#structures--------------------------------------------------------------------------------------structures
FACT:
	GrantConditionOnFaction@ENG:
		Factions: england
		Condition: UK
	WithDecoration@UK:
		Sequence: ukflag
		Position: TopRight
		RequiresCondition: UK
	GrantConditionOnFaction@GER:
		Factions: germany
		Condition: GER
	WithDecoration@GER:
		Sequence: gerflag
		Position: TopRight
		RequiresCondition: GER
	GrantConditionOnFaction@FRA:
		Factions: france
		Condition: FRA
	WithDecoration@FRA:
		Sequence: fraflag
		Position: TopRight
		RequiresCondition: FRA
	GrantConditionOnFaction@USA:
		Factions: allies
		Condition: usa
	WithDecoration@USA:
		Sequence: usflag
		Position: TopRight
		RequiresCondition: usa
	GrantConditionOnFaction@SPA:
		Factions: spain
		Condition: SPA
	WithDecoration@SPA:
		Sequence: spaflag
		Position: TopRight
		RequiresCondition: SPA
	GrantConditionOnFaction@RUS:
		Factions: russia
		Condition: RUS
	WithDecoration@RUS:
		Sequence: rusflag
		Position: TopRight
		RequiresCondition: RUS
	GrantConditionOnFaction@UKR:
		Factions: ukraine
		Condition: UKR
	WithDecoration@UKR:
		Sequence: ukrflag
		Position: TopRight
		RequiresCondition: UKR
	GrantConditionOnFaction@TUR:
		Factions: turkey
		Condition: TUR
	WithDecoration@TUR:
		Sequence: turflag
		Position: TopRight
		RequiresCondition: TUR
	GrantConditionOnFaction@CHI:
		Factions: soviet
		Condition: CHI
	WithDecoration@CHI:
		Sequence: chinflag
		Position: TopRight
		RequiresCondition: CHI
	ProvidesPrerequisite@usabuild:
		Factions: allies
		Prerequisite: structures.usa
	ProvidesPrerequisite@spainbuild:
		Factions: spain
		Prerequisite: structures.spain
	ProvidesPrerequisite@allies:
		Factions: allies, england, france, germany, spain
		Prerequisite: structures.allies
	ProvidesPrerequisite@infantryvanilla:
		Factions: russia, ukraine, turkey, england, france, germany, spain
		Prerequisite: infantry.vanilla
	ProvidesPrerequisite@usainf:
		Factions: allies
		Prerequisite: infantry.usa
	SpawnActorsOnSell:
		ActorTypes: e1,e1,e1,tecn,tecn2,e6
		RequiresCondition: !usa
	SpawnActorsOnSell@USA:
		ActorTypes: e1gi,e1gi,e1gi,tecn,tecn,e6
		RequiresCondition: usa
	ProvidesPrerequisite@chinabuild:
		Factions: soviet
		Prerequisite: structures.china
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine, turkey
		Prerequisite: structures.soviet
	ProvidesPrerequisite@chinainf:
		Factions: soviet
		Prerequisite: infantry.china
	ProvidesPrerequisite@turkey:
		Factions: turkey
		Prerequisite: structures.turkey

WEAP:
	GrantConditionOnFaction@CHINA:
		Factions: soviet
		Condition: china
	ProvidesPrerequisite@usa:
		Factions: allies
		Prerequisite: vehicles.usa
	ProvidesPrerequisite@china:
		Factions: soviet
		Prerequisite: vehicles.china
	ProvidesPrerequisite@spanish:
		Factions: spain
		Prerequisite: vehicles.spain
	ProvidesPrerequisite@turk:
		Factions: turkey
		Prerequisite: vehicles.turkey
	FreeActor@1:
		Actor: 3TNK.china
		SpawnOffset: 3,3
		RequiresCondition: china

#ercc refinery
PROC:
	GrantConditionOnFaction@SPAIN:
		Factions: spain
		Condition: Spanish
	RenderSprites:
		Image: ref-bot
	Building:
		Footprint: ==x === x==
		Dimensions: 3,3
		LocalCenterOffset: 0,0,0
	Refinery:
		DockAngle: 192
		DockOffset: 1,1
	FreeActor:
		Actor: HARV
		SpawnOffset: 1,1
		Facing: 192
	FreeActorWithDelivery:
		DeliveringActor: RMTRAN
		Actor: HARV
		DeliveryOffset: 1,1
		RequiresCondition: Spanish
	Selectable:
		Bounds: 3072, 1920, 0, -597
		DecorationBounds: 3072, 4352, 0, -85
	-WithIdleOverlay@TOP:
	WithIdleOverlay@topsolid:
		Sequence: topsolid
		RequiresCondition: !cloak
	-HitShape:
	-HitShape@BOTTOMLEFT:
	-HitShape@TOP:
	ExternalCondition@cloak:
		Condition: cloak
	WithIdleOverlay@cloak:
		Sequence: topsolid
		Palette: cloak
		IsPlayerPalette: true
		RequiresCondition: cloak
	HitShape@TOPLEFT:
		TargetableOffsets: 560,-1152,0  , 880,-630,0
