FACT:
	Inherits: ^BaseBuilding
	Inherits@shape: ^3x2Shape
	Selectable:
		Bounds: 72,48
	Valued:
		Cost: 3000
	Tooltip:
		Name: Construction Yard
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 210000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
	Production:
		Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
	Transforms:
		RequiresCondition: factundeploy
		PauseOnCondition: being-demolished || build-incomplete
		IntoActor: mcv
		Offset: 1,1
		Facing: 432
	TransformsIntoMobile:
		RequiresCondition: factundeploy
		Locomotor: heavywheeled
		RequiresForceMove: true
	TransformsIntoPassenger:
		RequiresCondition: factundeploy
		CargoType: Vehicle
		RequiresForceMove: true
	TransformsIntoRepairable:
		RequiresCondition: factundeploy
		RepairActors: fix
		RequiresForceMove: true
	TransformsIntoTransforms:
		RequiresCondition: factundeploy && build-incomplete
	GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
		Condition: factundeploy
		Prerequisites: global-factundeploy
	ProductionQueue@GDIBuilding:
		Type: Building.GDI
		DisplayOrder: 0
		Factions: gdi
		Group: Building
		LowPowerModifier: 150
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionQueue@NodBuilding:
		Type: Building.Nod
		DisplayOrder: 0
		Factions: nod
		Group: Building
		LowPowerModifier: 150
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionQueue@GDIDefense:
		Type: Defence.GDI
		DisplayOrder: 1
		Factions: gdi
		Group: Defence
		LowPowerModifier: 150
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionQueue@NodDefense:
		Type: Defence.Nod
		DisplayOrder: 1
		Factions: nod
		Group: Defence
		LowPowerModifier: 150
		ReadyAudio: ConstructionComplete
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Building
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	BaseBuilding:
	ProductionBar@BuildingGDI:
		ProductionType: Building.GDI
	ProductionBar@BuildingNod:
		ProductionType: Building.Nod
	ProductionBar@DefenceGDI:
		ProductionType: Defence.GDI
		Color: 8A8A8A
	ProductionBar@DefenceNod:
		ProductionType: Defence.Nod
		Color: 8A8A8A
	BaseProvider:
		Range: 14c0
	WithBuildingBib:
	WithBuildingPlacedAnimation:
		RequiresCondition: !build-incomplete
	Power:
		Amount: 0
	ProvidesPrerequisite@buildingname:
	Buildable:
		Description: Builds structures

FACT.GDI:
	Inherits: FACT
	RenderSprites:
		Image: fact
	Buildable:
		Queue: Building.GDI, Building.Nod
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: gdi
	Tooltip:
		Name: Construction Yard (GDI)

FACT.NOD:
	Inherits: FACT
	RenderSprites:
		Image: fact
	Buildable:
		Queue: Building.GDI, Building.Nod
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: nod
	Tooltip:
		Name: Construction Yard (Nod)

NUKE:
	Inherits: ^BaseBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		TargetableOffsets: 630,299,0
	Valued:
		Cost: 500
	Tooltip:
		Name: Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypower
	Buildable:
		BuildPaletteOrder: 10
		Prerequisites: fact
		Queue: Building.GDI, Building.Nod
		Description: Generates power
	Building:
		Footprint: xX xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 55000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: 100
	ScalePowerWithHealth:

NUK2:
	Inherits: ^BaseBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		TargetableOffsets: 630,299,0
	Valued:
		Cost: 800
	Tooltip:
		Name: Advanced Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypower
	Buildable:
		BuildPaletteOrder: 80
		Prerequisites: anyhq, ~techlevel.medium
		Queue: Building.GDI, Building.Nod
		Description: Provides more power, cheaper than the\nstandard Power Plant
	Building:
		Footprint: xX xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 70000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: 200
	ScalePowerWithHealth:

