
split2:
	Defaults:
		Offset: 11, -15
	make:
		Filename: split2.tem
		TilesetFilenames:
			SNOW: split2.sno
		Length: 30
	active:
		Filename: split2.tem
		TilesetFilenames:
			SNOW: split2.sno
		Start: 30
		Length: 24
	idle:
		Filename: split2.tem
		TilesetFilenames:
			SNOW: split2.sno
		Start: 54

split3:
	Defaults:
		Offset: 7, -13
	make:
		TilesetFilenames:
			SNOW: split3.sno
			INTERIOR: split3.int
			TEMPERAT: split3.tem
			DESERT: split3.des
		Length: 30
	active:
		TilesetFilenames:
			SNOW: split3.sno
			INTERIOR: split3.int
			TEMPERAT: split3.tem
			DESERT: split3.des
		Start: 30
		Length: 24
	idle:
		TilesetFilenames:
			SNOW: split3.sno
			INTERIOR: split3.int
			TEMPERAT: split3.tem
			DESERT: split3.des
		Start: 54
	# aircraft


orca:
	idle:
		Filename: orca.shp
		Facings: 32
		UseClassicFacingFudge: True
	move:
		Filename: orca.shp
		Start: 32
		Facings: 32
	icon:
		Filename: orcaicnh.tem

c17:
	idle:
		Filename: c17.shp
		Facings: 32
		UseClassicFacingFudge: True
	icon:
		Filename: c17icnh.shp

a10:
	idle:
		Filename: a10.shp
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: miniguntd.shp
		Length: 6
		Facings: 8
	icon:
		Filename: a10icnh.tem

trancnc:
	idle:
		Filename: trancnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	rotor:
		Filename: lrotor.shp
		Length: 4
	rotor2:
		Filename: rrotor.shp
		Length: 4
	slow-rotor:
		Filename: lrotor.shp
		Start: 4
		Length: 8
	slow-rotor2:
		Filename: rrotor.shp
		Start: 4
		Length: 8
	open:
		Filename: trancnc.shp
		Start: 32
		Length: 4
	unload:
		Filename: trancnc.shp
		Start: 35
	icon:
		Filename: tranicnhcnc.tem

apache:
	idle:
		Filename: apache.shp
		Facings: 32
		UseClassicFacingFudge: True
	rotor:
		Filename: lrotor.shp
		Length: 4
	slow-rotor:
		Filename: lrotor.shp
		Start: 4
		Length: 8
	muzzle:
		Filename: miniguntd.shp
		Length: 6
		Facings: 8
	icon:
		Filename: heliicnhcnc.tem
	# infantry
rmbo:
	stand:
		Filename: rmbo.shp
		Facings: 8
	stand2:
		Filename: rmbo.shp
		Start: 8
		Facings: 8
	run:
		Filename: rmbo.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	shoot:
		Filename: rmbo.shp
		Start: 64
		Length: 4
		Facings: 8
	#  stand -> prone transition
	liedown:
		Filename: rmbo.shp
		Start: 96
		Length: 2
		Facings: 8
	#  prone -> stand transition
	standup:
		Filename: rmbo.shp
		Start: 144
		Length: 2
		Facings: 8
	prone-stand:
		Filename: rmbo.shp
		Start: 112
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: rmbo.shp
		Start: 112
		Stride: 4
		Facings: 8
	prone-run:
		Filename: rmbo.shp
		Start: 112
		Length: 4
		Facings: 8
		Tick: 100
	prone-shoot:
		Filename: rmbo.shp
		Start: 160
		Length: 4
		Facings: 8
	idle1:
		Filename: rmbo.shp
		Start: 192
		Length: 16
		Tick: 120
	idle2:
		Filename: rmbo.shp
		Start: 208
		Length: 16
		Tick: 120
	idle3:
		Filename: rmbo.shp
		Start: 224
		Length: 15
		Tick: 120
	cheer:
		Filename: rmbo.shp
		Start: 396
		Length: 3
		Facings: 8
		Tick: 120
	#  Shot
	die1:
		Filename: rmbo.shp
		Start: 318
		Length: 8
		Tick: 80
	#  Explode
	die2:
		Filename: rmbo.shp
		Start: 326
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: rmbo.shp
		Start: 334
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: rmbo.shp
		Start: 342
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: rmbo.shp
		Start: 354
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e1rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	icon:
		Filename: rmboicnh.tem

