BIO:
	Inherits: ^TechBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 2048, 2048
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	GivesBuildableArea:
		AreaTypes: building
	BaseProvider:
		Range: 4c0
	RevealsShroud:
		Range: 4c0
	CaptureManager:
	CapturableProgressBlink:
	Capturable:
		Types: building
	CapturableProgressBar:
	InstantlyRepairable:
	Tooltip:
		Name: Biological Lab
	TooltipDescription@ally:
		Description: Provides prerequisite for Bio-Lab units.
		ValidRelationships: Ally
	TooltipDescription@other:
		Description: Capture to produce Bio-Lab units.
		ValidRelationships: Neutral, Enemy
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	SpawnActorOnDeath:
		Actor: BIO
		OwnerType: InternalName
		RequiresCondition: unkillable
	ProvidesPrerequisite@buildingname:
	GrantConditionOnPrerequisite:
		Condition: unkillable
		Prerequisites: bio.fun
	AppearsOnMapPreview:
	GpsDot:
		String: Biohazard
MINS: #seamines
	Inherits: ^Mine
	RenderSprites:
		Image: mins
	Explodes:
		Weapon: ASMine
SONAR:
	RevealsShroud:
		Range: 10c0
		Type: CenterPosition
Zombie:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetAll
	Valued:
		Cost: 100
	Tooltip:
		Name: Zombie
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		Prerequisites: ~disabled
		Description: Slow undead. Attacks in close combat.
	SpreadsCondition@TOXIN:
		Probability: 50
		SpreadCondition: poisoned
		Range: 3c0
		Delay: 15
	-ExternalCondition@TOXIN:
#antsinyourpants
Ant:
	Buildable:
		Prerequisites: ~barracks, ~bio, ~bio.fun
	Health:
		HP: 7500
FireAnt:
	Inherits: Ant
	Valued:
		Cost: 400
	Tooltip:
		Name: Fire Ant
		GenericVisibility: none
	Mobile:
		Speed: 68
	Armament:
		Weapon: AntFireball
	Health:
		HP: 7500
	Armor:
		Type: Heavy
	Buildable:
		Prerequisites: ~barracks, ~bio, ~bio.fun
ScoutAnt:
	Inherits: Ant
	Tooltip:
		Name: Scout Ant
		GenericVisibility: none
	Mobile:
		Speed: 98
	Health:
		HP: 8500
	Armor:
		Type: Light
	AutoTarget:
		ScanRadius: 7
	Buildable:
		Prerequisites: ~barracks, ~bio, ~bio.fun
WarriorAnt:
	Inherits: Ant
	Valued:
		Cost: 500
	Tooltip:
		Name: Warrior Ant
		GenericVisibility: none
	Mobile:
		Speed: 56
	Health:
		HP: 12500
	Armor:
		Type: Heavy
	Armament:
		Weapon: MandibleHeavy
	Buildable:
		Prerequisites: ~barracks, ~bio, ~bio.fun
	RenderSprites:
		Image: Ant
#random vehicles
ECTNK:
	Inherits: 4TNK
	Valued:
		Cost: 2250
	Tooltip:
		Name: Missile Tortoise
		GenericName: Tank
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 320
		Prerequisites: ~bio, ~bio.fun
		Description: Big and slow tank with missile barrage.\n  Strong vs Vehicles, Infantry\n  Weak vs Aircraft
	RenderSprites:
		Image: ectnk
	-WithMuzzleOverlay:
	Turreted:
		Offset: -50,0,400
	Armament@PRIMARY:
		Weapon: NapalmMissile
		LocalOffset: 213,128,0, 213,-128,0
		-MuzzleSequence:
	Armament@SECONDARY:
		Name: secondary
		Weapon: NapalmMissile
		LocalOffset: 213,-128,0, 213,128,0
		RequiresCondition: rank-elite
		-MuzzleSequence:
	SpawnActorOnDeath:
		Actor: ECTNK.Husk
ECTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Missile Tortoise)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ectnk
	InfiltrateForTransform:
		IntoActor: ectnk
	RenderSprites:
		Image: ectnk.destroyed
CN:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 300
	Tooltip:
		Name: Card Ninja
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		Prerequisites: ~tent, ~bio, ~bio.fun
		Description: New Zealand Special Forces. Attacks in close combat.