		Type: Rectangle
			TopLeft: -1536, -768
			BottomRight: -256,-256
	HitShape@TOPRIGHT:
		TargetableOffsets: 1400,1152,0  ,   1720,630,0
		Type: Rectangle
			TopLeft: 256, -1536
			BottomRight: 1536, -256
	HitShape@BOTRIGHT:
		TargetableOffsets: -560,1152,0  , -800,630,0
		Type: Rectangle
			TopLeft: 256, 256
			BottomRight: 1536, 768
	HitShape@BOTLEFT:
		TargetableOffsets: -560,-1152,0  ,  -800,-630,0
		Type: Rectangle
			TopLeft: -1536, 256
			BottomRight: -256, 1536
			
#superweapons--------------------------------------------------------------------------superweapons
MSLO:
	Buildable:
		Prerequisites: ~techcenter, ~techlevel.unrestricted
	NukePower:
		AllowMultiple: True
IRON:
	Buildable:
		Prerequisites: ~techcenter, ~!utek, ~structures.soviet, ~techlevel.unrestricted
	ProvidesPrerequisite@buildingname:
	GrantExternalConditionPower@IRONCURTAIN:
		AllowMultiple: True
PDOX:
	Buildable:
		Prerequisites: ~techcenter, ~!gtek, ~structures.allies, ~techlevel.unrestricted
STHGEN:
	Inherits: ^ScienceBuilding
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@shape: ^2x2Shape
	Selectable:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: ~ftek, ~structures.france, ~techlevel.unrestricted
		BuildLimit: 1
		Description: Makes vehicles invisible for a short time.\nRequires power to operate.\nMaximum 1 can be built.\n  Special Ability: Stealth Shield
	Valued:
		Cost: 1500
	Tooltip:
		Name: Phase Generator
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 5c0
		RequiresCondition: !disabled
	WithBuildingBib:
		HasMinibib: true
	GrantExternalConditionPower@STEALTH:
		OrderName: GrantExternalConditionPowerStealth
		PauseOnCondition: disabled
		Icon: cloakicon
		ChargeInterval: 3000
		Name: Stealth Shield
		Description: Makes a group of units invisible\nfor 30 seconds.
		Duration: 750
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: Charging
		EndChargeSpeechNotification: Ready
		DisplayRadarPing: True
		Condition: stealth
		OnFireSound: appear1.aud
		SupportPowerPaletteOrder: 10
		Dimensions: 5, 5
		Footprint: __x__ _xxx_ xxxxx _xxx_ __x__
	SupportPowerChargeBar:
	InfiltrateForSupportPowerReset:
		Types: SpyInfiltrate
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	Power:
		Amount: -200
	MustBeDestroyed:
		RequiredForShortGame: false
	ProvidesPrerequisite@buildingname:

#alliedDefences----------------------------------------------------------------------alliedDefences
PBOX:
	Buildable:
		Prerequisites: tent, ~structures.allies, ~techlevel.low
	Cargo:
		Types: Infantry
		MaxWeight: 2
		InitialUnits: e1
	Power:
		Amount: -10
	DetectCloaked:
		Range: 4c0
GUN:
	Buildable:
		Prerequisites: tent, ~structures.allies, ~techlevel.medium
GAP:
	Buildable:
		Prerequisites: tent, ~techcenter, ~structures.allies, ~techlevel.high
HTUR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Inherits@shape: ^2x2Shape
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 60
		BuildDuration: 1450
		Prerequisites: ~ftek, ~structures.france, ~techlevel.high
		Description: Anti-Armor artillary of epic proportions.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	Valued:
		Cost: 2000
	Tooltip:
		Name: Grand Cannon
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Turreted:
		TurnSpeed: 3
		InitialFacing: 0
		RealignDelay: -1
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	AttackTurreted:
	Armament:
		Weapon: 203mm
		MuzzleSequence: muzzle
		LocalOffset: 1000,200,60, 1000,0,60, 1000,-200,60
	WithMuzzleOverlay:
	Power:
		Amount: -100
	BodyOrientation:
	Explodes:
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	WithBuildingBib:
		HasMinibib: true
	Selectable:
		Bounds: 2048, 2048
PRIS:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetGround
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 90
		Prerequisites: dome, ~ustek, ~techlevel.high
		Description: Advanced prism base defense.