e1cnc:
	stand:
		Filename: e1cnc.shp
		Facings: 8
	stand2:
		Filename: e1cnc.shp
		Start: 8
		Facings: 8
	run:
		Filename: e1cnc.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	shoot:
		Filename: e1cnc.shp
		Start: 64
		Length: 8
		Facings: 8
	prone-stand:
		Filename: e1cnc.shp
		Start: 144
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: e1cnc.shp
		Start: 144
		Stride: 4
		Facings: 8
	prone-run:
		Filename: e1cnc.shp
		Start: 144
		Length: 4
		Facings: 8
		Tick: 100
	#  stand -> prone transition
	liedown:
		Filename: e1cnc.shp
		Start: 128
		Length: 2
		Facings: 8
	#  prone -> stand transition
	standup:
		Filename: e1cnc.shp
		Start: 176
		Length: 2
		Facings: 8
	prone-shoot:
		Filename: e1cnc.shp
		Start: 192
		Length: 8
		Facings: 8
	idle1:
		Filename: e1cnc.shp
		Start: 257
		Length: 15
		Tick: 120
	idle2:
		Filename: e1cnc.shp
		Start: 272
		Length: 16
		Tick: 120
	idle3:
		Filename: e1cnc.shp
		Start: 289
		Length: 22
		Tick: 120
	cheer:
		Filename: e1cnc.shp
		Start: 460
		Length: 3
		Facings: 8
		Tick: 120
	#  Dancing
	idle4:
		Filename: e1cnc.shp
		Start: 517
		Length: 9
		Tick: 120
	#  Shot
	die1:
		Filename: e1cnc.shp
		Start: 381
		Length: 9
		Tick: 80
	#  Explode
	die2:
		Filename: e1cnc.shp
		Start: 390
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: e1cnc.shp
		Start: 398
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: e1cnc.shp
		Start: 406
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: e1cnc.shp
		Start: 418
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e1rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	icon:
		Filename: e1icnhcnc.tem

e2cnc:
	stand:
		Filename: e2cnc.shp
		Facings: 8
	stand2:
		Filename: e2cnc.shp
		Start: 8
		Facings: 8
	run:
		Filename: e2cnc.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	throw:
		Filename: e2cnc.shp
		Start: 64
		Length: 20
		Facings: 8
	#   stand -> prone transition
	liedown:
		Filename: e2cnc.shp
		Start: 224
		Length: 2
		Facings: 8
	#   prone -> stand transition
	standup:
		Filename: e2cnc.shp
		Start: 272
		Length: 2
		Facings: 8
	prone-stand:
		Filename: e2cnc.shp
		Start: 240
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: e2cnc.shp
		Start: 240
		Stride: 4
		Facings: 8
	prone-run:
		Filename: e2cnc.shp
		Start: 240
		Length: 4
		Facings: 8
		Tick: 100
	prone-throw:
		Filename: e2cnc.shp
		Start: 288
		Length: 12
		Facings: 8
	idle1:
		Filename: e2cnc.shp
		Start: 384
		Length: 16
		Tick: 120
	idle2:
		Filename: e2cnc.shp
		Start: 400
		Length: 13
		Tick: 120
	cheer:
		Filename: e2cnc.shp
		Start: 588
		Length: 3
		Facings: 8
		Tick: 120
	#  Shot
	die1:
		Filename: e2cnc.shp
		Start: 509
		Length: 9
		Tick: 80
	#  Explode
	die2:
		Filename: e2cnc.shp
		Start: 518
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: e2cnc.shp
		Start: 526
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: e2cnc.shp
		Start: 534
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: e2cnc.shp
		Start: 546
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e2rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	icon:
		Filename: e2icnhcnc.tem

e3cnc:
	stand:
		Filename: e3cnc.shp
		Facings: 8
	stand2:
		Filename: e3cnc.shp
		Start: 8
		Facings: 8
	run:
		Filename: e3cnc.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	shoot:
		Filename: e3cnc.shp
		Start: 64
		Length: 8
		Facings: 8
	#  stand -> prone transition
	liedown:
		Filename: e3cnc.shp
		Start: 128
		Length: 2
		Facings: 8
	#  prone -> stand transition
	standup:
		Filename: e3cnc.shp
		Start: 176
		Length: 2
		Facings: 8
	prone-stand:
		Filename: e3cnc.shp
		Start: 144
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: e3cnc.shp
		Start: 144
		Stride: 4
		Facings: 8
	prone-run:
		Filename: e3cnc.shp
		Start: 144
		Length: 4
		Facings: 8
		Tick: 100
	prone-shoot:
		Filename: e3cnc.shp
		Start: 192
		Length: 10
		Facings: 8
	idle1:
		Filename: e3cnc.shp
		Start: 274
		Length: 12
		Tick: 120
	idle2:
		Filename: e3cnc.shp
		Start: 289
		Length: 14
		Tick: 120
	cheer:
		Filename: e3cnc.shp
		Start: 476
		Length: 3
		Facings: 8
		Tick: 120
	#  Shot
	die1:
		Filename: e3cnc.shp
		Start: 397
		Length: 9
		Tick: 80
	#  Explode
	die2:
		Filename: e3cnc.shp
		Start: 406
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: e3cnc.shp
		Start: 414
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: e3cnc.shp
		Start: 422
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: e3cnc.shp
		Start: 434
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e3rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	icon:
		Filename: e3icnhcnc.tem

