World:
	TerrainLighting:
		RedTint: 1.225
		GreenTint: 1.125
		BlueTint: 0.65
	MusicPlaylist:
		BackgroundMusic: music-weather-rain
	CrateSpawner:
		CheckboxEnabled: False
		CheckboxLocked: True
		Minimum: 0
	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
	StartingUnits@mcvonly:
		BaseActor: Waypoint
	SpawnStartingUnits:
		DropdownDisplayOrder: 1
		DropdownLocked: true
		StartingUnitsClass: none #this means MCV only
		#other options are light, heavy  (light support and heavy support)
	MissionData:
		Briefing: \n\nCross rivers... Hide in the jungle... Napalm in the morning... It's USA (A,B) vs Vietcong (D,E,F)\n\n-Infantry automatically cloaks when in jungle\n-Infantry and amphibious units can cross rivers\n-Hospitals only heal within range\n-Sniper become less accurate at longer range\n-USA has airforce but with build limit\n-MIGs drop napalm strike\n\n: 



^BaseWorld:
	Locomotor@FOOT:
		Name: foot
		Crushes: mine, crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 100
			Rough: 60
			Road: 111
			Bridge: 111
			Ore: 89
			Gems: 89
			Beach: 89
			Tree: 60
	Locomotor@AMPHI:
		Name: amphi
		Crushes: mine, crate, mine1
		SharesCell: true
		TerrainSpeeds:
			Clear: 100
			Rough: 60
			Road: 111
			Bridge: 111
			Ore: 89
			Gems: 89
			Beach: 89
			Water: 60
	Locomotor@WHEELED:
		Name: wheeled
		Crushes: mine, crate
		TerrainSpeeds:
			Clear: 100
			-Rough: 89
			Road: 125
			Bridge: 125
			Ore: 88
			Gems: 88
			Beach: 50
	Locomotor@HEAVYWHEELED:
		Name: heavywheeled
		Crushes: wall, mine, crate, infantry
		TerrainSpeeds:
			Clear: 100
			Road: 125
			-Rough: 89
			Bridge: 125
			Ore: 88
			Gems: 88
			Beach: 40
	Locomotor@LIGHTTRACKED:
		Name: lighttracked
		Crushes: wall, mine, crate
		TerrainSpeeds:
			Clear: 100
			Road: 125
			-Rough: 89
			Bridge: 125
			Ore: 88
			Gems: 88
			Beach: 50
	Locomotor@TRACKED:
		Name: tracked
		Crushes: wall, infantry, mine, crate
		TerrainSpeeds:
			Clear: 100
			Road: 125
			-Rough: 89
			Bridge: 125
			Ore: 88
			Gems: 88
			Beach: 50
	Locomotor@HEAVYTRACKED:
		Name: heavytracked
		Crushes: wall, infantry, mine, crate, heavywall
		TerrainSpeeds:
			Clear: 100
			Road: 125
			-Rough: 89
			Bridge: 125
			Ore: 88
			Gems: 88
			Beach: 50
	Locomotor@NAVAL:
		Name: naval
		Crushes: crate
		TerrainSpeeds:
			Water: 100
	Locomotor@LANDINGCRAFT:
		Name: lcraft
		Crushes: crate
		TerrainSpeeds:
			Water: 100
			Beach: 70
	Locomotor@IMMOBILE:
		Name: immobile
		TerrainSpeeds:
	MusicPlaylist:
		VictoryMusic: score, music-weather-rain
		DefeatMusic: map


^WholeCellTree:
	Inherits@1: ^ExistsInWorld
	Inherits@4: ^SpriteActor
	AlwaysVisible:
	Armor:
		Type: Wood
	Health:
		HP: 100000
	Targetable:
		TargetTypes: Trees
	WithSpriteBody:
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Tree
	SpawnActorOnDeath@stump:
		Actor: tree1.Husk
	AppearsOnRadar:
		UseLocation: True
	RadarColorFromTerrain:
		Terrain: Tree
	AppearsOnMapPreview:
		Terrain: Tree
	GrantConditionOnDamageState:
		Condition: damaged
	DamageMultiplier:
		Modifier: 0
		RequiresCondition: damaged
	Immobile:
		OccupiesSpace: False

