E1:
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMovePrioritizeInfantry

E2:
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMovePrioritizeInfantry
	Buildable:
		Prerequisites: ~barr, ~techlevel.infonly, ~!infantry.ukraine
	Valued:
		Cost: 150
	FireWarheadsOnDeath:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
		DamageSource: Killer
		Chance: 100
		DeathTypes: CrushingDeath, FireDeath, ExplosionDeath

E3:
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMovePrioritizeAir
	Buildable:
		Description: actor-e3.description-new
	Armament@PRIMARY:
		PauseOnCondition: reload-ground
		ReloadingCondition: reload-air
	Armament@SECONDARY:
		PauseOnCondition: reload-air
		ReloadingCondition: reload-ground
	Armament@GARRISONED:
		PauseOnCondition: reload-ground
		ReloadingCondition: reload-air
	Armament@GARRISONEDSECONDARY:
		PauseOnCondition: reload-air
		ReloadingCondition: reload-ground

E4:
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMovePrioritizeDefenses
	Buildable:
		Prerequisites: ~barr, dome, ~techlevel.medium

E6:
	Buildable:
		Description: actor-e6.description-new
	Valued:
		Cost: 500
	InstantlyRepairs:
		Types: building, tech-building
		RepairSound: build5.aud
	Captures:
		CaptureTypes: building, tech-building
		PlayerExperience: 0
	Captures@REUSABLE:
		CaptureTypes: building, tech-building
		PlayerExperience: 0
	Captures@RESTORETECH:
		RequiresCondition: !global-reusable-engineers
		CaptureTypes: restore-tech
		PlayerExperience: 0
		EnterCursor: goldwrench
		EnterBlockedCursor: goldwrench-blocked
		CaptureDelay: 200
	Captures@REUSABLE-RESTORETECH:
		RequiresCondition: global-reusable-engineers
		CaptureTypes: restore-tech
		PlayerExperience: 0
		CaptureDelay: 375
		ConsumedByCapture: False
		EnterCursor: goldwrench
		EnterBlockedCursor: goldwrench-blocked
	ProductionCostMultiplier@france:
		Multiplier: 80
		Prerequisites: player.france
	GivesExperienceMultiplier@france:
		Modifier: 120
		RequiresCondition: owner.france
	GrantConditionOnPrerequisite@france:
		Condition: owner.france
		Prerequisites: player.france

SPY:
	-AutoTarget:
	-AutoTargetPriority@DEFAULT:
	-AutoTargetPriority@ATTACKANYTHING:
	-AttackMove:
	-Armament:
	-QuantizeFacingsFromSequence:
	QuantizeFacingsFromSequence:
		Sequence: quantizer
	Buildable:
		Description: actor-spy.description-new
	Valued:
		Cost: 600
	Mobile:
		Locomotor: foot-amphibious
		Voice: Move
	WithDisguisingInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1,idle2
		StandSequences: stand,stand2
		RequiresCondition: !parachute && !swimming
	WithDisguisingInfantryBody@PARACHUTE:
		RequiresCondition: parachute && !swimming
		Palette: player-noshadow
		IsPlayerPalette: true
	WithDecoration@COMMANDO:
		Image: pips
		Sequence: pip-skull
		Palette: effect
		Position: TopLeft
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: tanyadisguise
	WithDecoration@COMMANDO2:
		Image: pips
		Sequence: pip-redstar
		Palette: effect
		Position: TopLeft
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: volkovdisguise
	Disguise:
		DisguisedAsConditions:
			e7: tanyadisguise
			e8: volkovdisguise
	GrantConditionOnTerrain:
		TerrainTypes: Water
		Condition: swimming
	Targetable:
		RequiresCondition: !parachute && !swimming
	Targetable@SEA:
		TargetTypes: WaterActor, Infantry
		RequiresCondition: !parachute && swimming
	WithDeathAnimation:
		RequiresCondition: !swimming
	WithDisguisingInfantryBody@SEA:
		RequiresCondition: swimming
		DefaultAttackSequence: prone-shoot
		MoveSequence: prone-run
		IdleSequences: prone-stand,prone-stand2
		StandSequences: prone-stand,prone-stand2
	WithFacingSpriteBody@SEA:
		Name: boat
		Sequence: boat
		RequiresCondition: swimming
	FireWarheadsOnDeath:
		Weapon: VisualWaterExplode
		EmptyWeapon: VisualWaterExplode
		Chance: 100
		RequiresCondition: swimming