	Valued:
		Cost: 1300
	Tooltip:
		Name: Prism Tower
	Building:
	Selectable:
		DecorationBounds: 1024, 1962, 0, -426
	Health:
		HP: 45000
	Armor:
		Type: Concrete
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	WithBuildingBib:
		HasMinibib: true
	WithSpriteBody:
		PauseOnCondition: disabled
	Armament:
		Weapon: PrisLaser
		LocalOffset: 0,-85,956
	AttackTesla:
		RequiresCondition: !build-incomplete
		PauseOnCondition: disabled
		ChargeAudio: audio/bpripow.aud
		MaxCharges: 1
		ReloadDelay: 40
	Power:
		Amount: -75
	ProvidesPrerequisite@buildingname:
#alliedbuildings-----------------------------------------------------------------alliedbuildings
SYRD:
	Buildable:
		Queue: Building
		BuildPaletteOrder: 40
		Prerequisites: anypower, ~structures.allies, ~techlevel.low
	ProvidesPrerequisite@VANILLASHIPS:
		Factions: england, france, germany, spain
		Prerequisite: alliedships.vanilla
	ProvidesPrerequisite@usa:
		Factions: allies
		Prerequisite: ships.usa
	Building:
		Footprint: =x= xxx =x=
	FreeActor@1:
		Actor: SYRDCHARGER
		SpawnOffset: 0,0
		Facing: 768
	FreeActor@2:
		Actor: SYRDCHARGER
		SpawnOffset: 3,0
		Facing: 768
	FreeActor@3:
		Actor: SYRDCHARGER
		SpawnOffset: 0,3
		Facing: 768
	FreeActor@4:
		Actor: SYRDCHARGER
		SpawnOffset: 3,3
		Facing: 768
	ProximityExternalCondition@keepchargersalive:
		Condition: keepchargeralive
		Range: 2c0
#this allows the minelayer to rearm, very special thanks to Pinkthoth for making this work!
SYRDCHARGER:
	Interactable:
	EditorOnlyTooltip:
		Name: (DummyCharger)
	AlwaysVisible:
	Building:
		Footprint: _
		Dimensions: 1,1
	BodyOrientation:
		QuantizedFacings: 1
	WithSpriteBody:
	RenderSpritesEditorOnly:
		Image: camera
	MapEditorData:
		Categories: System
	Exit@1:
		SpawnOffset: 0,0,0
		ExitCell: 0,0
		Facing: 896
	ExternalCondition:
		Condition: keepchargeralive
	KillsSelf:
		RequiresCondition: !keepchargeralive
		Delay: 1
ATEK:
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Prerequisites: ~disabled
USTEK:
	Inherits: ATEK
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Prerequisites: weap, dome, ~structures.usa, ~techlevel.high
		Description: Provides USA advanced technologies.\n  Special Ability: GPS Satellite, Ion Cannon
	Tooltip:
		Name: USA Tech Center
	ProvidesPrerequisite@buildingname:
	IonCannonPower:
		PauseOnCondition: disabled
		Prerequisites: ~techlevel.high
		Icon: ioncannon
		Cursor: ability
		IconPalette: cnc
		EffectPalette: cnc
		ChargeInterval: 6750
		Name: Ion Cannon
		Description: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		BeginChargeSpeechNotification: IonCannonCharging
		EndChargeSpeechNotification: IonCannonReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		DisplayTimerRelationships: Ally, Neutral, Enemy
		OnFireSound: ion1.aud
		DisplayRadarPing: True
		CameraActor: camera
		SupportPowerPaletteOrder: 20        
	RenderSprites:
		Image: ustek
GTEK:
	Inherits: ATEK
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Prerequisites: weap, dome, ~structures.germany, ~techlevel.high
		Description: Provides German advanced technologies.\n  Special Ability: GPS Satellite, ChronoPower
	Tooltip:
		Name: German Tech Center
	ChronoshiftPower@advancedchronoshift:
		OrderName: AdvancedChronoshift
		PauseOnCondition: disabled
		Icon: chrono
		ChargeInterval: 3000
		Name: Advanced Chronoshift
		Description: Teleports a large group of units across\nthe map for 20 seconds.