^WholeCellTreeHusk:
	Inherits@1: ^ExistsInWorld
	Inherits@4: ^SpriteActor
	HiddenUnderFog:
		Type: CenterPosition
	Mobile:
		Locomotor: immobile
	WithSpriteBody:
	MapEditorData:
		Categories: Tree

^Conferouscelltree:
	Inherits: ^TerrainChanger
	MapEditorData:
		ExcludeTilesets: INTERIOR
	SpawnActorOnDeath@stump:
		Actor: tree1.Husk
	SpawnActorOnDeath@stump2:
		Actor: tree1.Husk
	GrantCondition:
		Condition: in-game
	RenderSprites:
		Image: treetoolconf
	WithSpriteBody:
		RequiresCondition: !in-game
		Sequence: idle
	WithSpriteBody@1:
		RequiresCondition: in-game
		Sequence: ingame
		Name: body2
	Interactable:
		Bounds: 1024,1024
	SpawnActorOnDeath@1:
		Actor: tree1.Husk

^TerrainChanger:
	ChangesTerrain:
		TerrainType: Tree

^INFANTRYCLOAKER:
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
		DetectionTypes: Cloak
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		CloakedCondition: cloaked
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	GrantConditionOnTerrain:
		Condition: cloak-force-disabled
		TerrainTypes: Clear, Rough, Road, Bridge, Ore, Gems, Beach, Rock
	WithDecoration@disguise:
        Position: Top
        Margin: 0, -6
        Image: pips
        Sequence: tag-spy
        Palette: effect
        RequiresCondition: cloaked

TerrainChangerCellRough:
	Inherits@1: ^ExistsInWorld
	Inherits@4: ^SpriteActor
	WithSpriteBody:
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Tree
	Immobile:
		OccupiesSpace: False
	ChangesTerrain:
		TerrainType: Rough
	-RenderSprites:
	RenderSpritesEditorOnly:
		Image: treetoolconf
	AlwaysVisible:

TerrainChangerCellBeach:
    Inherits@1: ^ExistsInWorld
    Inherits@4: ^SpriteActor
    WithSpriteBody:
    HitShape:
        Type: Circle
            Radius: 128
    MapEditorData:
        Categories: Tree
    Immobile:
        OccupiesSpace: False
    ChangesTerrain:
        TerrainType: Beach
    -RenderSprites:
    RenderSpritesEditorOnly:
        Image: treetoolconf
    AlwaysVisible:

TerrainChangerCellTree:
	Inherits@1: ^ExistsInWorld
	Inherits@4: ^SpriteActor
	WithSpriteBody:
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Tree
	Immobile:
		OccupiesSpace: False
	ChangesTerrain:
		TerrainType: Tree
	-RenderSprites:
	RenderSpritesEditorOnly:
		Image: treetoolconf
	AlwaysVisible:

TREE1.Husk:
	Inherits: ^TreeHusk
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR

CONFEROUSCELLTREE9:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@0:
		Image: trees9
		Sequence: idle
		Offset: 712,-200,0
	
CONFEROUSCELLTREE1:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@1:
		Image: trees11
		Sequence: idle
		Offset: 0,512,2

CONFEROUSCELLTREE2:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@2:
		Image: trees10
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE3:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@3:
		Image: trees14
		Sequence: idle
		Offset: 712,-200,0

CONFEROUSCELLTREE4:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@4:
		Image: trees18
		Sequence: idle
		Offset: 0,512,2

CONFEROUSCELLTREE5:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@5:
		Image: trees28
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE6:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@6:
		Image: trees29
		Sequence: idle
		Offset: 712,-200,0

CONFEROUSCELLTREE7:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@7:
		Image: trees4
		Sequence: idle
		Offset: 0,512,2

CONFEROUSCELLTREE8:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay@8:
		Image: trees9
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE10:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: jungle1
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE11:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: jungle2
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE12:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: jungle3
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE13:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: jungle4
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE14:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: jungle5
		Sequence: idle
		Offset: -712,0,4

CONFEROUSCELLTREE15:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t03
		Sequence: idle
		Offset: 712,512,0

CONFEROUSCELLTREE16:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t10
		Sequence: idle
		Offset: 712,12,0

