#infantry------------------------------------------------------------------------------------------infantry
GENMEDI:
	Inherits: MEDI
	Buildable:
		Prerequisites: ~hosp, ~infantry.soviet
	RenderSprites:
		Image: MEDI
E1:
	Inherits@Voices: ^VoicesSelector
	Buildable:
		Prerequisites: ~barracks, ~infantry.vanilla, ~techlevel.infonly
	TooltipDescription:
		Description: Elite Rank Bonus: Grenades.
	Armament@RankUpSECONDARY:
		Name: secondary
		Weapon: BuildingGrenade
		LocalOffset: 0,0,555
		FireDelay: 15
		RequiresCondition: rank-veteran == 3 || rank-elite
	Voiced:
		VoiceSet: GenericVoice
		RequiresCondition: Vanilla
	Voiced@China:
		VoiceSet: ChinaVoice
		RequiresCondition: IAMCHINESE
	Voiced@USA:
		VoiceSet: USAVoice
		RequiresCondition: IAMAMERICAN
	Voiced@Turkey:
		VoiceSet: TurkVoice
		RequiresCondition: IAMTURK
E2:
	Inherits@Voices: ^VoicesSelector
	TooltipDescription:
		Description: Elite Rank Bonus: Bouncing Grenades.
	Armament@PRIMARY:
		RequiresCondition: !rank-elite
	Armament@RankUpSECONDARY:
		Name: Elite
		Weapon: mGrenade
		LocalOffset: 0,0,555
		RequiresCondition: rank-elite
	Voiced:
		VoiceSet: GenericVoice
		RequiresCondition: Vanilla
	Voiced@China:
		VoiceSet: ChinaVoice
		RequiresCondition: IAMCHINESE
	Voiced@USA:
		VoiceSet: USAVoice
		RequiresCondition: IAMAMERICAN
	Voiced@Turkey:
		VoiceSet: TurkVoice
		RequiresCondition: IAMTURK
E3:
	Inherits@Voices: ^VoicesSelector
	TooltipDescription:
		Description: Elite Rank Bonus: x2 Missiles.
	Armament@RankUp:
		Name: tertiary
		Weapon: RedEye
		LocalOffset: 0,0,555
		FireDelay: 15
		RequiresCondition: rank-elite
	Voiced:
		VoiceSet: GenericVoice
		RequiresCondition: Vanilla
	Voiced@China:
		VoiceSet: ChinaVoice
		RequiresCondition: IAMCHINESE
	Voiced@USA:
		VoiceSet: USAVoice
		RequiresCondition: IAMAMERICAN
	Voiced@Turkey:
		VoiceSet: TurkVoice
		RequiresCondition: IAMTURK
#AlliedInfantry-----------------------------------------------------------------------------alliedinfantry
E1GI:
	Inherits: E1
	Buildable:
		Icon: e1gi
		Prerequisites: ~infantry.usa, ~techlevel.infonly
		Description: US basic infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Tooltip:
		Name: GI
	TooltipDescription:
		Description: Elite Rank Bonus: Grenades.
		ValidRelationships: Ally
	ProducibleWithLevel:
		Prerequisites: techlevel.infonly
		InitialLevels: 1
	Valued:
		Cost: 110
	Voiced:
		VoiceSet: USAVoice
	Armament@RankUpSECONDARY:
		Name: secondary
		Weapon: BuildingGrenade
		LocalOffset: 0,0,555
		FireDelay: 15
		RequiresCondition: rank-veteran == 3 || rank-elite
	RenderSprites:
		Image: E1
SNIPER:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	RenderSprites:
		Image: sniper
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 110
		Prerequisites: ~tent, dome, ~infantry.usa
		Description: Elite marksman infantry armed with\n  a powerful sniper rifle.
	Tooltip:
		Name: Sniper
	TooltipDescription:
		Description: Elite Rank Bonus: Sight & Range Increase.
	Valued:
		Cost: 600
	Health:
		HP: 9500
	IgnoresDisguise:
	RangeMultiplier@ELITE:
		Modifier: 120
		RequiresCondition: rank-elite
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	RevealsShroud:
		Range: 7c0
		MinRange: 6c0
		RevealGeneratedShroud: false
	RevealsShroud@ELITE:
		Range: 10c0
		MinRange: 6c0
		RevealGeneratedShroud: false
		RequiresCondition: rank-elite
	RevealsShroud@GAPGEN:
		Range: 6c0
	Armament@PRIMARY:
		Weapon: sniper
	Mobile:
		Speed: 46
	Cloak@NORMAL:
		InitialDelay: 200
		CloakDelay: 200
		IsPlayerPalette: true
		DetectionTypes: Cloak
		UncloakOn: Move, Unload, Infiltrate, Demolish, Dock, Attack
	WithInfantryBody:
		AttackSequences:
			primary: shoot
			secondary: shoot
		StandSequences: stand, stand2
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	AttackFrontal:
		Voice: Attack
	Voiced:
		VoiceSet: SniperVoice
	Passenger:
		CustomPipType: red
	Guard:
	ProducibleWithLevel:
		InitialLevels: 1
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: barracks.upgraded
MECH:
	Inherits: ^Soldier
	TooltipDescription:
		Description: Repair husks back to life.