PROC:
	Inherits: ^BaseBuilding
	Inherits@RESOURCES: ^StoresResources
	HitShape:
		Type: Rectangle
			TopLeft: -1536, -512
			BottomRight: 1536, 853
	HitShape@TOP:
		Type: Rectangle
			TopLeft: -512, -1450
			BottomRight: 896, -512
	Valued:
		Cost: 1500
	Tooltip:
		Name: Tiberium Refinery
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: anypower
		Queue: Building.GDI, Building.Nod
		Description: Processes raw Tiberium\ninto useable resources
	Building:
		Footprint: _x_ xxx +++ ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 100000
	RevealsShroud:
		Range: 6c0
	Refinery:
		DockAngle: 448
		DockOffset: 0,2
		IsDragRequired: True
		DragOffset: -554,512,0
		DragLength: 12
		TickRate: 15
	StoresResources:
		Capacity: 1000
	Selectable:
		Bounds: 72,56
		DecorationBounds: 73,72
	CustomSellValue:
		Value: 400
	FreeActor:
		Actor: HARV
		SpawnOffset: 1,2
		Facing: 256
	WithBuildingBib:
	WithResourceLevelOverlay:
		RequiresCondition: !build-incomplete
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:

SILO:
	Inherits: ^BaseBuilding
	Inherits@shape: ^2x1Shape
	Inherits@RESOURCES: ^StoresResources
	Valued:
		Cost: 100
	Tooltip:
		Name: Tiberium Silo
	Buildable:
		BuildPaletteOrder: 35
		Prerequisites: proc
		Queue: Defence.GDI, Defence.Nod
		Description: Stores processed Tiberium
	Building:
		Footprint: xx
		Dimensions: 2,1
	-GivesBuildableArea:
	Health:
		HP: 50000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
		HasMinibib: true
	-WithSpriteBody:
	WithResourceLevelSpriteBody:
		Sequence: stages
	StoresResources:
		Capacity: 3000
	-SpawnActorsOnSell:
	Power:
		Amount: -10
	MustBeDestroyed:
		RequiredForShortGame: false
	-AcceptsDeliveredCash:
	Selectable:
		Bounds: 48,24
		DecorationBounds: 49,30

PYLE:
	Inherits: ^BaseBuilding
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 840,-256,0, 840,512,0, 210,-512,0, -71,512,0
		Type: Rectangle
			TopLeft: -1024, -1024
			BottomRight: 1024, 640
	Valued:
		Cost: 500
	Tooltip:
		Name: Barracks
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: anypower
		Queue: Building.GDI
		Description: Trains infantry
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
	RallyPoint:
	Exit@1:
		SpawnOffset: -426,85,0
		ExitCell: 0,1
	Exit@2:
		SpawnOffset: 298,298,0
		ExitCell: 1,1
	Production:
		Produces: Infantry.GDI
	GrantExternalConditionToProduced:
		Condition: produced
	ProductionQueue:
		Type: Infantry.GDI
		DisplayOrder: 2
		Group: Infantry
		LowPowerModifier: 150
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionBar:
		ProductionType: Infantry.GDI
	Power:
		Amount: -15
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 48,42,0,-5

HAND:
	Inherits: ^BaseBuilding
	Inherits@shape: ^2x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
	Valued:
		Cost: 500
	Tooltip:
		Name: Hand of Nod
	ProvidesPrerequisite:
		Prerequisite: barracks
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: anypower
		Queue: Building.Nod
		Description: Trains infantry
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
	RallyPoint:
	Exit@1:
		SpawnOffset: 512,1024,0
		ExitCell: 1,2
	Production:
		Produces: Infantry.Nod
	ProductionQueue:
		Type: Infantry.Nod
		DisplayOrder: 2
		Group: Infantry
		LowPowerModifier: 150
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionBar:
		ProductionType: Infantry.Nod
	Power:
		Amount: -15
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 48,48
		DecorationBounds: 48,68,0,-10