SPY.England:
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Description: actor-spy-england.description
		Icon: spy-england-icon
	DisguiseTooltip:
		Name: actor-spy-england.disguisetooltip-name
	Valued:
		Cost: 500
	GivesExperience:
		Experience: 500
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: HoldFire
		ScanRadius: 5
	Armament:
		Weapon: SilencedPPK
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: SilencedSniper
		MuzzleSequence: garrison-muzzle
	AttackMove:
		Voice: Move
	ProducibleWithLevel:
		Prerequisites: infantry.upgraded
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: infantry.upgraded

E7:
	Valued:
		Cost: 1200
	WithDecoration@COMMANDO:
		Image: pips
		Sequence: pip-skull
		Palette: effect
		Position: TopLeft
		ValidRelationships: Ally, Enemy, Neutral

E8:
	Inherits: GNRL
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMovePrioritizeInfantry
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Soldier
		BuildPaletteOrder: 120
		Prerequisites: ~barr, stek, ~techlevel.high
		BuildLimit: 1
		Description: actor-e8.description
	Valued:
		Cost: 1500
	Tooltip:
		Name: actor-e8.name
	Health:
		HP: 21000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Demolition:
		DetonationDelay: 45
		Voice: Demolish
	Mobile:
		Voice: Action
	AttackFrontal:
		Voice: Action
		FacingTolerance: 0
	AttackMove:
		Voice: Action
	Passenger:
		CustomPipType: red
		Voice: Action
	Guard:
		Voice: Action
	Voiced:
		VoiceSet: VolkovVoice
	Armament:
		Weapon: PortaCannon
	Armament@GARRISONED:
		Name: garrisoned
		Weapon: PortaCannon
		MuzzleSequence: garrison-muzzle
	ProducibleWithLevel:
		Prerequisites: infantry.upgraded
	WithProductionIconOverlay:
		Types: Veterancy
		Prerequisites: infantry.upgraded
	Targetable:
		RequiresCondition: !parachute
		TargetTypes: GroundActor, Infantry, Disguise, Ant
	Targetable@HEAL:
		TargetTypes: Repair
	Crushable:
		CrushSound: crunchy2.aud
	ExternalCondition@PRODUCED:
		Condition: produced
	VoiceAnnouncement:
		RequiresCondition: produced
		Voice: Build
	WithDecoration@COMMANDO:
		Image: pips
		Sequence: pip-redstar
		Palette: effect
		Position: TopLeft
		ValidRelationships: Ally, Enemy, Neutral
	ChangesHealth@MACHINESHOP:
		Step: 500
		Delay: 100
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: machineshop
	ExternalCondition@MACHINESHOP:
		Condition: machineshop
	WithDecoration@MACHINESHOP:
		Image: select
		Palette: chrome
		Sequence: repair-small
		Position: Center
		RequiresCondition: machineshop && damaged
		BlinkInterval: 32
		BlinkPattern: on, off
	-EdibleByLeap:
	RenderSprites:
		Image: E8