	Health:
		HP: 25000
	Mobile:
		Speed: 59
		Voice: Move
	AutoTarget:
		ScanRadius: 5
	WithInfantryBody:
		AttackSequences: 
			primary: fight
			secondary: shoot
		IdleSequences: stand, stand2
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		RequiresCondition: parachute
		Palette: player-noshadow
		IsPlayerPalette: true
	AttackFrontal:
		Voice: Attack
	Armament:
		Name: primary
		Weapon: Ninja
	Armament@Card:
		Name: secondary
		Weapon: TNT.CN
		LocalOffset: 0,0,555
	Voiced:
		VoiceSet: CNVoice
		Volume: 3
	-TakeCover:
TG:
	Inherits: ^Soldier
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 1500
	Tooltip:
		Name: The Incredible Gary
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 200
		BuildLimit: 1
		Prerequisites: ~barr, ~bio, ~bio.fun
		Description: An experiment that went terribly wrong.
	Health:
		HP: 5000
	Mobile:
		Speed: 59
	AutoTarget:
		ScanRadius: 5
	WithInfantryBody:
		IdleSequences: stand, stand2
	-WithDeathAnimation:
	Armament:
		Weapon: SilencedPPK
	SpawnActorOnDeath@hulk:
		Actor: BRUT
		SkipMakeAnimations: False
	RenderSprites:
		PlayerPalette: cncplayer
BRUT:
	Inherits: ^Soldier
	GainsExperience:
		Conditions:
			600: rank-veteran
			800: rank-veteran
			1600: rank-veteran
			3200: rank-veteran
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	AutoTarget:
		ScanRadius: 4
		InitialStance: AttackAnything
	Tooltip:
		Name: Hulky Monster
	Health:
		HP: 99999
	Armor:
		Type: Light
	Mobile:
		Speed: 66
		Voice: Move
	RevealsShroud:
		Range: 4c0
	Selectable:
		DecorationBounds: 1224, 1224
	-Voiced:
	WithMakeAnimation:
	WithSpriteBody:
		StartSequence: make
		Sequence: body
	WithInfantryBody:
		MoveSequence: run
		StandSequences: stand
		DefaultAttackSequence: bash
		IdleSequences: idle, idle2
	WithDeathAnimation:
		DeathSequence: die
		-CrushedSequence:
		UseDeathTypeSuffix: true
		DeathTypes:
			DefaultDeath: 1
			BulletDeath: 1
			SmallExplosionDeath: 2
			ExplosionDeath: 2
			FireDeath: 5
			ElectricityDeath: 6
	Armament@PRIMARY:
		Weapon: BruteAttack
		FireDelay: 10
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	-TakeCover:
	-Crushable:
	RenderSprites:
		Image: brut
TPOD:
	Inherits: ^TrackedVehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 310
		BuildLimit: 5
		Prerequisites: ~bio, ~bio.fun
		Description: Heavy assault walker with beam weapons. 5 max.