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: ChronosphereCharging
		EndChargeSpeechNotification: ChronosphereReady
		SelectTargetTextNotification: Select target.
		InsufficientPowerTextNotification: Insufficient power.
		BeginChargeTextNotification: Chronosphere charging.
		EndChargeTextNotification: Chronosphere ready.
		Duration: 400
		KillCargo: true
		DisplayRadarPing: True
		SupportPowerPaletteOrder: 30
		Dimensions: 5, 5
		Footprint: __x__ _xxx_ xxxxx _xxx_ __x__
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		Image: gtek
ETEK:
	Inherits: ATEK
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Prerequisites: weap, dome, ~structures.england, ~techlevel.high
		Description: Provides England advanced technologies.\n  Special Ability: GPS Satellite, Sonar Pulse
	Building:
		Footprint: XXX xxX xx= ==_
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Tooltip:
		Name: England Tech Center
	SpawnActorPower@sonar:
		Icon: sonar
		Name: Sonar Pulse
		Prerequisites: ~techlevel.naval
		Description: Reveals all submarines in the\n vicinity for a short time.
		ChargeInterval: 3000
		EndChargeSpeechNotification: SonarPulseReady
		SelectTargetSpeechNotification: SelectTarget
		Actor: sonar
		LifeTime: 500
		DeploySound: sonpulse.aud
		EffectImage: moveflsh
		EffectPalette: moveflash
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		Image: etek
FTEK:
	Inherits: ATEK
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Prerequisites: weap, dome, ~structures.france, ~techlevel.high
		Description: Provides France advanced technologies.\n  Special Ability: GPS Satellite, Cloaked
	Tooltip:
		Name: France Tech Center
	Cloak:
		InitialDelay: 125
		CloakDelay: 60
		IsPlayerPalette: true
		PauseOnCondition: lowpower
	ProvidesPrerequisite@buildingname:   
	RenderSprites:
		Image: ftek
ABASE:
	Inherits: ^Building
	Inherits@shape: ^3x2Shape
	Inherits@PRIMARY: ^PrimaryBuilding
	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
	Buildable:
		Queue: Building
		BuildPaletteOrder: 130
		Prerequisites: dome, ~structures.usa, ~techlevel.medium
		Description: Produces and reloads aircraft.\n  Special Ability: Sniper Drop
	Valued:
		Cost: 500
	Tooltip:
		Name: Airbase
	Selectable:
		Class: afld
		Bounds: 3072, 3172
	Building:
		Footprint: =xX xxx xxx
		Dimensions: 3,3
	Health:
		HP: 100000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: 0,1100, 0
		ExitCell: 1,1
		Facing: 768
	RallyPoint:
		ForceSetType: Plane
	CommandBarBlacklist:
		DisableStop: false
	Production:
		Produces: Aircraft, Plane
	Reservable:
	ProvidesPrerequisite@usa:
		Factions: allies
		Prerequisite: aircraft.usa
	ProductionBar:
		ProductionType: Aircraft
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
		PlayerExperience: 10
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	ParatroopersPower@usaparatroopers:
		OrderName: USAParatroopers
		Prerequisites: structures.usa
		Icon: sniperdrop
		UnitType: DOUGLAS
		ChargeInterval: 7500
		Name: Sniper Drop
		Description: A plane drops a squad of snipers\nanywhere on the map.
		DropItems: SNIPER,SNIPER,SNIPER
		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
	AirstrikePower@airstrike:
		OrderName: USAirstrike
		Prerequisites: structures.usa
		Icon: airstrike
		ChargeInterval: 7500
		Name: Airstrike
		Description: A squad of B-2 Spirit drop\n incendiary bombs on your target.
		SelectTargetSpeechNotification: SelectTarget
		CameraActor: camera
		CameraRemoveDelay: 150
		UnitType: b2b
		QuantizedFacings: 8
		DisplayBeacon: true
		SquadSize: 3
		SquadOffset: 1792,1792,0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 40
HPAD:
	Buildable:
		Prerequisites: dome, ~structures.allies, ~techlevel.medium
	ParatroopersPower@specoppara:
		OrderName: SpecOpPara
		Prerequisites: aircraft.england
		Icon: specopdropicon
		ChargeInterval: 9000
		Name: Specop Drop
		Description: A Chinook drops a squad of royal marines\nanywhere on the map.