		ValidRelationships: Ally
	CaptureManager:
	GrantConditionOnPrerequisite@REUSABLEMECHANICS:
		Condition: global-reusable-mechanics
		Prerequisites: global-reusable-mechanics
	Captures:
		RequiresCondition: !global-reusable-mechanics
		CaptureTypes: husk
		PlayerExperience: 25
		EnterCursor: goldwrench
		ConsumedByCapture: true
	Captures@rehusk:
		RequiresCondition: global-reusable-mechanics
		CaptureTypes: husk
		PlayerExperience: 25
		ConsumedByCapture: False
		EnterCursor: goldwrench
	Infiltrates:
		RequiresCondition: !global-reusable-mechanics
		Types: Husk
		ValidRelationships: ally
		EnterCursor: goldwrench
	Infiltrates@rehusk:
		RequiresCondition: global-reusable-mechanics
		Types: Husk
		ValidRelationships: ally
		EnterCursor: goldwrench
		EnterBehaviour: Exit
E13:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~tent, ~gtek, ~techlevel.high
		Description: Elite Infantry with portable Chrono cannons.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft
	Valued:
		Cost: 650
	Tooltip:
		Name: Chrono Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: ChronoHandGun
		LocalOffset: 427, 0, 341
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: ChronoHandGun
	PortableChrono:
		ChargeDelay: 500
		MaxDistance: 24
	TakeCover:
		ProneOffset: 227,0,-245
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Voiced:
		VoiceSet: ChronoVoice
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
E7:
	Inherits@COMMANDOSKULL: ^CommandoSkull
	Buildable:
		Prerequisites: ~tent, ~techcenter, ~techlevel.high

RMBO:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 400
	Tooltip:
		Name: Commando
	TooltipDescription:
		Description: Deploys into a mini-fortification.
		ValidRelationships: Ally
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 120
		Prerequisites: ~tent, ~ustek, ~techlevel.high
		BuildAtProductionType: Infantry
		Queue: Infantry
		BuildLimit: 15
		Description: Elite commando infantry. Armed with\nHeavy Machine Gun.\n Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft\n  Special Ability: Deploy
		IconPalette: cnc
	ProducibleWithLevel:
		Prerequisites: techlevel.high
		InitialLevels: 2
	Mobile:
		Speed: 71
		Voice: Move
		PauseOnCondition: !undeployed
		RequireForceMoveCondition: !undeployed
	Guard:
		Voice: Move
	Health:
		HP: 15000
	Armor@deployed:
		Type: Heavy
		RequiresCondition: deployed
	Passenger:
		CustomPipType: red
		Voice: Move
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		ScanRadius: 8
	Armament@PRIMARY:
		Weapon: C60mg
		RequiresCondition: !deployed
	Armament@SECONDARY:
		Weapon: BuildingGrenade
		RequiresCondition: !deployed
	AttackMove:
		Voice: Attack
	WithInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1,idle2,idle3
	Targetable:
		TargetTypes: GroundActor, Infantry
	AnnounceOnKill:
	Voiced:
		VoiceSet: GGIVoice
	Armament@PRIMARYDEP:
		Weapon: RedEye
		Name: deployed
		Turret: deploy
		LocalOffset: 0,0,400
		PauseOnCondition: !ammo
		RequiresCondition: deployed
	Armament@SECONDARYDEP:
		Name: deployed
		Weapon: Dragon
		Turret: deploy
		LocalOffset: 0,0,400
		PauseOnCondition: !ammo
		RequiresCondition: deployed
	Armament@GarrisonAA:
		Name: mountedaa
		Weapon: RedEye
		PauseOnCondition: !ammo
	Armament@Garrison:
		Name: mounted
		Weapon: Dragon
		PauseOnCondition: !ammo
	AmmoPool:
		Ammo: 1
		AmmoCondition: ammo
	ReloadAmmoPool:
		Delay: 25
		Count: 1
	TakeCover:
		ProneOffset: 384,0,-395
		RequiresCondition: !deployed
	DamageMultiplier:
		Modifier: 50
		RequiresCondition: deployed
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AutoTarget:
		ScanRadius: 8
	GrantConditionOnDeploy:
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		UndeployOnMove: True
		Voice: Action
		DeploySounds: audio/iggidea.aud, audio/iggideb.aud
		UndeploySounds: audio/iggidea.aud, audio/iggideb.aud
		RequiresCondition: !parachute
		Facing: 332
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: undeployed && !parachute
	WithMakeAnimation:
		Sequence: deploy
		BodyNames: dot