e4cnc:
	stand:
		Filename: e4cnc.shp
		Facings: 8
	stand2:
		Filename: e4cnc.shp
		Start: 8
		Facings: 8
	run:
		Filename: e4cnc.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	shoot:
		Filename: e4cnc.shp
		Start: 64
		Length: 16
		Facings: 8
	#  stand -> prone transition
	liedown:
		Filename: e4cnc.shp
		Start: 192
		Length: 2
		Facings: 8
	#  prone -> stand transition
	standup:
		Filename: e4cnc.shp
		Start: 240
		Length: 2
		Facings: 8
	prone-stand:
		Filename: e4cnc.shp
		Start: 208
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: e4cnc.shp
		Start: 208
		Stride: 4
		Facings: 8
	prone-run:
		Filename: e4cnc.shp
		Start: 208
		Length: 4
		Facings: 8
		Tick: 100
	prone-shoot:
		Filename: e4cnc.shp
		Start: 256
		Length: 16
		Facings: 8
	idle1:
		Filename: e4cnc.shp
		Start: 384
		Length: 16
		Tick: 120
	idle2:
		Filename: e4cnc.shp
		Start: 400
		Length: 16
		Tick: 120
	cheer:
		Filename: e4cnc.shp
		Start: 588
		Length: 3
		Facings: 8
		Tick: 120
	#  Shot
	die1:
		Filename: e4cnc.shp
		Start: 509
		Length: 9
		Tick: 80
	#  Explode
	die2:
		Filename: e4cnc.shp
		Start: 518
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: e4cnc.shp
		Start: 526
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: e4cnc.shp
		Start: 534
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: e4cnc.shp
		Start: 546
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e4rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	muzzle:
		Combine:
			0:
				Filename: flame-n.shp
				Length: *
				Offset: 1,6
			1:
				Filename: flame-nw.shp
				Length: *
				Offset: 8,7
			2:
				Filename: flame-w.shp
				Length: *
				Offset: 8,2
			3:
				Filename: flame-sw.shp
				Length: *
				Offset: 7,-2
			4:
				Filename: flame-s.shp
				Length: *
				Offset: 1,-2
			5:
				Filename: flame-se.shp
				Length: *
				Offset: -5,-2
			6:
				Filename: flame-e.shp
				Length: *
				Offset: -7,2
			7:
				Filename: flame-ne.shp
				Length: *
				Offset: -7,8
		Facings: 8
		Length: 13
	icon:
		Filename: e4icnhcnc.tem

e5cnc:
	stand:
		Filename: e5cnc.shp
		Facings: 8
	stand2:
		Filename: e5cnc.shp
		Start: 8
		Facings: 8
	run:
		Filename: e5cnc.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	shoot:
		Filename: e5cnc.shp
		Start: 64
		Length: 16
		Facings: 8
	#  stand -> prone transition
	liedown:
		Filename: e5cnc.shp
		Start: 192
		Length: 2
		Facings: 8
	#  prone -> stand transition
	standup:
		Filename: e5cnc.shp
		Start: 240
		Length: 2
		Facings: 8
	prone-stand:
		Filename: e5cnc.shp
		Start: 208
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: e5cnc.shp
		Start: 208
		Stride: 4
		Facings: 8
	prone-run:
		Filename: e5cnc.shp
		Start: 208
		Length: 4
		Facings: 8
		Tick: 100
	prone-shoot:
		Filename: e5cnc.shp
		Start: 256
		Length: 16
		Facings: 8
	idle1:
		Filename: e5cnc.shp
		Start: 384
		Length: 16
		Tick: 120
	idle2:
		Filename: e5cnc.shp
		Start: 400
		Length: 16
		Tick: 120
	cheer:
		Filename: e5cnc.shp
		Start: 588
		Length: 3
		Facings: 8
		Tick: 120
	#  Shot
	die1:
		Filename: e5cnc.shp
		Start: 509
		Length: 9
		Tick: 80
	#  Explode
	die2:
		Filename: e5cnc.shp
		Start: 518
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: e5cnc.shp
		Start: 526
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: e5cnc.shp
		Start: 534
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: e5cnc.shp
		Start: 546
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e4rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	muzzle:
		Combine:
			0:
				Filename: chem-n.shp
				Length: *
				Offset: 1,2
			1:
				Filename: chem-nw.shp
				Length: *
				Offset: 8,2
			2:
				Filename: chem-w.shp
				Length: *
				Offset: 8,-3
			3:
				Filename: chem-sw.shp
				Length: *
				Offset: 7,-6
			4:
				Filename: chem-s.shp
				Length: *
				Offset: 1,-6
			5:
				Filename: chem-se.shp
				Length: *
				Offset: -5,-6
			6:
				Filename: chem-e.shp
				Length: *
				Offset: -7,-3
			7:
				Filename: chem-ne.shp
				Length: *
				Offset: -3,2
		Facings: 8
		Length: 13
	icon:
		Filename: e5icnhcnc.tem