CONFEROUSCELLTREE17:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t11
		Sequence: idle
		Offset: 712,312,0
	AmbientSound:
		SoundFiles: VCJUNGLE.AUD
		Interval: 0

CONFEROUSCELLTREE18:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t12
		Sequence: idle
		Offset: 712,512,0

CONFEROUSCELLTREE19:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t13
		Sequence: idle
		Offset: 712,512,0

CONFEROUSCELLTREE20:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t14
		Sequence: idle
		Offset: 712,512,0

CONFEROUSCELLTREE21:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t15
		Sequence: idle
		Offset: 712,512,0

CONFEROUSCELLTREE22:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t16
		Sequence: idle
		Offset: 712,512,0

CONFEROUSCELLTREE23:
	Inherits: ^WholeCellTree
	Inherits: ^Conferouscelltree
	WithIdleOverlay:
		Image: t17
		Sequence: idle
		Offset: 712,512,0

E1:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: M1Carbine
		MuzzleSequence: garrison-muzzle
	Buildable:
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.allies

E1VC:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 10
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.soviet
		Description: Vietcong Soldier
	Selectable:
		Class: E1
	Valued:
		Cost: 70
	Tooltip:
		Name: Vietcong Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 5000
	Armament@PRIMARY:
		Weapon: M1Carbine
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Vulcan
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
		Palette: player-noshadow
		IsPlayerPalette: true
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: barracks.upgraded
	Voiced:
		VoiceSet: VcVoices
		Volume: 5

E1R1:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER

E2:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Grenade
		FireDelay: 15
		
E3:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Dragon
	Armament@CIVBFIREPORTSAIR:
		Name: CivBFirePortsAir
		Weapon: RedEye2
	Buildable:
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.allies

E3VC:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 30
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.soviet
		Description: Vietcong Rocket Soldier
	Selectable:
		Class: E3
	Valued:
		Cost: 200
	Tooltip:
		Name: actor-e3.name
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 4500
	Armament@PRIMARY:
		Weapon: RedEye
		LocalOffset: 0,0,555
	Armament@SECONDARY:
		Name: secondary
		Weapon: Dragon
		LocalOffset: 0,0,555
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: RedEye
	Armament@GARRISONEDSECONDARY:
		Name: garrisoned
		Weapon: Dragon
	TakeCover:
		ProneOffset: 384,0,-395
	WithInfantryBody:
		DefaultAttackSequence: shoot
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
		Palette: player-noshadow
		IsPlayerPalette: true
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	AutoTarget:
		ScanRadius: 5
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: barracks.upgraded
	Voiced:
		VoiceSet: VcVoices
		Volume: 5


E3R1:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER


E4:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Flamer
	Buildable:
		Prerequisites: ~infantry.england

E6:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Buildable:
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.allies

E6VC:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Inherits: ^Soldier
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 60
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.soviet
		Description: actor-e6.description
	Valued:
		Cost: 300
	Tooltip:
		Name: actor-e6.name
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	WithInfantryBody:
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
		Palette: player-noshadow
		IsPlayerPalette: true
	Passenger:
		CustomPipType: yellow
	InstantlyRepairs:
	RepairsBridges:
	CaptureManager:
	GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
		Condition: global-reusable-engineers
		Prerequisites: global-reusable-engineers
	Captures:
		RequiresCondition: !global-reusable-engineers
		CaptureTypes: building
		PlayerExperience: 10
		CaptureDelay: 200
	Captures@REUSABLE:
		RequiresCondition: global-reusable-engineers
		CaptureTypes: building
		PlayerExperience: 10
		CaptureDelay: 375
		ConsumedByCapture: False
		EnterCursor: ability
		EnterBlockedCursor: move-blocked
	Voiced:
		VoiceSet: EngineerVoice
	-AttackFrontal:
	Voiced:
		VoiceSet: VcVoices
		Volume: 5
	RenderSprites:
		Image: e6

E7:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Colt45
		MuzzleSequence: garrison-muzzle
	Buildable:
		Prerequisites: ~disabled
	
SPY:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Buildable:
		Prerequisites: ~disabled
SPY.England:
	Inherits: SPY
	Buildable:
		Prerequisites: ~disabled
	