	Turreted:
		Turret: deploy
		RealignDelay: -1
		TurnSpeed: 1023
		InitialFacing: 332
	WithSpriteTurret@idle:
		Turret: deploy
		Sequence: deployed
		RequiresCondition: deployed && !animate-turret && !parachute
	WithSpriteTurret@animated:
		Turret: deploy
		Sequence: deploy-shoot
		RequiresCondition: deployed && animate-turret && !parachute
	WithSpriteBody:
		Sequence: empty
		Name: dot
		RequiresCondition: !undeployed
	AttackFrontal:
		RequiresCondition: undeployed
		Voice: Attack
		FacingTolerance: 0
	AttackTurreted@deployed:
		Armaments: deployed
		Turrets: deploy
		Voice: Attack
		RequiresCondition: deployed
		OutsideRangeRequiresForceFire: True
		RangeMargin: 0
	GrantConditionOnAttack:
		Condition: animate-turret
		RevokeDelay: 5
		ArmamentNames: deployed
	Crushable:
		RequiresCondition: undeployed
	RenderSprites:
		PlayerPalette: cncplayer
		Image: rmbo
SPECOP:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 80
		Prerequisites: ~techlevel.medium, ~etek, ~infantry.england, dome
		Description: Elite rifleman armed with grenades.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 250
	Tooltip:
		Name: Royal Marine
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Mobile:
	ProducibleWithLevel:
		Prerequisites: techlevel.medium
		InitialLevels: 1
	RevealsShroud:
		Range: 6c0
	Armament@PRIMARY:
		Name: primary
		Weapon: M1Carbine2
	Armament@SECONDARY:
		Name: secondary
		Weapon: BuildingGrenade
		LocalOffset: 0,0,555
		FireDelay: 15
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Vulcan
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		AttackSequences:
			primary: shoot
			secondary: throw
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	WithInfantryBody:
		IdleSequences: idle1,idle2,idle3
	RenderSprites:

#sovietinfantry--------------------------------------------------------------------sovietinfantry
INS1:
	Inherits: ^Infantry
	Inherits: ^ArmedCivilian
	Inherits: ^AutoTargetAllAssaultMove
 	Health:
		HP: 8000
	Armament@PRIMARY:
		Weapon: sniper
	FreeActor@INSURG1:
		Actor: INS2
		SpawnOffset: 0,1
	FreeActor@INSURG2:
		Actor: INS2
		SpawnOffset: 1,1
	FreeActor@INSURG3:
		Actor: INS3
		SpawnOffset: 1,0
	FreeActor@INSURG4:
		Actor: INS2
		SpawnOffset: 2,1
	FreeActor@INSURG5:
		Actor: INS4
		SpawnOffset: 1,2
	FreeActor@INSURG6:
		Actor: IVAN
		SpawnOffset: 2,2
	FreeActor@INSURG7:
		Actor: DOG
		SpawnOffset: 1,3
	FreeActor@INSURG8:
		Actor: DOG
		SpawnOffset: 3,1
	RenderSprites:
		Image: C1
INS2:
	Inherits: ^Infantry
	Inherits: ^ArmedCivilian
	Inherits: ^AutoTargetAllAssaultMove
	Health:
		HP: 4000
	Tooltip:
		Name: Insurgant
	Armament@PRIMARY:
		Weapon: Flamer
		LocalOffset: 700,0,500
		FireDelay: 8
	RenderSprites:
		Image: C2
INS3:
	Inherits: ^Infantry
	Inherits: ^ArmedCivilian
	Inherits: ^AutoTargetAllAssaultMove
	Health:
		HP: 4000
	Tooltip:
		Name: Insurgant
	Armament@PRIMARY:
		Weapon: M1Carbine
	WithInfantryBody:
		Palette: civilian5
	RenderSprites:
		Image: C1
INS4:
	Inherits: ^Infantry
	Inherits: ^ArmedCivilian
	Inherits: ^AutoTargetAllAssaultMove
	Health:
		HP: 4000
	Tooltip:
		Name: Insurgant
	Armament@PRIMARY:
		Weapon: BuildingGrenade
	WithInfantryBody:
		Palette: civilian4
	RenderSprites:
		Image: C1
SHOK:
	Buildable:
		Prerequisites: ~barr, ~rtek, tsla, ~infantry.russia, ~techlevel.high
E1CH:
	Inherits: E1
	Buildable:
		Icon: e1ch
		Prerequisites: ~infantry.china, ~techlevel.infonly
		Description: Conscripted Infantry.\n  Strong vs Infantry\n  Weak vs Vehicles, Aircraft
	Tooltip:
		Name: Chinese Conscript
	Valued:
		Cost: 90
	Voiced:
		VoiceSet: ChinaVoice
	Health:
		HP: 4000
	RenderSprites:
		Image: e1
HACKER:
	Inherits: ^Soldier
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 90
		Prerequisites: ~barr, dome, ~ctek, ~techlevel.high
		Description: Recovers resources from the internet.\nCan hack enemy buildings.\n	Unarmed
	Valued:
		Cost: 500
	Tooltip:
		Name: Hacker
	TooltipDescription:
		Description: Garrison in Internet Centre to increase cash output, can shut down enemy power.