		UnitType: RMTRAN
		DropItems: SPECOP, SPECOP, SPECOP
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: specopdropbeacon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 50
#sovietdefences----------------------------------------------------------------------sovietdefences
SAM:
	Buildable:
		Prerequisites: dome, ~structures.soviet, ~!structures.china, ~techlevel.medium
CRAM:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetAir
	Buildable:
		IconPalette: chrometd
		Queue: Defense
		BuildPaletteOrder: 60
		BuildDuration: 1450
		Prerequisites: dome, ~structures.china, ~techlevel.high
		Description: Anti-Air Gatling cannon.\n  Strong vs Aircraft
	Valued:
		Cost: 800
	Tooltip:
		Name: Gatling Gun
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 6c0
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Turreted:
		TurnSpeed: 60
		InitialFacing: 832
		RealignDelay: -1
		RequiresCondition: !build-incomplete
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	AttackTurreted:
		PauseOnCondition: disabled || build-incomplete
	Armament@GAT:
		Weapon: VulcanAA
		LocalOffset: 520,0,450
		MuzzleSequence: muzzle
	Armament@GAT2:
		Weapon: VulcanAA
		FireDelay: 50
		LocalOffset: 520,0,450
		MuzzleSequence: muzzle
	WithMuzzleOverlay:
	Power:
		Amount: -50
	BodyOrientation:
	Explodes:
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	WithBuildingBib:
		HasMinibib: true
	Selectable:
		Bounds: 1024, 1024
		DecorationBounds: 1024, 1365, 0, -170		
MTSLA:
	Inherits: ^Defense
	Inherits@shape: ^2x2Shape
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 2048, 2048
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 120
		Prerequisites: ~structures.russia, ~rtek, ~techlevel.high
		Description: Advanced Tesla.
	Building:
		Footprint: xx xx
		Dimensions: 2,2
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	-Capturable:
	Valued:
		Cost: 1800
	Tooltip:
		Name: Advanced Tesla
	Power:
		Amount: -300
	WithBuildingBib:
		HasMinibib: true
	Armament:
		Weapon: TeslaZap
		LocalOffset: 0,0,896
	WithTeslaChargeAnimation:
	AttackTesla:
		RequiresCondition: !build-incomplete
		PauseOnCondition: disabled
		ChargeAudio: tslachg2.aud
		MaxCharges: 9
		ReloadDelay: 100
	DetectCloaked:
		Range: 6c0
		RequiresCondition: !disabled
PROP:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Valued:
		Cost: 800
	Tooltip:
		Name: Propaganda Tower
	TooltipDescription:
		Description: Provides buff to units.
		ValidRelationships: Ally
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 115
		Prerequisites: ctek, ~structures.china, ~techlevel.high
		Description: Boosts your troops abilities within range.\nRequires power to operate.
	Selectable:
		Bounds: 1024, 1024
		DecorationBounds: 1024, 1706, 0, -341
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 5c0
		Range: 6c0
		RevealGeneratedShroud: False
	WithBuildingBib:
		HasMinibib: true
	ProximityExternalCondition:
		RequiresCondition: !disabled
		Condition: prop
		Range: 6c0
		ValidRelationships: Ally
	-RenderRangeCircle:
	WithRangeCircle@prop:
		RequiresCondition: !disabled
		Range: 6c0
		UsePlayerColor: True
	Power:
		Amount: -60
	MustBeDestroyed:
		RequiredForShortGame: false
	Explodes:
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode
	HitShape:
		Type: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 512
#sovietbuildings---------------------------------------------------------------------sovietbuildings
CTEK:
	Inherits: STEK
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Buildable:
		Queue: Building
		BuildPaletteOrder: 151
		Prerequisites: weap, dome, ~structures.china, ~techlevel.high
		Description: Provides China advanced technologies.\n  Special Ability: Propaganda Tower
	Tooltip:
		Name: China Tech Center
	Building:
		Footprint: =__ XxX XxX ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	ProximityExternalCondition@Propaganda:
		RequiresCondition: !disabled
		Condition: prop
		Range: 6c0
		ValidRelationships: Ally
	WithRangeCircle@prop:
		RequiresCondition: !disabled
		Range: 6c0
		UsePlayerColor: True
	ParatroopersPower@tankdrop:
		OrderName: ChinaTankDrop
		Prerequisites: ~afld
		Icon: tankdrop
		SquadSize: 3
		ChargeInterval: 7500
		Name: TankDrop
		Description: A squad of Badgers drops 3\n tanks at the selected location.
		DropItems: 3TNK.china, 3TNK.china, 3TNK.china
		ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
		SelectTargetSpeechNotification: SelectTarget
		ReinforcementsArrivedTextNotification: Reinforcements have arrived.