e6cnc:
	stand:
		Filename: e6cnc.shp
		Facings: 8
	stand2:
		Filename: e6cnc.shp
		Start: 8
		Facings: 8
	run:
		Filename: e6cnc.shp
		Start: 16
		Length: 6
		Facings: 8
		Tick: 100
	#  stand -> prone transition
	liedown:
		Filename: e6cnc.shp
		Start: 66
		Length: 2
		Facings: 8
	#  prone -> stand transition
	standup:
		Filename: e6cnc.shp
		Start: 114
		Length: 2
		Facings: 8
	prone-stand:
		Filename: e6cnc.shp
		Start: 82
		Stride: 4
		Facings: 8
	prone-stand2:
		Filename: e6cnc.shp
		Start: 82
		Stride: 4
		Facings: 8
	prone-run:
		Filename: e6cnc.shp
		Start: 82
		Length: 4
		Facings: 8
		Tick: 100
	idle1:
		Filename: e6cnc.shp
		Start: 114
		Length: 6
		Tick: 120
	idle2:
		Filename: e6cnc.shp
		Start: 200
		Length: 6
		Tick: 120
	cheer:
		Filename: e6cnc.shp
		Start: 200
		Length: 3
		Facings: 8
		Tick: 120
	#  Shot
	die1:
		Filename: e6cnc.shp
		Start: 146
		Length: 8
		Tick: 80
	#  Explode
	die2:
		Filename: e6cnc.shp
		Start: 154
		Length: 8
		Tick: 80
	#  Fly and explode in air
	die3:
		Filename: e6cnc.shp
		Start: 162
		Length: 8
		Tick: 80
	#  Fly through air squish on ground
	die4:
		Filename: e6cnc.shp
		Start: 170
		Length: 12
		Tick: 80
	#  Burn
	die5:
		Filename: e6cnc.shp
		Start: 182
		Length: 18
		Tick: 80
	die6:
		Filename: electro.tem
		TilesetFilenames:
			SNOW: electro.sno
		Length: *
	die-crushed:
		Filename: e1rot.shp
		Start: 16
		Length: 4
		Tick: 1600
		ZOffset: -511
	icon:
		Filename: e6icnhcnc.tem
	# misc

missiletd:
	idle:
		Filename: missiletd.shp
		Facings: 32
		ZOffset: 1023
airstrikedirection:
	arrow-t:
		Filename: mouse2.shp
		Start: 1
		Y: -12
		Offset: 0, -15, 0
	arrow-tr:
		Filename: mouse2.shp
		Start: 2
		X: 14
		Y: -12
		Offset: 7, -7, 0
	arrow-r:
		Filename: mouse2.shp
		Start: 3
		X: 14
		Offset: 12, 0, 0
	arrow-br:
		Filename: mouse2.shp
		Start: 4
		X: 14
		Y: 11
		Offset: 7, 7, 0
	arrow-b:
		Filename: mouse2.shp
		Start: 5
		Y: 11
		Offset: 0, 15, 0
	arrow-bl:
		Filename: mouse2.shp
		Start: 6
		X: -15
		Y: 11
		Offset: -7, 7, 0
	arrow-l:
		Filename: mouse2.shp
		Start: 7
		X: -15
		Offset: -12, 0, 0
	arrow-tl:
		Filename: mouse2.shp
		Start: 8
		X: -15
		Y: -12
		Offset: -7, -7, 0
ionsfx:
	idle:
		Filename: ionsfx.shp
		Length: *
		Offset: 0, -78
		ZOffset: 1023

laserfire:
	idle:
		Filename: veh-hit3.shp
		Length: *
		ZOffset: 511

icon:
	ioncannon:
		Filename: ionicnh.tem
	airstrike:
		Filename: bombicnh.tem
	abombcnc:
		Filename: atomicnh.tem
	abomb:
		Filename: atomicon.shp
	invuln:
		Filename: infxicon.shp
	chrono:
		Filename: warpicon.shp
	spyplane:
		Filename: smigicon.shp
	paratroopers:
		Filename: pinficon.shp
	gps:
		Filename: gpssicon.shp
	parabombs:
		Filename: pbmbicon.shp
	sonar:
		Filename: sonricon.shp

smoke_m2:
	idle:
		Filename: smoke_m2.shp
		Length: *
		Offset: 2, -5
		ZOffset: 512
	loop:
		Filename: smoke_m2.shp
		Start: 49
		Length: 42
		Offset: 2, -5
		ZOffset: 512
	end:
		Filename: smoke_m2.shp
		Offset: 2, -5
		ZOffset: 512
		Frames: 25, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0

beacon:
	airstrike:
		Filename: bombicontd.shp
		Offset: 0,-42
	atomic:
		Filename: atomicontd.shp
		Offset: 0,-42

atomic.cnc:
	up:
		Filename: atomicuptd.shp
		Length: *
		ZOffset: 1023
	down:
		Filename: atomicdntd.shp
		Length: *
		ZOffset: 1023

fire:
	1:
		Filename: fire1.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	2:
		Filename: fire2.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	3:
		Filename: fire3.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	4:
		Filename: fire4.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	5:
		Filename: fire1.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	6:
		Filename: fire2.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	7:
		Filename: fire3.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	8:
		Filename: fire4.shp
		Length: *
		Offset: 0,-3
		ZOffset: 1023