		IconPalette: chrome
	Voiced:
		VoiceSet: TripodVoice
	Valued:
		Cost: 3000
	Selectable:
		Bounds: 1280, 2218, 0, -426
	Tooltip:
		Name: Annihilator Tripod
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 76000
	Armor:
		Type: Heavy
	Mobile:
		Locomotor: amphibious
		Speed: 44
		TurnSpeed: 512
	GrantConditionOnTerrain@SEA:
		TerrainTypes: Water, River
		Condition: floating
	Targetable:
		RequiresCondition: !floating
	Targetable@SEA:
		TargetTypes: GroundActor, WaterActor, Ship, Tank
		RequiresCondition: floating
	WithFacingSpriteBody:
		Sequence: idle
		RequiresCondition: !floating
	WithFacingSpriteBody@SEA:
		Name: floating
		Sequence: float
		RequiresCondition: floating
	RevealsShroud:
		MinRange: 4c0
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 4c0
	Armament@PRIMARY:
		Weapon: TripodLaser
		LocalOffset: 650,420,1000
		MuzzleSequence: muzzle
	Armament@SECONDARY:
		Name: secondary
		Weapon: TripodLaser
		LocalOffset: 650,-420,1000
		MuzzleSequence: muzzle
		FireDelay: 20
	Turreted:
		TurnSpeed: 12
		Offset: 0,0,100
	WithMuzzleOverlay:
	Carryable:
		LocalOffset: 0,0,700
	ProducibleWithLevel:
		Prerequisites: vehicles.upgraded
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: vehicles.upgraded
	AttackTurreted:
	WithSpriteTurret:
	WithMoveAnimation:
	DeathSounds:
		Voice: Die
	SpawnActorOnDeath:
		Actor: TPOD.Husk
TPOD.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Husk (Annihilator Tripod)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: tpod
	InfiltrateForTransform:
		IntoActor: tpod
	RenderSprites:
		Image: tpod.destroyed
#civilianbuildings-------------------------------------------------------------------------civilianbuildings
OILB:
	ProximityCapturable:
		CaptorTypes: Player, Vehicle, Tank, Infantry
		Range: 5c0
		MustBeClear: false
		Sticky: true
		Permanent: true
V01:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: Church. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 8c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 8
		LoadedCondition: civgarrison
	AttackGarrisoned:
		Armaments: garrisoned
		PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
RUSHOUSE:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: House. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 12c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 8
		LoadedCondition: civgarrison
	AttackGarrisoned:
		Armaments: garrisoned
		PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
LHUS:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: Lighthouse. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 12c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 5
		LoadedCondition: civgarrison
	AttackGarrisoned:
		Armaments: garrisoned
		PortOffsets: 384,0,328, 224,-341,228, -224,-341,128, -384,0,328, -224,341,228, 224,341,128
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
WINDMILL:
	Inherits: ^BasicBuilding
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@CARGOPIPS: ^CargoPips
	Tooltip:
		Name: Windmill. Capture to Garrison.
	Health:
		HP: 40000
	Armor:
		Type: Wood
	CaptureManager:
	Capturable:
		Types: Building
		RequiresCondition: !civgarrison
	ProximityCapturable:
		CaptorTypes: Player, Infantry
		Range: 2c0
		Sticky: True
		MustBeClear: false
	RevealsShroud:
		MinRange: 0c0
		Range: 10c0
		RequiresCondition: civgarrison
	Cargo:
		Types: Infantry
		MaxWeight: 3
		LoadedCondition: civgarrison
	AttackGarrisoned:
		Armaments: garrisoned
		PortOffsets: 384,0,228, 224,-341,228, -224,-341,228, -384,0,228, -224,341,228, 224,341,228
		PortYaws: 0, 176, 341, 512, 682, 853
		PortCones: 88, 88, 88, 88, 88, 88
ET:
	Inherits: ^CivBuilding
	Building:
		Footprint: ____=____ ___===___ ___===___ ___=x=___ __=xxx=__ __xxxxx__ =xxxxxxx= _=xxxxx=_ __=xxx=__
		Dimensions: 9,9
		LocalCenterOffset: 0,-3000,0
	Tooltip:
		Name: Eiffel Tower.
	MapEditorData:
		ExcludeTilesets: DESERT, INTERIOR
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, -421,-256,0, -421,256,0
		Type: Rectangle
			TopLeft: -683, -432
			BottomRight: 683, 683