^ExistsInWorld:
	AppearsOnRadar:
	UpdatesPlayerStatistics:
	CombatDebugOverlay:
	GivesExperience:
		PlayerExperienceModifier: 1
	ScriptTriggers:
	RenderDebugState:

^SpriteActor:
	BodyOrientation:
	QuantizeFacingsFromSequence:
	RenderSprites:

^ClassicFacingSpriteActor:
	ClassicFacingBodyOrientation:
	QuantizeFacingsFromSequence:
	RenderSprites:

^1x1Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 512

^2x1Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1024, -512
			BottomRight: 1024, 512

^2x2Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1024, -1024
			BottomRight: 1024, 1024

^3x2Shape:
	HitShape:
		UseTargetableCellsOffsets: true
		Type: Rectangle
			TopLeft: -1536, -1024
			BottomRight: 1536, 1024

^GainsExperience:
	GainsExperience:
		LevelUpNotification: LevelUp
		Conditions:
			250: rank-veteran
			500: rank-veteran
			750: rank-veteran
		LevelUpImage: crate-effects
	GrantCondition@RANK-ELITE:
		RequiresCondition: rank-veteran >= 3
		Condition: rank-elite
	FirepowerMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 125
	FirepowerMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 125
	FirepowerMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 125
	DamageMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 80
	DamageMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 80
	SpeedMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 125
	RangeMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 125
	RevealsShroudMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 125
	ChangesHealth@ELITE:
		Step: 0
		PercentageStep: 5
		Delay: 75
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: rank-elite
	WithDecoration@RANK-1:
		Image: rank
		Sequence: rank-veteran-1
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: rank-veteran == 1
	WithDecoration@RANK-2:
		Image: rank
		Sequence: rank-veteran-2
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: rank-veteran == 2
	WithDecoration@RANK-ELITE:
		Image: rank
		Sequence: rank-elite
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: rank-elite

^InfantryExperienceHospitalHazmatOverrides:
	WithDecoration@RANK-1:
		BlinkInterval: 32
		BlinkPatterns:
			hospitalheal && hazmatsuits: On, Off, Off
			hospitalheal || hazmatsuits: On, Off
	WithDecoration@RANK-2:
		BlinkInterval: 32
		BlinkPatterns:
			hospitalheal && hazmatsuits: On, Off, Off
			hospitalheal || hazmatsuits: On, Off
	WithDecoration@RANK-ELITE:
		BlinkInterval: 32
		BlinkPatterns:
			hospitalheal && hazmatsuits: On, Off, Off
			hospitalheal || hazmatsuits: On, Off
	WithDecoration@HAZMAT:
		BlinkInterval: 32
		BlinkPatterns:
			rank-veteran && hospitalheal: Off, Off, On
			rank-veteran || hospitalheal: Off, On
	WithDecoration@REDCROSS:
		BlinkPatterns:
			rank-veteran && hazmatsuits: Off, On, Off
			rank-veteran && !hazmatsuits: Off, On
			hazmatsuits: On, Off

^AutoTargetGround:
	AutoTarget:
		AttackAnythingCondition: stance-attackanything
	AutoTargetPriority@DEFAULT:
		RequiresCondition: !stance-attackanything
		ValidTargets: Infantry, Vehicle, Creep, Water, Defense
		InvalidTargets: NoAutoTarget
	AutoTargetPriority@ATTACKANYTHING:
		RequiresCondition: stance-attackanything
		ValidTargets: Infantry, Vehicle, Creep, Water, Structure, Defense
		InvalidTargets: NoAutoTarget

^AutoTargetGroundAssaultMove:
	Inherits: ^AutoTargetGround
	AutoTargetPriority@DEFAULT:
		RequiresCondition: !stance-attackanything && !assault-move
	AutoTargetPriority@ATTACKANYTHING:
		RequiresCondition: stance-attackanything || assault-move
	AttackMove:
		AssaultMoveCondition: assault-move

^AutoTargetAir:
	AutoTarget:
	AutoTargetPriority@DEFAULT:
		ValidTargets: Air
		InvalidTargets: NoAutoTarget

