnDeath@EMP:
		Actor: YAK.Husk.EMP
		RequiresCondition: empdisable
YAK.Husk.EMP:
 	Inherits: YAK.Husk
	Inherits: ^EmpVisualEffect


TRAN:
	KillsSelf:
		RequiresCondition: empdisable
	SpawnActorOnDeath:
		RequiresCondition: !empdisable
	SpawnActorOnDeath@EMP:
		Actor: TRAN.Husk.EMP
		RequiresCondition: empdisable
TRAN.Husk.EMP:
 	Inherits: TRAN.Husk
	Inherits: ^EmpVisualEffect


HELI:
	AttackAircraft:
		PauseOnCondition: empdisable
	SpawnActorOnDeath:
		RequiresCondition: !empdisable
	SpawnActorOnDeath@EMP:
		Actor: HELI.Husk.EMP
		RequiresCondition: empdisable
HELI.Husk.EMP:
 	Inherits: HELI.Husk
	Inherits: ^EmpVisualEffect


MH60:
	AttackAircraft:
		PauseOnCondition: empdisable
	SpawnActorOnDeath:
		RequiresCondition: !empdisable
	SpawnActorOnDeath@EMP:
		Actor: MH60.Husk.EMP
		RequiresCondition: empdisable
MH60.Husk.EMP:
 	Inherits: MH60.Husk
	Inherits: ^EmpVisualEffect


HIND:
	AttackAircraft:
		PauseOnCondition: empdisable
	SpawnActorOnDeath:
		RequiresCondition: !empdisable
	SpawnActorOnDeath@EMP:
		Actor: HIND.Husk.EMP
		RequiresCondition: empdisable
HIND.Husk.EMP:
 	Inherits: HIND.Husk
	Inherits: ^EmpVisualEffect











# Make it so these structures are not affected by EMP as they cant be powered on/off
FACT:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
SILO:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
PBOX:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
HBOX:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
GUN:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
FTUR:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
PROC:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
KENN:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:
STEK:
	-WithIdleOverlay@EMPDISABLE:
	-ExternalCondition@EMPDISABLE:


MSLO:
	NukePower:
		PauseOnCondition: disabled || empdisable


GAP:
	WithSpriteBody:
		PauseOnCondition: disabled || empdisable
	CreatesShroud:
		RequiresCondition: !disabled && !empdisable


IRON:
	GrantExternalConditionPower@IRONCURTAIN:
		PauseOnCondition: disabled || empdisable


PDOX:
	ChronoshiftPower@chronoshift:
		PauseOnCondition: disabled || empdisable
	ChronoshiftPower@advancedchronoshift:
		PauseOnCondition: disabled || empdisable


TSLA:
	AttackTesla:
		PauseOnCondition: disabled || empdisable


AGUN:
	AttackTurreted:
		PauseOnCondition: disabled || empdisable


DOME:
	ProvidesRadar:
		RequiresCondition: !jammed && !disabled && !empdisable
	RevealsShroud@Offline:
		RequiresCondition: disabled || empdisable

SAM:
	AttackTurreted:
		PauseOnCondition: disabled || empdisable


ATEK:
	GpsPower:
		PauseOnCondition: disabled || empdisable || !gpsactivated


WEAP:
	Exit@1:
		RequiresCondition: !being-captured && !empdisable


HPAD:
	ParatroopersPower@decoyarmy:
		PauseOnCondition: empdisable
	Exit@1:
		RequiresCondition: !being-captured && !empdisable


AFLD:
	Exit@1:
		RequiresCondition: !being-captured && !empdisable
	AirstrikePower@parabombs:
		PauseOnCondition: empdisable
	AirstrikePower@spyplane:
		PauseOnCondition: empdisable
	ParatroopersPower@paratroopers:
		PauseOnCondition: empdisable
	ParatroopersPower@paratroopersrussia:
		PauseOnCondition: empdisable


BARR:
	Exit@1:
		RequiresCondition: !being-captured && !empdisable
	Exit@2:
		RequiresCondition: !being-captured && !empdisable


TENT:
	Exit@1:
		RequiresCondition: !being-captured && !empdisable
	Exit@2:
		RequiresCondition: !being-captured && !empdisable


FIX:
	RepairsUnits:
		PauseOnCondition: empdisable


PATR:
	WithEmbeddedTurretSpriteBody:
		PauseOnCondition: disabled || empdisable
	AttackTurreted:
		PauseOnCondition: disabled || empdisable
	Armament:
		PauseOnCondition: disabled || empdisable
	AttackOrderPower@EMPMISSILE:
		PauseOnCondition: disabled || empdisable