		SelectTargetTextNotification: Select target.
		AllowImpassableCells: false
		QuantizedFacings: 8
		CameraActor: camera.paradrop
		DisplayBeacon: true
		BeaconPoster: pinficon
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: paradirection
		SupportPowerPaletteOrder: 52
	ProvidesPrerequisite@buildingname:
	ProvidesPrerequisite:
		Prerequisite: techcenter      
	Power:
		Amount: -150        
	RenderSprites:
		Image: ctek
RTEK:
	Inherits: STEK
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Buildable:
		Queue: Building
		BuildPaletteOrder: 151
		Prerequisites: weap, dome, ~structures.russia, ~techlevel.high
		Description: Provides Russia advanced technologies.\n  Special Ability: Provides power
	Tooltip:
		Name: Russia Tech Center
	Building:
		Footprint: _=_ XxX XxX ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	ProvidesPrerequisite@buildingname:
	ProvidesPrerequisite:
		Prerequisite: techcenter  
	Power:
		Amount: 250        
	RenderSprites:
		Image: rtek
UTEK:
	Inherits: STEK
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Buildable:
		Queue: Building
		BuildPaletteOrder: 151
		Prerequisites: weap, dome, ~structures.ukraine, ~techlevel.high
		Description: Provides Ukraine advanced technologies.\n  Special Ability: Advanced Iron Curtain
	Tooltip:
		Name: Ukraine Tech Center
	Building:
		Footprint: XxX XxX ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	ProvidesPrerequisite@buildingname: 
	ProvidesPrerequisite:
		Prerequisite: techcenter
	GrantExternalConditionPower@ADVIRONCURTAIN:
		PauseOnCondition: disabled
		Icon: invuln
		ChargeInterval: 4000
		Sequence: idle
		Name: Invulnerability
		Description: Makes a group of units invulnerable\nfor 20 seconds.
		Duration: 400
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		BeginChargeSpeechNotification: IronCurtainCharging
		EndChargeSpeechNotification: IronCurtainReady
		SelectTargetTextNotification: Select target.
		InsufficientPowerTextNotification: Insufficient power.
		BeginChargeTextNotification: Iron curtain charging.
		EndChargeTextNotification: Iron curtain ready.
		DisplayRadarPing: True
		Condition: invulnerability
		OnFireSound: ironcur9.aud
		SupportPowerPaletteOrder: 10
		Dimensions: 5, 5
		Footprint: __x__ _xxx_ xxxxx _xxx_ __x__      
	Power:
		Amount: -250        
	RenderSprites:
		Image: utek
TTEK:
	Inherits: STEK
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Buildable:
		Queue: Building
		BuildPaletteOrder: 151
		Prerequisites: weap, dome, ~structures.turkey, ~techlevel.high
		Description: Provides Turkey advanced technologies.\n  Special Ability: Insurgents
	Tooltip:
		Name: Turkey Tech Center
	Building:
		Footprint: XxX XxX ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	SpawnActorPower@insurgants:
		Actor: ins1
		LifeTime: -1
		Icon: insurgant
		Name: Insurgants
		Prerequisites: ~techlevel.high
		Description: Spawns a mob of units\n in the area.
		ChargeInterval: 5000
		EndChargeSpeechNotification: Ready
		SelectTargetSpeechNotification: SelectTarget
		EffectImage: cloud
		EffectSequence: idle
		EffectPalette: effect
		DeploySound: audio/insurg1.aud
	ProvidesPrerequisite@buildingname:
	ProvidesPrerequisite:
		Prerequisite: techcenter  
	Power:
		Amount: -50        
	RenderSprites:
		Image: ttek
STEK:
	Buildable:
		Prerequisites: ~disabled, ~structures.soviet, ~techlevel.high
SHPAD:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	Inherits@PRIMARY: ^PrimaryBuilding
	Selectable:
		Bounds: 2048, 2048
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 120
		Prerequisites: dome, ~structures.turkey, ~techlevel.medium
		Description: Produces and reloads\n helicopters & Kirov.
	Valued:
		Cost: 500
	Tooltip:
		Name: Soviet Helipad
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,0,300
	Health:
		HP: 80000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: 0,-300,300
		ExitCell: 1,1
		Facing: 896
	RallyPoint:
		ForceSetType: Helicopter
	CommandBarBlacklist:
		DisableStop: false
	Production:
		Produces: Aircraft, Helicopter
	Reservable:
	ProductionBar:
		ProductionType: Aircraft
	Power:
		Amount: -10
	ProvidesPrerequisite@buildingname:
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
		PlayerExperience: 10
SOVPWR:
	Inherits: ^Building
	Inherits@POWER_OUTAGE: ^DisabledByPowerOutage
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: -355,-1024,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 140
		Prerequisites: dome, ~techcenter, ~structures.soviet, ~techlevel.medium
		Description: Provides quadruple the power of\nan advanced Power Plant.\nHowever explodes violently.