resources:
	Defaults:
		Length: *
	gold01:
		Filename: gold01.tem
		TilesetFilenames:
			SNOW: gold01.sno
	gold02:
		Filename: gold02.tem
		TilesetFilenames:
			SNOW: gold02.sno
	gold03:
		Filename: gold03.tem
		TilesetFilenames:
			SNOW: gold03.sno
	gold04:
		Filename: gold04.tem
		TilesetFilenames:
			SNOW: gold04.sno
	gem01:
		Filename: gem01.tem
		TilesetFilenames:
			SNOW: gem01.sno
	gem02:
		Filename: gem02.tem
		TilesetFilenames:
			SNOW: gem02.sno
	gem03:
		Filename: gem03.tem
		TilesetFilenames:
			SNOW: gem03.sno
	gem04:
		Filename: gem04.tem
		TilesetFilenames:
			SNOW: gem04.sno
	ti1:
		Filename: ti1.tem
		TilesetFilenames:
			SNOW: ti1.sno
	ti2:
		Filename: ti2.tem
		TilesetFilenames:
			SNOW: ti2.sno
	ti3:
		Filename: ti3.tem
		TilesetFilenames:
			SNOW: ti3.sno
	ti4:
		Filename: ti4.tem
		TilesetFilenames:
			SNOW: ti4.sno
	ti5:
		Filename: ti5.tem
		TilesetFilenames:
			SNOW: ti5.sno
	ti6:
		Filename: ti6.tem
		TilesetFilenames:
			SNOW: ti6.sno
	ti7:
		Filename: ti7.tem
		TilesetFilenames:
			SNOW: ti7.sno
	ti8:
		Filename: ti8.tem
		TilesetFilenames:
			SNOW: ti8.sno
	ti9:
		Filename: ti9.tem
		TilesetFilenames:
			SNOW: ti9.sno
	ti10:
		Filename: ti10.tem
		TilesetFilenames:
			SNOW: ti10.sno
	ti11:
		Filename: ti11.tem
		TilesetFilenames:
			SNOW: ti11.sno
	ti12:
		Filename: ti12.tem
		TilesetFilenames:
			SNOW: ti12.sno
	bti1:
		Filename: rtib1.tem
	bti2:
		Filename: rtib2.tem
	bti3:
		Filename: rtib3.tem
	bti4:
		Filename: rtib4.tem
	bti5:
		Filename: rtib5.tem
	bti6:
		Filename: rtib6.tem
	bti7:
		Filename: rtib7.tem
	bti8:
		Filename: rtib8.tem
	bti9:
		Filename: rtib9.tem
	bti10:
		Filename: rtib10.tem
	bti11:
		Filename: rtib11.tem
	bti12:
		Filename: rtib12.tem
	# structures
eye:
	idle:
		Filename: eye.shp
		Length: 16
		Tick: 100
	damaged-idle:
		Filename: eye.shp
		Start: 16
		Length: 16
		Tick: 100
	dead:
		Filename: eye.shp
		Start: 32
		Tick: 800
	make:
		Filename: eyemake.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib3.tem
		TilesetFilenames:
			SNOW: bib3.sno
			DESERT: bib3.des
		Length: *
	icon:
		Filename: eyeicnh.tem

tmpl:
	Defaults:
		Filename: tmpl.shp
		Offset: 0,-12
	idle:
		Filename: tmpl.shp
	damaged-idle:
		Start: 5
	active:
		Filename: tmpl.shp
		Length: 5
	smoke:
		Filename: atomdoor.shp
		Length: *
		Offset: -1,-47
	damaged-active:
		Filename: tmpl.shp
		Start: 5
		Length: 5
	dead:
		Filename: tmpl.shp
		Start: 10
		Tick: 800
	make:
		Filename: tmplmake.shp
		Length: *
		Tick: 60
	bib:
		Filename: bib2.tem
		TilesetFilenames:
			SNOW: bib2.sno
			DESERT: bib2.des
		Length: *
		Offset: 0,0
	icon:
		Filename: tmplicnh.tem
		Offset: 0,0

factcnc:
	build:
		Filename: factcnc.shp
		Start: 4
		Length: 20
		Tick: 100
	idle:
		Filename: factcnc.shp
		Length: 4
		Tick: 100
	damaged-idle:
		Filename: factcnc.shp
		Start: 24
		Length: 4
		Tick: 100
	damaged-build:
		Filename: factcnc.shp
		Start: 28
		Length: 20
		Tick: 100
	dead:
		Filename: factcnc.shp
		Start: 48
		Tick: 800
	make:
		Filename: factmakecnc.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib2.tem
		TilesetFilenames:
			SNOW: bib2.sno
			DESERT: bib2.des
		Length: *
	icon:
		Filename: facticnhcnc.shp

nuke:
	idle:
		Filename: nuke.shp
		Length: 4
		Tick: 1000
	damaged-idle:
		Filename: nuke.shp
		Start: 4
		Length: 4
		Tick: 1000
	dead:
		Filename: nuke.shp
		Start: 8
		Tick: 800
	make:
		Filename: nukemake.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib3.tem
		TilesetFilenames:
			SNOW: bib3.sno
			DESERT: bib3.des
		Length: *
	icon:
		Filename: nukeicnh.tem

nuk2:
	idle:
		Filename: nuk2.shp
		Length: 4
		Tick: 1000
	damaged-idle:
		Filename: nuk2.shp
		Start: 4
		Length: 4
		Tick: 1000
	dead:
		Filename: nuk2.shp
		Start: 8
		Tick: 800
	make:
		Filename: nuk2make.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib3.tem
		TilesetFilenames:
			SNOW: bib3.sno
			DESERT: bib3.des
		Length: *
	icon:
		Filename: nuk2icnh.tem