^AutoTargetAll:
	AutoTarget:
		AttackAnythingCondition: stance-attackanything
	AutoTargetPriority@DEFAULT:
		RequiresCondition: !stance-attackanything
		ValidTargets: Infantry, Vehicle, Creep, Water, Air, Defense
		InvalidTargets: NoAutoTarget
	AutoTargetPriority@ATTACKANYTHING:
		RequiresCondition: stance-attackanything
		ValidTargets: Infantry, Vehicle, Creep, Water, Air, Structure, Defense
		InvalidTargets: NoAutoTarget

^AutoTargetAllAssaultMove:
	Inherits: ^AutoTargetAll
	AutoTargetPriority@DEFAULT:
		RequiresCondition: !stance-attackanything && !assault-move
	AutoTargetPriority@ATTACKANYTHING:
		RequiresCondition: stance-attackanything || assault-move
	AttackMove:
		AssaultMoveCondition: assault-move

^AcceptsCloakCrate:
	Cloak:
		InitialDelay: 15
		CloakDelay: 90
		CloakSound: trans1.aud
		UncloakSound: trans1.aud
		PauseOnCondition: cloak-force-disabled
		RequiresCondition: cloak-crate-collected
	ExternalCondition@CLOAK:
		Condition: cloak-crate-collected
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical

^Transport:
	Cargo:
	WithCargoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		CustomPipSequences:
			gray: pip-gray
			yellow: pip-yellow
			red: pip-red

^StoresResources:
	StoresResources:
	WithResourceStoragePipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		PipCount: 10

^Vehicle:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^ClassicFacingSpriteActor
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
	Mobile:
		Locomotor: wheeled
		TurnSpeed: 20
	Selectable:
		Bounds: 24,24
	Targetable:
		TargetTypes: Ground, Vehicle
	Repairable:
		RepairActors: fix
	Passenger:
		CargoType: Vehicle
	ActorLostNotification:
	HiddenUnderFog:
	AttackMove:
	WithDamageOverlay:
	WithFacingSpriteBody:
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	Guard:
	Guardable:
	Tooltip:
		GenericName: Vehicle
	MustBeDestroyed:
	Voiced:
		VoiceSet: VehicleVoice
	HitShape:
	MapEditorData:
		Categories: Vehicle

^Tank:
	Inherits: ^Vehicle
	Mobile:
		Locomotor: tracked
		TurnSpeed: 20
	Tooltip:
		GenericName: Tank

^Helicopter:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^ClassicFacingSpriteActor
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
	AppearsOnRadar:
		UseLocation: true
	Targetable@GROUND:
		TargetTypes: Ground, Vehicle
		RequiresCondition: !airborne
	Targetable@AIRBORNE:
		TargetTypes: Air
		RequiresCondition: airborne
	Selectable:
		Bounds: 24,24
	Repairable:
		RepairActors: hpad
	Aircraft:
		AirborneCondition: airborne
		CruisingCondition: cruising
		CanHover: True
		TakeOffOnResupply: true
		VTOL: true
		LandableTerrainTypes: Clear, Rough, Road, Beach, Tiberium, BlueTiberium
		Crushes: crate, infantry
		CanSlide: True
	HiddenUnderFog:
		Type: GroundPosition
	ActorLostNotification:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	AttackMove:
	Guard:
	Guardable:
	Tooltip:
		GenericName: Helicopter
	WithFacingSpriteBody:
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	Hovers@CRUISING:
		RequiresCondition: cruising
	MustBeDestroyed:
	Voiced:
		VoiceSet: VehicleVoice
	HitShape:
	MapEditorData:
		Categories: Aircraft
	SpawnActorOnDeath:
		RequiresCondition: airborne