AFLD:
	Inherits: ^BaseBuilding
	Selectable:
		Bounds: 96,48
	HitShape:
		TargetableOffsets: 0,0,0, 0,-512,256, 0,-1451,384, 0,512,128, 0,1536,85
		Type: Rectangle
			TopLeft: -2048, -1024
			BottomRight: 2048, 1024
	Valued:
		Cost: 2000
	Tooltip:
		Name: Airstrip
	ProvidesPrerequisite:
		Prerequisite: vehicleproduction
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: proc
		Queue: Building.Nod
		Description: Provides a dropzone\nfor vehicle reinforcements
	Building:
		Footprint: XXX+ xxx+ ====
		Dimensions: 4,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 110000
	RevealsShroud:
		Range: 7c0
	RallyPoint:
	Exit@1:
		SpawnOffset: -1024,0,0
		ExitCell: 3,1
	ProductionAirdrop:
		Produces: Vehicle.Nod
		ActorType: c17
	WithBuildingBib:
	WithIdleOverlay@DISH:
		RequiresCondition: !build-incomplete
		Sequence: idle-dish
	WithDeliveryAnimation:
		RequiresCondition: !build-incomplete
	ProductionQueue:
		Type: Vehicle.Nod
		DisplayOrder: 3
		Group: Vehicle
		LowPowerModifier: 150
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionBar:
		ProductionType: Vehicle.Nod
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:

WEAP:
	Inherits: ^BaseBuilding
	Inherits@shape: ^3x2Shape
	HitShape:
		TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
		Type: Rectangle
			TopLeft: -1536, -1024
			BottomRight: 1536, 512
	Valued:
		Cost: 2000
	Tooltip:
		Name: Weapons Factory
	ProvidesPrerequisite:
		Prerequisite: vehicleproduction
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: proc
		Queue: Building.GDI
		Description: Produces vehicles
	Building:
		Footprint: xxx +++ ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 72,48
		DecorationBounds: 72,64,0,-16
	Health:
		HP: 110000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	WithProductionDoorOverlay:
		RequiresCondition: !build-incomplete
		Sequence: build-top
	RallyPoint:
	Exit@1:
		SpawnOffset: -512,-512,0
		ExitCell: 0,1
		ExitDelay: 3
	Production:
		Produces: Vehicle.GDI
	ProductionQueue:
		Type: Vehicle.GDI
		DisplayOrder: 3
		Group: Vehicle
		LowPowerModifier: 150
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionBar:
		ProductionType: Vehicle.GDI
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
	-ActorPreviewPlaceBuildingPreview:
	SequencePlaceBuildingPreview:
		Sequence: place
		SequencePalette: placebuilding

HPAD:
	Inherits: ^BaseBuilding
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 48,48
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
	Valued:
		Cost: 1000
	Tooltip:
		Name: Helipad
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: proc
		Queue: Building.GDI, Building.Nod
		Description: Produces and repairs helicopters
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 60000
	RevealsShroud:
		Range: 5c0
	Exit@1:
		SpawnOffset: 0,-256,0
		Facing: 896
	Production:
		Produces: Aircraft.GDI, Aircraft.Nod
	Reservable:
	RepairsUnits:
		HpPerStep: 1000
		PlayerExperience: 25
		StartRepairingNotification: Repairing
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	RallyPoint:
	ProductionQueue@GDI:
		Type: Aircraft.GDI
		DisplayOrder: 4
		Factions: gdi
		Group: Aircraft
		LowPowerModifier: 150
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionQueue@Nod:
		Type: Aircraft.Nod
		DisplayOrder: 4
		Factions: nod
		Group: Aircraft
		LowPowerModifier: 150
		ReadyAudio: UnitReady
		BlockedAudio: NoBuild
		LimitedAudio: BuildingInProgress
		QueuedAudio: Training
		OnHoldAudio: OnHold
		CancelledAudio: Cancelled
	ProductionBar@GDI:
		ProductionType: Aircraft.GDI
	ProductionBar@Nod:
		ProductionType: Aircraft.Nod
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:

HQ:
	Inherits: ^BaseBuilding
	Inherits@IDISABLE: ^DisabledOverlay
	HitShape:
		TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
		Type: Rectangle
			TopLeft: -1024, -384
			BottomRight: 1024, 1024
	Valued:
		Cost: 1000
	Tooltip:
		Name: Communications Center
	ProvidesPrerequisite:
		Prerequisite: anyhq
	Buildable:
		BuildPaletteOrder: 70
		Prerequisites: proc, ~techlevel.medium
		Queue: Building.GDI, Building.Nod
		Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 48,40,0,9
		DecorationBounds: 48,53,0,-4
	WithSpriteBody:
		PauseOnCondition: lowpower
	Health:
		HP: 80000
	RevealsShroud:
		Range: 10c0
	WithBuildingBib:
	ProvidesRadar:
		RequiresCondition: !lowpower
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	AirstrikePower:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.superweapons
		Icon: airstrike
		ChargeInterval: 7500
		SquadSize: 3
		QuantizedFacings: 8
		Description: Air Strike
		LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
		EndChargeSpeechNotification: AirstrikeReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		IncomingSpeechNotification: EnemyPlanesApproaching
		UnitType: a10
		DisplayBeacon: True
		BeaconPoster: airstrike
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: airstrikedirection
		SupportPowerPaletteOrder: 10
	SupportPowerChargeBar:
	Power:
		Amount: -50

FIX:
	Inherits: ^BaseBuilding
	HitShape:
		TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
		Type: Polygon
			Points: -1536,-256, -341,-940, 341,-940, 1536,-256, 1536,341, 341,1110, -341,1110, -1536,341
	Valued:
		Cost: 500
	Tooltip:
		Name: Repair Facility
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: vehicleproduction
		Queue: Building.GDI, Building.Nod
		Description: Repairs vehicles
	Building:
		Footprint: _+_ +++ _+_
		Dimensions: 3,3
	Selectable:
		Bounds: 64,34,0,3
		DecorationBounds: 72,48
	Health:
		HP: 80000
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: true
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	Reservable:
	RepairsUnits:
		HpPerStep: 1000
		Interval: 15
		PlayerExperience: 25
		StartRepairingNotification: Repairing
	RallyPoint:
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:

EYE:
	Inherits: ^BaseBuilding
	Inherits@IDISABLE: ^DisabledOverlay
	HitShape:
		TargetableOffsets: 0,0,0, 0,512,128, 420,-598,213
		Type: Rectangle
			TopLeft: -1024, -384
			BottomRight: 1024, 1024
	Valued:
		Cost: 1800
	Tooltip:
		Name: Advanced Communications Center
	ProvidesPrerequisite:
		Prerequisite: anyhq
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.high
		Queue: Building.GDI
		Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 48,40,0,9
		DecorationBounds: 48,53,0,-4
	WithSpriteBody:
		PauseOnCondition: lowpower
	Health:
		HP: 130000
	RevealsShroud:
		Range: 10c0
	WithBuildingBib:
	ProvidesRadar:
		RequiresCondition: !lowpower
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	IonCannonPower:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.superweapons
		Icon: ioncannon
		Cursor: ioncannon
		ChargeInterval: 9000
		Description: Ion Cannon
		LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		BeginChargeSpeechNotification: IonCannonCharging
		EndChargeSpeechNotification: IonCannonReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		OnFireSound: ion1.aud
		DisplayRadarPing: True
		CameraActor: camera.small
		SupportPowerPaletteOrder: 20
	SupportPowerChargeBar:
	Power:
		Amount: -200
	ProvidesPrerequisite@buildingname:

TMPL:
	Inherits: ^BaseBuilding
	Inherits@IDISABLE: ^DisabledOverlay
	Inherits@shape: ^3x2Shape
	HitShape:
		UseTargetableCellsOffsets: false
		TargetableOffsets: 0,0,0, 0,-896,0, 0,896,0, 840,0,0, -706,0,0, -706,-768,0, -706,640,0
	Valued:
		Cost: 2000
	Tooltip:
		Name: Temple of Nod
	ProvidesPrerequisite:
		Prerequisite: anyhq
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.high
		Queue: Building.Nod
		Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 72,48
		DecorationBounds: 72,68,0,-12
	Health:
		HP: 210000
	RevealsShroud:
		Range: 6c0
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	NukePower:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.superweapons
		Icon: abomb
		Cursor: nuke
		ChargeInterval: 11250
		Description: Nuclear Strike
		LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
		EndChargeSpeechNotification: NuclearWeaponAvailable
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPower
		LaunchSpeechNotification: NuclearWeaponLaunched
		IncomingSpeechNotification: NuclearWarheadApproaching
		MissileWeapon: atomic
		MissileDelay: 11
		SpawnOffset: 3c0,0,-1c512
		DisplayBeacon: True
		BeaconPoster: atomic
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraRange: 10c0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		SupportPowerPaletteOrder: 30
	WithBuildingBib:
	WithSupportPowerActivationAnimation:
		RequiresCondition: !build-incomplete
	WithSupportPowerActivationOverlay:
		RequiresCondition: !build-incomplete
		Sequence: smoke
	SupportPowerChargeBar:
	Power:
		Amount: -150
	ProvidesPrerequisite@buildingname:

GUN:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 24,24
	Valued:
		Cost: 600
	Tooltip:
		Name: Turret
	Buildable:
		BuildPaletteOrder: 45
		Prerequisites: barracks
		Queue: Defence.GDI, Defence.Nod
		BuildDuration: 960
		Description: Basic Anti-Tank base defense.\n  Strong vs Tanks, vehicles\n  Weak vs Infantry
	Building:
	Health:
		HP: 41000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 48
		InitialFacing: 192
		RealignDelay: -1
		RequiresCondition: !build-incomplete
	WithSpriteTurret:
		RequiresCondition: !build-incomplete
		Recoils: false
	WithTurretAttackAnimation:
		Sequence: recoil
	Armament:
		Weapon: TurretGun
		LocalOffset: 512,0,112
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !build-incomplete
	WithMuzzleOverlay:
	-WithDeathAnimation:
	DetectCloaked:
		Range: 3c0
	Power:
		Amount: -20
	-BodyOrientation:
	ClassicFacingBodyOrientation:

SAM:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisabledOverlay
	Inherits@AUTOTARGET: ^AutoTargetAir
	Inherits@shape: ^2x1Shape
	Selectable:
		Bounds: 48,24
	HitShape:
		Type: Rectangle
			TopLeft: -768,-512
			BottomRight: 768,512
	Valued:
		Cost: 650
	Tooltip:
		Name: SAM Site
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: hand
		Queue: Defence.Nod
		BuildDuration: 1130
		Description: Anti-Aircraft base defense.\n  Strong vs Aircraft\n  Cannot target Ground units.
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 40
		InitialFacing: 0
		RealignDelay: -1
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
		QuantizedFacings: 32
	Armament:
		Weapon: Dragon
		MuzzleSequence: muzzle
	AttackPopupTurreted:
		RequiresCondition: !build-incomplete
		PauseOnCondition: lowpower
	WithMuzzleOverlay:
	-RenderDetectionCircle:
	Power:
		Amount: -20
	-BodyOrientation:
	ClassicFacingBodyOrientation:
	-ActorPreviewPlaceBuildingPreview:
	SequencePlaceBuildingPreview:
		Sequence: place
		SequencePalette: placebuilding

OBLI:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisabledOverlay
	Inherits@AUTOTARGET: ^AutoTargetGround
	Valued:
		Cost: 1500
	Tooltip:
		Name: Obelisk of Light
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: tmpl, ~techlevel.high
		Queue: Defence.Nod
		BuildDuration: 2080
		Description: Advanced base defense.\nRequires power to operate.\n  Strong vs all Ground units\n  Cannot target Aircraft
	Selectable:
		Bounds: 24,24
		DecorationBounds: 22,44,0,-10
	Health:
		HP: 75000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	WithBuildingBib:
		HasMinibib: true
	-WithSpriteBody:
	WithChargeSpriteBody:
		Sequence: active
	Armament:
		Weapon: Laser
		LocalOffset: 0,-85,1280
	AttackCharges:
		RequiresCondition: !build-incomplete
		PauseOnCondition: lowpower
		ChargeLevel: 50
		ChargingCondition: charging
	AmbientSound:
		RequiresCondition: charging
		SoundFiles: obelpowr.aud
		Interval: 30, 40
	-SpawnActorsOnSell:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	Power:
		Amount: -90