proccnc:
	idle:
		Filename: proccnc.shp
		Length: 6
		Tick: 120
		Offset: 2,4
	damaged-idle:
		Filename: proccnc.shp
		Start: 30
		Length: 6
		Tick: 120
		Offset: 2,4
	dead:
		Filename: proccnc.shp
		Start: 60
		Tick: 800
		Offset: 2,4
	make:
		Filename: procmakecnc.shp
		Length: *
		Tick: 80
		Offset: 2,4
	resources:
		Filename: proctwrcnc.shp
		Length: 6
		Offset: -30,-17
	damaged-resources:
		Filename: proctwrcnc.shp
		Start: 6
		Length: 6
		Offset: -30,-17
	bib:
		Filename: bib2.tem
		TilesetFilenames:
			SNOW: bib2.sno
			DESERT: bib2.des
		Length: *
	icon:
		Filename: procicnhcnc.tem

weapcnc:
	Defaults:
		Filename: weapcnc.shp
		Offset: 0,-12
	idle:
		Filename: weapcnc.shp
		ZOffset: -511
	damaged-idle:
		Start: 1
		ZOffset: -511
	dead:
		Filename: weapcnc.shp
		Start: 2
		Tick: 800
	build-top:
		Filename: weap2cnc.shp
		Length: 10
		ZOffset: -1024
	damaged-build-top:
		Filename: weap2cnc.shp
		Start: 10
		Length: 10
		ZOffset: -1024
	make:
		Filename: weapmakecnc.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib2.tem
		TilesetFilenames:
			SNOW: bib2.sno
			DESERT: bib2.des
		Length: *
		Offset: 0,0
	icon:
		Filename: weapicnhcnc.tem
		Offset: 0,0

hand:
	Defaults:
		Offset: 0,-8
	idle:
		Filename: hand.shp
	damaged-idle:
		Filename: hand.shp
		Start: 1
	dead:
		Filename: hand.shp
		Start: 2
		Tick: 800
	make:
		Filename: handmake.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib3.tem
		TilesetFilenames:
			SNOW: bib3.sno
			DESERT: bib3.des
		Length: *
	icon:
		Filename: handicnh.tem
		Offset: 0,0

pyle:
	idle:
		Filename: pyle.shp
		Length: 10
		Tick: 100
	damaged-idle:
		Filename: pyle.shp
		Start: 10
		Length: 10
		Tick: 100
	dead:
		Filename: pyle.shp
		Start: 20
		Tick: 800
	make:
		Filename: pylemake.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib3.tem
		TilesetFilenames:
			SNOW: bib3.sno
			DESERT: bib3.des
		Length: *
	icon:
		Filename: pyleicnh.tem

afldcnc:
	idle:
		Filename: afldcnc.shp
		Tick: 120
		ZOffset: -1023
	damaged-idle:
		Filename: afldcnc.shp
		Start: 16
		Tick: 120
		ZOffset: -1023
	active:
		Filename: afldcnc.shp
		Length: 16
		Tick: 120
		ZOffset: -1023
	damaged-active:
		Filename: afldcnc.shp
		Start: 16
		Length: 16
		Tick: 120
		ZOffset: -1023
	idle-dish:
		Filename: afld_d.shp
		Length: 16
		Tick: 160
	damaged-idle-dish:
		Filename: afld_d.shp
		Start: 16
		Length: 16
		Tick: 160
	dead:
		Filename: afldcnc.shp
		Start: 32
		ZOffset: -1023
		Tick: 800
	make:
		Filename: afldmakecnc.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib1.tem
		TilesetFilenames:
			SNOW: bib1.sno
			DESERT: bib1.des
		Length: *
		Palette: player
	icon:
		Filename: afldicnhcnc.tem

hq:
	idle:
		Filename: hq.shp
		Length: 16
		Tick: 100
	damaged-idle:
		Filename: hq.shp
		Start: 16
		Length: 16
		Tick: 100
	dead:
		Filename: hq.shp
		Start: 32
		Tick: 800
	make:
		Filename: hqmake.shp
		Length: *
		Tick: 80
	bib:
		Filename: bib3.tem
		TilesetFilenames:
			SNOW: bib3.sno
			DESERT: bib3.des
		Length: *
	icon:
		Filename: hqicnh.tem

hpadcnc:
	idle:
		Filename: hpadcnc.shp
		ZOffset: -1023
	damaged-idle:
		Filename: hpadcnc.shp
		Start: 7
		ZOffset: -1023
	active:
		Filename: hpadcnc.shp
		Start: 1
		Length: 6
		Tick: 100
		ZOffset: -1023
	damaged-active:
		Filename: hpadcnc.shp
		Start: 8
		Length: 6
		Tick: 100
		ZOffset: -1023
	dead:
		Filename: hpadcnc.shp
		Start: 14
		ZOffset: -1023
		Tick: 800
	make:
		Filename: hpadmakecnc.shp
		Length: *
		Tick: 80
	icon:
		Filename: hpadicnhcnc.tem

fixcnc:
	idle:
		Filename: fixcnc.shp
		ZOffset: -1c511
	damaged-idle:
		Filename: fixcnc.shp
		Start: 7
		ZOffset: -1c511
	active:
		Filename: fixcnc.shp
		Length: 7
		ZOffset: -1c511
	damaged-active:
		Filename: fixcnc.shp
		Start: 7
		Length: 7
		ZOffset: -1c511
	dead:
		Filename: fixcnc.shp
		Start: 14
		ZOffset: -1c511
		Tick: 800
	make:
		Filename: fixmakecnc.shp
		Length: 14
		Tick: 60
	bib:
		Filename: mbFIX.tem
		TilesetFilenames:
			DESERT: mbFIX.des
		Length: *
		Offset: 0,-9
	icon:
		Filename: fixicnhcnc.tem