MEDI:
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Move
		DetectionTypes: Cloak
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnTerrain:
		Condition: cloak-force-disabled
		TerrainTypes: Clear, Rough, Road, Bridge, Ore, Gems, Beach, Rock
	Buildable:
		Prerequisites: ~disabled


MECH:
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Move
		DetectionTypes: Cloak
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnTerrain:
		Condition: cloak-force-disabled
		TerrainTypes: Clear, Rough, Road, Bridge, Ore, Gems, Beach, Rock
	Buildable:
		Prerequisites: ~disabled

SHOK:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: PortaTesla
	Buildable:
		Prerequisites: ~disabled


SNIPER:
	Inherits: ^Soldier
	Valued:
		Cost: 700
	Tooltip:
		Name: Sniper
	RenderSprites:
		Image: Sniper
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 80
		Prerequisites: ~infantry.allies
		Description: Sniper: 
	Health:
		HP: 8000
	Passenger:
		CustomPipType: red
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		InitialStance: ReturnFire
		InitialStanceAI: ReturnFire
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry
	Armament@PRIMARY:
		Weapon: Sniper
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
		DetectionTypes: Cloak
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		CloakedCondition: cloaked
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	GrantConditionOnTerrain:
		Condition: cloak-force-disabled
		TerrainTypes: Clear, Rough, Road, Bridge, Ore, Gems, Beach, Rock
	WithDecoration@disguise:
        Position: Top
        Margin: 0, -6
        Image: pips
        Sequence: pip-blue
        Palette: effect
        RequiresCondition: cloaked

SNIPERVC:
	Inherits@InfantryCloaker: ^INFANTRYCLOAKER
	Inherits: ^Soldier
	Valued:
		Cost: 500
	Tooltip:
		Name: Sniper
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 80
		Prerequisites: ~barracks, ~techlevel.infonly, ~infantry.soviet
		Description: Vietcong Sniper:
	Health:
		HP: 8000
	Passenger:
		CustomPipType: red
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		InitialStance: Defend
		InitialStanceAI: ReturnFire
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry
	Armament@PRIMARY:
		Weapon: Sniper
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle
	WithInfantryBody:
		DefaultAttackSequence: shoot
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	Armament@CIVBFIREPORTS:
		Name: CivBFirePorts
		Weapon: Sniper
		MuzzleSequence: garrison-muzzle
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
		DetectionTypes: Cloak
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		CloakedCondition: cloaked
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	GrantConditionOnTerrain:
		Condition: cloak-force-disabled
		TerrainTypes: Clear, Rough, Road, Bridge, Ore, Gems, Beach, Rock
	WithDecoration@disguise:
        Position: Top
        Margin: 0, -6
        Image: pips
        Sequence: pip-blue
        Palette: effect
        RequiresCondition: cloaked
	Voiced:
		VoiceSet: VcVoices
		Volume: 5

YAK:
	Buildable:
		Prerequisites: ~disabled

MIG:
	Buildable:
		BuildLimit: 2
		Prerequisites: afld
		Description: F-100 Super Sabre. Deploys napalm strikes
	Tooltip: 
		Name: F-100 Super Sabre
	Armament:
		Weapon: napalmstrike
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AmmoPool:
		Ammo: 8
		AmmoCondition: ammo
	Aircraft:
		CruiseAltitude: 2560
		TurnSpeed: 10
		Speed: 180
		RepulsionSpeed: 40
		MaximumPitch: 40

MISS:
	RevealsShroud:
		MinRange: 10c0
		Range: 10c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 10c0

HELI:
	Buildable:
		Prerequisites: ~disabled

MH60:
	Buildable:
		BuildLimit: 5

GTWR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	MapEditorData:
		Categories: Defense
	Selectable:
		Bounds: 1792, 1792
	Valued:
		Cost: 600
	Tooltip:
		Name: Guard Tower
	Building:
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	RevealsShroud:
		Range: 12c0
		RevealGeneratedShroud: True
	DrawLineToTarget:
	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
	Armament:
		Weapon: Sniper
		LocalOffset: 256,0,256
		MuzzleSequence: muzzle

TENT:
	Power:
		Amount: 0
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:

SAM:
	Power:
		Amount: 0
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:

TSLA1:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
	-RenderRangeCircle:
	Buildable:
		Queue: Defense
		BuildPaletteOrder: 80
		Prerequisites: weap, ~structures.soviet, ~techlevel.medium
		Description: Power down to mute
	Valued:
		Cost: 1200
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	Tooltip:
		Name: Speaker Tower
	Selectable:
		Bounds: 1024, 1024
		DecorationBounds: 1024, 1706, 0, -341
	Health:
		HP: 4000000
	Armor:
		Type: Heavy
	RevealsShroud:
		MinRange: 6c0
		Range: 7c0
		RevealGeneratedShroud: False
	-Targetable:
	RevealsShroud@GAPGEN:
		Range: 6c0
	WithBuildingBib:
		HasMinibib: true
	Power:
		Amount: 0
	DetectCloaked:
		Range: 6c0
		RequiresCondition: !disabled
	ProvidesPrerequisite@buildingname:
	AmbientSound:
		SoundFiles: VCMUSIC2.AUD
		Interval: 0
		RequiresCondition: !disabled

OILB:
	CashTrickler:
		Interval: 150

WEAP:
	Power:
		Amount: 0
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:

FIX:
	Power:
		Amount: 0
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:

HPAD:
	Power:
		Amount: 0
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:

AFLD:
	AirstrikePower@spyplane:
		Prerequisites: ~disabled
	ParatroopersPower@paratroopers:
		Prerequisites: ~disabled
	AirstrikePower@parabombs:
		Prerequisites: ~disabled
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:

AFLD.Ukraine:
	Power:
		Amount: 0

FTRK:
	Buildable:
		Prerequisites: ~disabled

V2RL:
	Buildable:
		Prerequisites: ~disabled

3TNK:
	Buildable:
		Prerequisites: ~disabled

4TNK:
	Buildable:
		Prerequisites: ~disabled

HARV:
	Buildable:
		Prerequisites: ~disabled

MCV:
	Buildable:
		Prerequisites: ~disabled


MGG:
	Buildable:
		Prerequisites: ~disabled


MRJ:
	Buildable:
		Prerequisites: ~disabled


TTNK:
	Buildable:
		Prerequisites: ~disabled


DTRK:
	Buildable:
		Prerequisites: ~disabled

CTNK:
	Buildable:
		Prerequisites: ~disabled

QTNK:
	Buildable:
		Prerequisites: ~disabled

STNK:
	Buildable:
		Prerequisites: ~disabled

TRUK:
	Buildable:
		Prerequisites: ~disabled

MNLY:
	Buildable:
		Prerequisites: ~disabled

JEEP:
	Buildable:
		Prerequisites: ~techlevel.infonly


APC:
	Buildable:
		Prerequisites: ~vehicles.allies
		Description: M113 Amphibious APC
	Tooltip:
		Name: Amphibious APC
	Mobile:
		Locomotor: amphi

VCAPC:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@CARGOPIPS: ^CargoPips
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.soviet, ~techlevel.low
		Description: BTR-60 Amphibious APC
	Valued:
		Cost: 850
	Tooltip:
		Name: Amphibious APC
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 35000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 128
		Locomotor: amphi
		PauseOnCondition: notmobile || being-captured
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament:
		Weapon: M60mg
		LocalOffset: 85,0,171
		MuzzleSequence: muzzle
	AttackFrontal:
		FacingTolerance: 0
	WithMuzzleOverlay:
	Cargo:
		Types: Infantry
		MaxWeight: 5
		LoadingCondition: notmobile
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: vehicles.upgraded
	Voiced:
		VoiceSet: VcVhVoices
		Volume: 5

1TNK:
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~vehicles.soviet
		Description: PT-76 Amphibious Light Tank
	Valued:
		Cost: 500
	Tooltip:
		Name: PT-76
		GenericName: PT-76
	Mobile:
		Speed: 113
		Locomotor: amphi
	Voiced:
		VoiceSet: VcVhVoices
		Volume: 5

JEEP:
	Buildable:
		Prerequisites: ~disabled

2TNK:
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 220
		Prerequisites: ~vehicles.allies
		Description: actor-2tnk.description

ARTY:
	Buildable:
		BuildLimit: 5
		Prerequisites: ~vehicles.allies

^Palettes:
	PaletteFromPlayerPaletteWithAlpha@cloak:
		BaseName: cloak
		BasePalette: player
		Alpha: 0.45