	Valued:
		Cost: 800
	Tooltip:
		Name: Nuclear Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypower
	Building:
		Footprint: _x_ xxx xxx
		Dimensions: 3,3
	Selectable:
		Bounds: 2901, 1450
		DecorationBounds: 3072, 2901
	Health:
		HP: 90000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
	Power:
		Amount: 800
	Explodes:
		Weapon: CrateNuke
		DamageSource: Killer
	Targetable:
		TargetTypes: GroundActor, Structure, C4, DetonateAttack, SpyInfiltrate
	ScalePowerWithHealth:
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	RenderSprites:
		PlayerPalette: player-cc2
SPEN:
	Building:
		Footprint: =x= xxx =x=
	FreeActor@1:
		Actor: SYRDCHARGER
		SpawnOffset: 0,0
		Facing: 768
	FreeActor@2:
		Actor: SYRDCHARGER
		SpawnOffset: 3,0
		Facing: 768
	FreeActor@3:
		Actor: SYRDCHARGER
		SpawnOffset: 0,3
		Facing: 768
	FreeActor@4:
		Actor: SYRDCHARGER
		SpawnOffset: 3,3
		Facing: 768
	ProximityExternalCondition@keepchargersalive:
		Condition: keepchargeralive
		Range: 2c0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 50
		Prerequisites: anypower, ~structures.soviet, ~techlevel.low
	Exit@b1:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,1024,0
		Facing: 640
		ExitCell: 0,2
		ProductionTypes: Ship, Boat
	Exit@b2:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,1024,0
		Facing: 896
		ExitCell: 2,2
		ProductionTypes: Ship, Boat
	Exit@b3:
		RequiresCondition: !being-captured
		SpawnOffset: -1024,-1024,0
		Facing: 384
		ExitCell: 0,0
		ProductionTypes: Ship, Boat
	Exit@b4:
		RequiresCondition: !being-captured
		SpawnOffset: 1024,-1024,0
		Facing: 128
		ExitCell: 2,0
		ProductionTypes: Ship, Boat
	ProvidesPrerequisite@chinaship:
		Factions: RandomSoviet, soviet
		Prerequisite: ships.china
INTERNET:
	Inherits: ^ScienceBuilding
	Inherits@CARGOPIPS: ^CargoPips
	Inherits@shape: ^3x2Shape
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	HitShape:
		TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
		Type: Rectangle
			TopLeft: -1024, -384
			BottomRight: 1024, 1024
	Valued:
		Cost: 1000
	Tooltip:
		Name: Internet Centre
	TooltipDescription:
		Description: Garrison Hackers to boost cash generation.
		ValidRelationships: Ally
	Buildable:
		BuildPaletteOrder: 160
		Prerequisites: ~ctek, ~structures.china, ~techlevel.medium
		Queue: Building
		BuildLimit: 1
		Description: Chinese hackers steal money.\nIncreases Hacker output.\nRequires power to operate.
		IconPalette: cnc
	Power:
		Amount: -100
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 2048, 1706, 0, 384
		DecorationBounds: 2048, 2261, 0, -170
	SelectionDecorations:
	WithSpriteBody:
		PauseOnCondition: lowpower
	Health:
		HP: 80000
	RevealsShroud:
		Range: 10c0
	WithBuildingBib:
	GpsDot:
		String: Communications
	Cargo:
		Types: Infantry
		MaxWeight: 8
	InfiltrateForCash:
		Percentage: 25
		Types: SpyInfiltrate, ThiefInfiltrate
		InfiltratedNotification: CreditsStolen
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		PlayerPalette: cncplayer
INDP:
	Inherits: ^Building
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	Inherits@SHAPE: ^3x2Shape
	Selectable:
		Bounds: 3072, 2816, 0, -256
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -1024
			BottomRight: 1536, 1280
	WithSpriteBody:
		PauseOnCondition: disabled
	Buildable:
		Queue: Building
		BuildPaletteOrder: 200
		Prerequisites: ~structures.soviet, ~ctek, ~techlevel.high
		Description: Vehicles are produced 15% faster and cost 10% less.