guncnc:
	idle:
		Filename: guncnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	recoil:
		Filename: guncnc.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	damaged-idle:
		Filename: guncnc.shp
		Start: 64
		Facings: 32
		UseClassicFacingFudge: True
	damaged-recoil:
		Filename: guncnc.shp
		Start: 96
		Facings: 32
		UseClassicFacingFudge: True
	make:
		Filename: gunmakecnc.shp
		Length: *
		Tick: 80
	muzzle:
		Filename: gunfire2td.shp
		Length: *
	bib:
		Filename: mbGUN.tem
		TilesetFilenames:
			DESERT: mbGUN.des
		Length: *
		Offset: -1,-1
	icon:
		Filename: gunicnhcnc.tem

samcnc:
	closed-idle:
		Filename: samcnc.shp
		Start: 0
	opening:
		Filename: samcnc.shp
		Start: 1
		Length: 16
		Tick: 30
	idle:
		Filename: samcnc.shp
		Start: 17
		Facings: 32
		UseClassicFacingFudge: True
	closing:
		Filename: samcnc.shp
		Start: 50
		Length: 14
		Tick: 30
	damaged-closed-idle:
		Filename: samcnc.shp
		Start: 64
	damaged-opening:
		Filename: samcnc.shp
		Start: 65
		Length: 16
		Tick: 30
	damaged-idle:
		Filename: samcnc.shp
		Start: 81
		Facings: 32
		UseClassicFacingFudge: True
	damaged-closing:
		Filename: samcnc.shp
		Start: 114
		Length: 14
		Tick: 30
	dead:
		Filename: samcnc.shp
		Start: 128
		Tick: 800
	make:
		Filename: sammakecnc.shp
		Length: 20
		Tick: 30
	muzzle:
		Filename: samfirecnc.shp
		Length: 18
		Facings: 8
	icon:
		Filename: samicnhcnc.tem

gtwr:
	idle:
		Filename: gtwr.shp
	damaged-idle:
		Filename: gtwr.shp
		Start: 1
	dead:
		Filename: gtwr.shp
		Start: 2
		Tick: 800
	make:
		Combine:
			0:
				Filename: gtwrmake.shp
				Length: 17
			1:
				Filename: gtwrmake.shp
				Start: 19
		Length: 18
		Tick: 80
	muzzle:
		Filename: miniguntd.shp
		Length: 6
		Facings: 8
	bib:
		Filename: mbGTWR.tem
		TilesetFilenames:
			DESERT: mbGTWR.des
		Length: *
		Offset: 0,-2
	icon:
		Filename: gtwricnh.tem

atwr:
	Defaults:
		Offset: 0,-13
	idle:
		Filename: atwr.shp
	damaged-idle:
		Filename: atwr.shp
		Start: 1
	dead:
		Filename: atwr.shp
		Start: 2
		Tick: 800
	make:
		Filename: atwrmake.shp
		Length: *
		Tick: 80
	muzzle:
		Filename: gunfire2td.shp
		Length: *
	bib:
		Filename: mbGTWR.tem
		TilesetFilenames:
			DESERT: mbGTWR.des
		Length: *
		Offset: -3,0
	icon:
		Filename: atwricnh.tem
		Offset: 0,0

obli:
	Defaults:
		Offset: 0,-12
	idle:
		Filename: obli.shp
	damaged-idle:
		Filename: obli.shp
		Start: 4
	active:
		Filename: obli.shp
		Length: 4
		Tick: 680
	damaged-active:
		Filename: obli.shp
		Start: 4
		Length: 4
		Tick: 680
	dead:
		Filename: obli.shp
		Start: 8
		Tick: 800
	make:
		Filename: oblimake.shp
		Length: 13
		Tick: 80
	bib:
		Filename: mbOBLI.tem
		TilesetFilenames:
			DESERT: mbOBLI.des
		Length: *
		Offset: -1,-3
	icon:
		Filename: obliicnh.tem
		Offset: 0,0

silocnc:
	idle:
		Filename: silocnc.shp
		Offset: 0,-1
	damaged-idle:
		Filename: silocnc.shp
		Start: 5
		Offset: 0,-1
	dead:
		Filename: silocnc.shp
		Start: 10
		Offset: 0,-1
		Tick: 800
	stages:
		Filename: silocnc.shp
		Length: 5
		Offset: 0,-1
	damaged-stages:
		Filename: silocnc.shp
		Start: 5
		Length: 5
		Offset: 0,-1
	make:
		Filename: silomakecnc.shp
		Length: *
		Tick: 80
		Offset: 0,-1
	bib:
		Filename: mbSILOtd.tem
		TilesetFilenames:
			DESERT: mbSILOtd.des
		Length: *
		Offset: 0,1
	icon:
		Filename: siloicnhcnc.tem