ASIANHUT:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR



VCHUT1:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR

VCHUT3:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR

VCHUT2:
	Inherits: ^CivBuilding
	MapEditorData:
		ExcludeTilesets: INTERIOR

VCTENT:
	Inherits: ^Building
	Inherits@shape: ^2x2Shape
	Inherits@PRIMARY: ^PrimaryBuilding
	Selectable:
		Bounds: 2048, 2048
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
	Buildable:
		Queue: Building
		BuildPaletteOrder: 20
		Prerequisites: anypower, ~structures.allies, ~techlevel.infonly
		Description: actor-tent.description
	Valued:
		Cost: 500
	-Capturable:
	-CapturableProgressBar:
	-CapturableProgressBlink:
	Tooltip:
		Name: actor-tent.name
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	Armor:
		Type: Wood
	RevealsShroud:
		MinRange: 4c0
		Range: 5c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	WithBuildingBib:
	RallyPoint:
		ForceSetType: Infantry
	CommandBarBlacklist:
		DisableStop: false
	Exit@1:
		RequiresCondition: !being-captured
		SpawnOffset: -42,810,0
		ExitCell: 1,2
		ProductionTypes: Soldier, Infantry
	Exit@2:
		RequiresCondition: !being-captured
		SpawnOffset: -725,640,0
		ExitCell: 0,2
		ProductionTypes: Soldier, Infantry
	Production:
		Produces: Infantry, Soldier
	GrantExternalConditionToProduced:
		Condition: produced
	ProductionBar:
		ProductionType: Infantry
	ProvidesPrerequisite:
		Prerequisite: barracks
	ProvidesPrerequisite@soviet:
		Factions: soviet, russia, ukraine
		Prerequisite: infantry.soviet
	ProvidesPrerequisite@sovietvanilla:
		Factions: soviet
		Prerequisite: infantry.sovietvanilla
	ProvidesPrerequisite@russia:
		Factions: russia
		Prerequisite: infantry.russia
	ProvidesPrerequisite@ukraine:
		Factions: ukraine
		Prerequisite: infantry.ukraine
	ProvidesPrerequisite@sovietstructure:
		RequiresPrerequisites: structures.soviet
		Prerequisite: infantry.soviet
	ProvidesPrerequisite@sovietvanillastructure:
		RequiresPrerequisites: structures.sovietvanilla
		Prerequisite: infantry.sovietvanilla
	ProvidesPrerequisite@russianstructure:
		RequiresPrerequisites: structures.russia
		Prerequisite: infantry.russia
	ProvidesPrerequisite@ukrainianstructure:
		RequiresPrerequisites: structures.ukraine
		Prerequisite: infantry.ukraine
	Power:
		Amount: 0
	ProvidesPrerequisite@buildingname:
	InfiltrateForSupportPower:
		Proxy: barracks.upgraded
		Types: SpyInfiltrate
		PlayerExperience: 10
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate


FLAGUS:
	Inherits: ^TechBuilding
	Building:
		Footprint: x
		Dimensions: 1,1
	Tooltip:
		Name: actor-ctflag-name
	WithBuildingBib:
		HasMinibib: true
	-HitShape:
	-Health:
	-FireWarheadsOnDeath:
	-Selectable:
	-Targetable:
	MapEditorData:
		Categories: Decoration
	Interactable:

^Infantry:
	ChangesHealth@HOSPITAL:
		Step: 700
		Delay: 30
		StartIfBelow: 100
		DamageCooldown: 50
		RequiresCondition: hospitalheal && hospitalnearby
	ExternalCondition@INFANTRY:
        Condition: hospitalnearby
	WithDecoration@REDCROSS:
		RequiresCondition: hospitalheal && hospitalnearby

HOSP:
	ProximityExternalCondition@INFANTRY:
        Range: 14c0
        Condition: hospitalnearby
	WithRangeCircle:
		Color: ff002b
		UsePlayerColor: True
		ValidRelationships: Ally, Enemy, Neutral
		Visible: WhenSelected
		Range: 14c0
	TooltipDescription@ally:
		Description: Heals units within range
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Heals units within range
		ValidRelationships: Neutral, Enemy