MEDI:
	Buildable:
		Description: actor-medi.description-new
	RevealsShroud:
		Range: 4c0
	ChangesHealth@HOSPITAL:
		Step: 500
		Delay: 100
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	GrantConditionOnPrerequisite@HOSPITAL:
		Condition: hospital
		Prerequisites: tent
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: medic
		Position: BottomRight
		Margin: 17, 4
		RequiresCondition: hospitalheal
		BlinkInterval: 32
		BlinkPattern: Off, On
	-ExternalCondition@BARRACKS:
	-GrantCondition@BARRACKS:
	WithDecoration@RANK-1:
		Image: rank
		Sequence: rank-veteran-1
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: rank-veteran == 1
		BlinkInterval: 32
		BlinkPatterns:
			hospitalheal: On, Off
			-barracksheal:
	WithDecoration@RANK-2:
		Image: rank
		Sequence: rank-veteran-2
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: rank-veteran == 2
		BlinkInterval: 32
		BlinkPatterns:
			hospitalheal: On, Off
			-barracksheal:
	WithDecoration@RANK-3:
		Image: rank
		Sequence: rank-veteran-3
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: rank-veteran == 3
		BlinkInterval: 32
		BlinkPatterns:
			hospitalheal: On, Off
			-barracksheal:

MECH:
	Buildable:
		Description: actor-mech.description-new
	RevealsShroud:
		Range: 4c0
	Valued:
		Cost: 475
	Captures:
		PlayerExperience: 0
	AutoTargetPriority@DEFAULTPRIOREP:
		ValidTargets: PriorityRepair
		Priority: 10

THF:
	-QuantizeFacingsFromSequence:
	QuantizeFacingsFromSequence:
		Sequence: quantizer
	Buildable:
		Description: actor-thf.description-new
	Valued:
		Cost: 475
	Mobile:
		Locomotor: foot-amphibious
		Speed: 72
	Health:
		HP: 6500
	Captures:
		CaptureTypes: vehicle, aircraft, ship
		PlayerExperience: 0
	TakeCover:
		DamageModifiers:
			Prone50Percent: 100
		DamageTriggers: TriggerProne
		SpeedModifier: 133
		ProneOffset: 0,0,0
		Duration: 50
		ProneSequencePrefix:
	WithInfantryBody:
		RequiresCondition: !parachute && !swimming
	WithInfantryBody@PARACHUTE:
		RequiresCondition: parachute
	Cloak:
		InitialDelay: 250
		CloakDelay: 120
		UncloakOn: Attack, Load, Unload, Infiltrate, Demolish, Move
		DetectionTypes: Cloak
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	GrantConditionOnTerrain:
		TerrainTypes: Water
		Condition: swimming
	Targetable:
		RequiresCondition: !parachute && !swimming
	Targetable@SEA:
		TargetTypes: WaterActor, Infantry
		RequiresCondition: !parachute && swimming
	WithDeathAnimation:
		RequiresCondition: !swimming
	WithInfantryBody@SEA:
		RequiresCondition: swimming
		MoveSequence: prone-run
		IdleSequences: prone-stand
		StandSequences: prone-stand
	WithFacingSpriteBody@SEA:
		Name: boat
		Sequence: boat
		RequiresCondition: swimming
	FireWarheadsOnDeath:
		Weapon: VisualWaterExplode
		EmptyWeapon: VisualWaterExplode
		Chance: 100
		RequiresCondition: swimming

SHOK:
	Buildable:
		Prerequisites: ~barr, stek, ~infantry.russia, ~techlevel.high
		Description: actor-shok.description-new
	Valued:
		Cost: 450
	Armament@PRIMARY:
		PauseOnCondition: reload-charge
		ReloadingCondition: reload-attack
	Armament@SECONDARY:
		Weapon: TeslaCharge
		LocalOffset: 427,0,341
		PauseOnCondition: reload-attack
		ReloadingCondition: reload-charge
		Cursor: powerdown
		OutsideRangeCursor: powerdown
		TargetRelationships: Ally
		ForceTargetRelationships: None
	FireWarheadsOnDeath:
		Weapon: SHOKExplode
		EmptyWeapon: SHOKExplode
		DamageSource: Killer
		Chance: 100
		DeathTypes: CrushingDeath