cycl:
	Defaults:
		Filename: cycl.shp
	idle:
		Length: 16
	damaged-idle:
		Start: 16
		Length: 16
	icon:
		Filename: cyclicnh.tem
	# vehicles
mcvcnc:
	idle:
		Filename: mcvcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	icon:
		Filename: mcvicnhcnc.tem

mcvcnc.destroyed:
	idle:
		Filename: mcvcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

harvcnc:
	idle:
		Filename: harvcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	harvest:
		Filename: harvcnc.shp
		Start: 32
		Length: 4
		Facings: 8
		Tick: 60
	dock:
		Filename: harvdumpcnc.shp
		Length: 7
	dock-loop:
		Filename: harvdumpcnc.shp
		Start: 7
	icon:
		Filename: harvicnhcnc.tem

harvcnc.destroyed:
	idle:
		Filename: harvcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

humv:
	idle:
		Filename: humv.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: humv.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: miniguntd.shp
		Length: 6
		Facings: 8
	icon:
		Filename: humvicnh.tem

humv.destroyed:
	idle:
		Filename: humv.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: humv.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

msam:
	idle:
		Filename: msam.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: msam.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	empty-aim:
		Filename: msam.shp
		Start: 64
		Facings: 32
		UseClassicFacingFudge: True
	aim:
		Filename: msam.shp
		Start: 64
		Facings: 32
		UseClassicFacingFudge: True
	icon:
		Filename: msamicnh.tem

msam.destroyed:
	idle:
		Filename: msam.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: msam.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

mtnk:
	idle:
		Filename: mtnk.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: mtnk.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: gunfire2td.shp
		Length: *
	icon:
		Filename: mtnkicnh.tem

mtnk.destroyed:
	idle:
		Filename: mtnk.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: mtnk.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

ltnk:
	idle:
		Filename: ltnk.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: ltnk.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: gunfire2td.shp
		Length: *
	icon:
		Filename: ltnkicnh.tem

ltnk.destroyed:
	idle:
		Filename: ltnk.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: ltnk.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

htnk:
	idle:
		Filename: htnk.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: htnk.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: gunfire2td.shp
		Length: *
	icon:
		Filename: htnkicnh.tem

htnk.destroyed:
	idle:
		Filename: htnk.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: htnk.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

bike:
	idle:
		Filename: bike.shp
		Facings: 32
		UseClassicFacingFudge: True
	icon:
		Filename: bikeicnh.tem

bike.destroyed:
	idle:
		Filename: bike.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

ftnkcnc:
	idle:
		Filename: ftnkcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Combine:
			0:
				Filename: flame-n.shp
				Length: *
				Offset: 3,6
			1:
				Filename: flame-nw.shp
				Length: *
				Offset: 8,7
			2:
				Filename: flame-w.shp
				Length: *
				Offset: 8,2
			3:
				Filename: flame-sw.shp
				Length: *
				Offset: 7,-2
			4:
				Filename: flame-s.shp
				Length: *
				Offset: 3,-2
			5:
				Filename: flame-se.shp
				Length: *
				Offset: -5,-2
			6:
				Filename: flame-e.shp
				Length: *
				Offset: -7,2
			7:
				Filename: flame-ne.shp
				Length: *
				Offset: -7,8
		Facings: 8
		Length: 13
	icon:
		Filename: ftnkicnhcnc.tem

ftnkcnc.destroyed:
	idle:
		Filename: ftnkcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

bggy:
	idle:
		Filename: bggy.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: bggy.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: miniguntd.shp
		Length: 6
		Facings: 8
	icon:
		Filename: bggyicnh.tem

bggy.destroyed:
	idle:
		Filename: bggy.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: bggy.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

mlrs:
	idle:
		Filename: mlrs.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: mlrs.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	turret2:
		Filename: mlrs.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
	turret1:
		Filename: mlrs.shp
		Start: 64
		Facings: 32
		UseClassicFacingFudge: True
	turret0:
		Filename: mlrs.shp
		Start: 96
		Facings: 32
		UseClassicFacingFudge: True
	icon:
		Filename: mlrsicnh.tem

mlrs.destroyed:
	idle:
		Filename: mlrs.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: mlrs.shp
		Start: 32
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

stnkcnc:
	idle:
		Filename: stnkcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	icon:
		Filename: stnkicnh.tem

stnkcnc.destroyed:
	idle:
		Filename: stnkcnc.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

artycnc:
	idle:
		Filename: artycnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	muzzle:
		Filename: gunfire2td.shp
		Length: *
	icon:
		Filename: artyicnh.tem

artycnc.destroyed:
	idle:
		Filename: artycnc.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512

apccnc:
	idle:
		Filename: apccnc.shp
		Facings: 32
		UseClassicFacingFudge: True
	turret:
		Filename: apctur.shp
		Facings: 32
	muzzle:
		Filename: apcmuz.shp
		Length: 3
		Stride: 6
		Facings: 8
	close:
		Filename: apccnc.shp
		Start: 32
		Length: 3
	unload:
		Filename: apccnc.shp
		Start: 32
	icon:
		Filename: apcicnh.tem

apccnc.destroyed:
	idle:
		Filename: apccnc.shp
		Facings: 32
		UseClassicFacingFudge: True
		ZOffset: -512
	turret:
		Filename: apctur.shp
		Facings: 32
		ZOffset: -512