GTWR:
	Inherits: ^Defense
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 24,24
	Valued:
		Cost: 600
	Tooltip:
		Name: Guard Tower
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: barracks
		Queue: Defence.GDI, Defence.Nod
		BuildDuration: 960
		Description: Basic defensive structure.\n  Strong vs Infantry\n  Weak vs Tanks
	Building:
	Health:
		HP: 40000
	RevealsShroud:
		Range: 7c0
	WithBuildingBib:
		HasMinibib: true
	Armament:
		Weapon: HighV
		LocalOffset: 256,0,256
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !build-incomplete
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 3c0
	WithMuzzleOverlay:
	Turreted:
		TurnSpeed: 512
	Power:
		Amount: -10

ATWR:
	Inherits: ^Defense
	Inherits@IDISABLE: ^DisabledOverlay
	Inherits@AUTOTARGET: ^AutoTargetAll
	Valued:
		Cost: 1000
	Tooltip:
		Name: Advanced Guard Tower
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: anyhq, ~techlevel.medium
		Queue: Defence.GDI
		BuildDuration: 1920
		Description: All-purpose defensive structure.\n  Strong vs Aircraft, Infantry\n  Weak vs Tanks
	Selectable:
		Bounds: 24,24
		DecorationBounds: 22,48,0,-12
	Health:
		HP: 55000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	-RenderRangeCircle:
	WithRangeCircle:
		Range: 7c0
		Color: FFFF0080
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 512
		Offset: 128,128,384
	Armament@PRIMARY:
		Weapon: TowerMissile
		LocalOffset: 256,128,0, 256,-128,0
		LocalYaw: -100,100
	Armament@SECONDARY:
		Weapon: TowerAAMissile
		LocalOffset: 256,128,0, 256,-128,0
		LocalYaw: -100,100
	AttackTurreted:
		RequiresCondition: !build-incomplete
		PauseOnCondition: lowpower
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	Power:
		Amount: -50

SBAG:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Sandbag Barrier
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact
		Queue: Defence.GDI
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Light
	LineBuild:
		NodeTypes: sandbag
	LineBuildNode:
		Types: sandbag
	WithWallSpriteBody:
		Type: sandbag

CYCL:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Chain Link Barrier
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: fact
		Queue: Defence.Nod
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Light
	LineBuild:
		NodeTypes: chain
	LineBuildNode:
		Types: chain
	WithWallSpriteBody:
		Type: chain

BRIK:
	Inherits: ^Wall
	Valued:
		Cost: 150
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Concrete Barrier
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: vehicleproduction
		Queue: Defence.GDI, Defence.Nod
		BuildDuration: 330
		Description: Stops infantry and most tanks.\nBlocks some projectiles.
	Health:
		HP: 25000
	Armor:
		Type: Heavy
	BlocksProjectiles:
	Crushable:
		CrushClasses: heavywall
		-CrushSound:
	LineBuild:
		NodeTypes: concrete
	LineBuildNode:
		Types: concrete
	WithWallSpriteBody:
		Type: concrete

BARRACKS:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: Infantry Production
	Buildable:
		Description: Infantry Production

VEHICLEPRODUCTION:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: Vehicle Production
	Buildable:
		Description: Vehicle Production

ANYPOWER:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: Power Plant
	Buildable:
		Description: Power Plant

ANYHQ:
	AlwaysVisible:
	Interactable:
	Tooltip:
		Name: a communications center
	Buildable:
		Description: a communications center