		BuildLimit: 1
	TooltipDescription:
		Description: • Maximum 1 can be built • Cannot be captured or hacked
		ValidRelationships: Ally
	Valued:
		Cost: 2000
	Tooltip:
		Name: Industrial Plant
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 120000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: -150
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	ProvidesPrerequisite@buildingname:
	ProduceActorPower:
		Actors: 3tnk.china
		Type: Vehicle
		Prerequisites: structures.china
		ReadyAudio: ChinaPower
		ChargeInterval: 3000
		Icon: industry
		Name: Industrialisation
		Description: Advanced Chinese industry\n produces a stream\n of heavy tanks.
		ClockSequence: clock
		CircleSequence: circles
		InsufficientPowerSpeechNotification: InsufficientPower
		SupportPowerPaletteOrder: 80
		PauseOnCondition: lowpower

AFLD:
	ProvidesPrerequisite@chinaair:
		Factions: RandomSoviet, soviet
		Prerequisite: aircraft.china
#walls&fences------------------------------------------------------------------------------walls&fences
SBAG:
	Buildable:
		Prerequisites: fact, ~!structures.usa, ~!structures.france, ~structures.allies, ~techlevel.low
FENC:
	Buildable:
		Prerequisites: fact, ~!structures.china, ~structures.soviet, ~techlevel.low
CYCL:
	Inherits: ^Wall
	Valued:
		Cost: 45
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Chain Link Barrier
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~structures.usa, ~techlevel.low
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Wood
	LineBuild:
		NodeTypes: chain
	LineBuildNode:
		Types: chain
	WithWallSpriteBody:
		Type: chain
WOOD:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Wooden Fence
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact, ~structures.france, ~techlevel.low
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Wood
	LineBuild:
		NodeTypes: woodfence
	LineBuildNode:
		Types: woodfence
	WithWallSpriteBody:
		Type: woodfence
BARB:
	Inherits: ^Wall
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 1
		Prerequisites: ~structures.china, ~techlevel.low
		Description: Stops infantry and light vehicles.\nCan be crushed by tracked vehicles.
	Valued:
		Cost: 50
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Barbed Wire Fence
	Armor:
		Type: Wood
	LineBuildNode:
		Types: barbwire
	WithWallSpriteBody:
		Type: barbwire
BRIK:
	Buildable:
		Prerequisites: anypower, ~techlevel.medium
^Wall:
	LineBuildNode:
		Types: wall, gate
^Gate:
	Inherits: ^Building
	-WithSpriteBody:
	-InstantlyRepairable:
	-Capturable:
	-Capturable@2:
	-SpawnActorsOnSell:
	-CaptureManager:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	-WithMakeAnimation:
	-GivesBuildableArea:
	-GivesExperience:
	-MustBeDestroyed:
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	LineBuildNode:
		Types: concrete, gate
	WithGateSpriteBody:
	Tooltip:
		Name: Gate
	Building:
		BuildSounds: bits/place2.aud
		TerrainTypes: Clear, Road
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 6
	MapEditorData:
		Categories: Wall
	Gate:
		OpeningSound: audio/hydrod1.aud
		ClosingSound: audio/hvydoor1.aud
		BlocksProjectilesHeight: 0
HGATE:
	Inherits: ^Gate
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 512
	Building:
		Footprint: xxx
		Dimensions: 3,1
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 30
		Prerequisites: ~anypower, ~techlevel.medium
		Description: Places an horizontal gate.\nThe gate automatically opens for friendly units.\nBlocks enemy access into your base.
	Valued:
		Cost: 500
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !being-demolished
	CustomSellValue:
		Value: 50
	WithGateSpriteBody:
		WallConnections: -1,0, 3,0
	LineBuildNode:
		Connections: -1,0, 1,0
	Tooltip:
		Name: Gate - (horizontal)
	RevealsShroud:
		Range: 1c0
	RenderSprites:
		Image: hgate
VGATE:
	Inherits: ^Gate
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -1536
			BottomRight: 512, 1536
	Building:
		Footprint: x x x
		Dimensions: 1,3
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 31
		Prerequisites: ~anypower, ~techlevel.medium
		Description: Places an vertical gate.\nThe gate automatically opens for friendly units.\nBlocks enemy access into your base.
	Valued:
		Cost: 500
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !being-demolished
	CustomSellValue:
		Value: 50
	WithGateSpriteBody:
		WallConnections: 0,-1, 0,3
	LineBuildNode:
		Connections: 0,-1, 0,1
	Tooltip:
		Name: Gate I (vertical)
	RevealsShroud:
		Range: 1c0