		ValidRelationships: Ally
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 8000
	Mobile:
		Voice: Move
	RevealsShroud:
		Range: 3c0
	Passenger:
		CustomPipType: blue
		Voice: Move
		CargoConditions:
			internet: inside
	CashTrickler:
		Interval: 150
		InitialDelay: 0
		Amount: 5
	CashTricklerMultiplier:
		Modifier: 300
		RequiresCondition: inside
	Infiltrates:
		Types: SpyInfiltrate
		Notification: BuildingInfiltrated
		TextNotification: Building infiltrated.
	WithInfantryBody:
		IdleSequences: idle
		DefaultAttackSequence: repair
		StandSequences: stand
	Voiced:
		VoiceSet: ThiefVoice
	Selectable:
		Priority: 6
		PriorityModifiers: Ctrl, Alt
IVAN:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 32
		Prerequisites: barr, ~ttek, ~techlevel.high
		Description: Specialist demolition infantry armed with explosives.\n• Strong vs Buildings, Defenses, Light Armor\n• Cannot attack Aircraft\n• Has difficulty hitting moving targets
	Valued:
		Cost: 600
	Tooltip:
		Name: Crazy Ivan
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 7000
	Mobile:
		Speed: 66
		Voice: Move
	AttackMove:
		Voice: Move
	Passenger:
		Voice: Move
	Guard:
		Voice: Move
	RevealsShroud:
		Range: 5c0
	Armament@PRIMARY:
		Weapon: TNT
		LocalOffset: 0,0,555
		FireDelay: 15
	Armament@Garrison:
		Name: mounted
		Weapon: TNT
		FireDelay: 15
	TakeCover:
		ProneOffset: 256,64,-331
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	WithInfantryBody:
		DefaultAttackSequence: throw
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Explodes:
		Weapon: ArtilleryExplode
		EmptyWeapon: ArtilleryExplode
		Chance: 75
		DamageSource: Killer
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	Voiced:
		VoiceSet: CrazyIvanVoice
	RenderSprites:
		PlayerPalette: cncplayer
SAB:
	Inherits: ^Soldier
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildLimit: 1
		BuildPaletteOrder: 120
		Prerequisites: ~barr, ~ttek, ~techlevel.medium
		Description: Sneak attack unit that carries/n a miniature nuke.\n  Can Disguise.
	Valued:
		Cost: 500
	Tooltip:
		Name: Sabotuer
	TooltipDescription:
		Description: Can disguise himself, explodes enemy buildings.
		ValidRelationships: Ally
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	RevealsShroud:
		Range: 5c0
	Passenger:
		CustomPipType: blue
	-TakeCover:
	WithInfantryBody@PARACHUTE:
		RequiresCondition: parachute
		Palette: player-noshadow
		IsPlayerPalette: true
	Crushable:
		WarnProbability: 95
	Disguise:
		DisguisedCondition: disguise
	AutoTarget:
		InitialStance: HoldFire
		ScanRadius: 5
	-WithInfantryBody:
	WithDisguisingInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle
		StandSequences: stand
		RequiresCondition: !parachute
	WithDisguisingInfantryBody@PARACHUTE:
		RequiresCondition: parachute
		Palette: player-noshadow
		IsPlayerPalette: true
	WithDecoration@disguise:
		Position: Top
		Margin: 0, -6
		Image: pips
		Sequence: tag-sab
		Palette: effect
		RequiresCondition: disguise
	IgnoresDisguise:
	Armament:
		Weapon: DemoTruckTargeting
	GrantConditionOnAttack:
		Condition: triggered
	KillsSelf:
		RequiresCondition: triggered
	Explodes:
		Weapon: CrateNuke
		EmptyWeapon: CrateNuke
		DamageSource: Killer
	AttackFrontal:
	Mobile:
		Speed: 68
	RenderSprites:
		Image: sab
DOG:
	DetectCloaked:
		Range: 3c0
		DetectionTypes: Mine