CDOG:
	Inherits: DOG
	Buildable:
		BuildPaletteOrder: 130
		Prerequisites: ~kenn, ~stek, ~techlevel.high
		Description: actor-cdog.description
		BuildLimit: 1
	Tooltip:
		Name: actor-cdog.name
		GenericName: actor-cdog.generic-name
	Valued:
		Cost: 800
	Health:
		HP: 7200
	Armor:
		Type: Light
	RevealsShroud:
		Range: 7c0
	Armament:
		Weapon: CyberdogJaw
	Targetable@HEAL:
		TargetTypes: Repair
	Crushable:
		CrushSound: crunchy2.aud
	Voiced:
		VoiceSet: CyberdogVoice
	FireWarheadsOnDeath:
		Weapon: UnitExplodeHeli
		EmptyWeapon: UnitExplodeHeli
		DamageSource: Killer
		Chance: 100
	ChangesHealth@MACHINESHOP:
		Step: 500
		Delay: 100
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: machineshop
	ExternalCondition@MACHINESHOP:
		Condition: machineshop
	WithDecoration@MACHINESHOP:
		Image: select
		Palette: chrome
		Sequence: repair-small
		Position: Center
		RequiresCondition: machineshop && damaged
		BlinkInterval: 32
		BlinkPattern: on, off
	RenderSprites:
		Image: CDOG

SAB:
	Inherits: THF
	Buildable:
		BuildPaletteOrder: 135
		Prerequisites: ~tent, atek, ~infantry.france, ~techlevel.high
		Description: actor-sab.description
		Icon: alt-icon
	Valued:
		Cost: 650
	Tooltip:
		Name: actor-sab.name
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 4000
	Mobile:
		Speed: 54
	RevealsShroud:
		Range: 4c0
	Passenger:
		CustomPipType: red
	CaptureManager:
	Captures:
		CaptureTypes: sabotage
		PlayerExperience: 0
		CaptureDelay: 200
		SabotageThreshold: 1
		SabotageHPRemoval: 33
		SabotageDamageTypes: Incendiary
	-Infiltrates:
	-TakeCover:
	GrantChargedConditionOnToggle:
		InitialCharge: 0
		ActivatedCondition: cloaked
		CanCancelCondition: false
		ChargeDuration: 1125
		ChargeThreshhold: -1
		ConditionDuration: 375
	Cloak:
		RequiresCondition: cloaked
		InitialDelay: 0
		CloakDelay: 25
		UncloakOn: Attack, Load, Unload, Demolish, Damage
		DetectionTypes: Cloak
		PauseOnCondition: cloak-force-disabled
	RenderSprites:
		Image: thf

MGI:
	Inherits: E1
	Selectable:
		Class: MGI
	Buildable:
		BuildPaletteOrder: 140
		Prerequisites: ~tent, atek, ~infantry.germany, ~techlevel.high
		Description: actor-mgi.description
	Valued:
		Cost: 400
	Tooltip:
		Name: actor-mgi.name
	Health:
		HP: 6000
	Mobile:
		Speed: 48
	Armament@PRIMARY:
		Weapon: M60mg.infantry
	RenderSprites:
		Image: mgi

GLI:
	Inherits: E4
	Buildable:
		BuildPaletteOrder: 45
		Prerequisites: ~barr, ~infantry.ukraine, ~techlevel.infonly
		Description: actor-gli.description
	Valued:
		Cost: 225
	Tooltip:
		Name: actor-gli.name
	Mobile:
		Speed: 54
	Armament@PRIMARY:
		Weapon: Grenadelauncher.infantry
		LocalOffset: 427,0,341
		MuzzleSequence: muzzle
	Armament@GARRISONED:
		Weapon: Grenadelauncher.infantry
		MuzzleSequence: muzzle
	WithMuzzleOverlay:
	RenderSprites:
		Image: gli