^Infantry:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
		DeathTypes: DefaultDeath
	Health:
	Armor:
		Type: None
	RevealsShroud:
		Range: 5c0
	Mobile:
		AlwaysTurnInPlace: true
		Locomotor: foot
	Selectable:
		Bounds: 18,18,0,-6
		DecorationBounds: 12,17,0,-6
	Targetable:
		TargetTypes: Ground, Infantry
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
	WithDeathAnimation:
		DeathTypes:
			DefaultDeath: 1
			BulletDeath: 1
			RippedApartDeath: 2
			SmallExplosionDeath: 3
			ExplosionDeath: 4
			FireDeath: 5
			TiberiumDeath: 6
		CrushedSequence: die-crushed
	AttackMove:
	Passenger:
		CargoType: Infantry
	HiddenUnderFog:
	DamagedByTerrain:
		Terrain: Tiberium, BlueTiberium
		Damage: 200
		DamageInterval: 16
		DamageTypes: TiberiumDeath
		RequiresCondition: !hazmatsuits
	GrantConditionOnTerrain@HAZMAT:
		Condition: ontiberium
		TerrainTypes: Tiberium, BlueTiberium
	GrantConditionOnPrerequisite@HAZMAT:
		Condition: biolab
		Prerequisites: bio
	GrantCondition@HAZMAT:
		RequiresCondition: biolab && ontiberium
		Condition: hazmatsuits
	WithDecoration@HAZMAT:
		Image: pips
		Sequence: pip-hazmat
		Position: BottomRight
		Margin: 5, 6
		RequiresCondition: hazmatsuits
	ActorLostNotification:
	SpawnActorOnDeath:
		Probability: 5
		Actor: vice
		OwnerType: InternalName
		InternalOwner: Creeps
		DeathType: TiberiumDeath
		RequiresLobbyCreeps: true
	Crushable:
		WarnProbability: 75
		CrushSound: squish2.aud
	Guardable:
	ChangesHealth@HOSPITAL:
		Step: 500
		Delay: 100
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	GrantConditionOnPrerequisite@HOSPITAL:
		Condition: hospital
		Prerequisites: hosp
	GrantConditionOnDamageState@HOSPITAL:
		Condition: damaged
		ValidDamageStates: Light, Medium, Heavy, Critical
	GrantCondition@HOSPITAL:
		RequiresCondition: hospital && damaged
		Condition: hospitalheal
	WithDecoration@REDCROSS:
		Image: pips
		Sequence: pip-heal
		Position: BottomRight
		Margin: 5, 6
		RequiresCondition: hospitalheal
		BlinkInterval: 32
		BlinkPattern: On, Off
	DetectCloaked:
		Range: 2c0
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath, RippedApartDeath
	DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: FireDeath
	DeathSounds@POISONED:
		Voice: Poisoned
		DeathTypes: TiberiumDeath
	Voiced:
		VoiceSet: GenericVoice
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Infantry

^Soldier:
	Inherits: ^Infantry
	MustBeDestroyed:
	Tooltip:
		GenericName: Soldier
	Guard:
	TakeCover:
		SpeedModifier: 60
		DamageModifiers:
			Prone50Percent: 50
			Prone80Percent: 80
		DamageTriggers: TriggerProne
		ProneOffset: 400,0,0
	WithInfantryBody:
		IdleSequences: idle1, idle2
		StandSequences: stand, stand2
	AttackFrontal:

^CivInfantry:
	Inherits: ^Infantry
	Valued:
		Cost: 10
	Tooltip:
		Name: Civilian
		GenericVisibility: None
	Mobile:
		Speed: 56
	Health:
		HP: 2500
	RevealsShroud:
		Range: 2c0
	Passenger:
		CustomPipType: gray
	ActorLostNotification:
		Notification: CivilianKilled
		NotifyAll: true
	ScaredyCat:
		AvoidTerrainTypes: Tiberium, BlueTiberium
	Crushable:
		CrushSound: squish2.aud
	Voiced:
		VoiceSet: CivilianMaleVoice
	Wanders:
		MinMoveDelay: 150
		MaxMoveDelay: 750
		AvoidTerrainTypes: Tiberium, BlueTiberium
	MapEditorData:
		Categories: Civilian infantry

^ArmedCivilian:
	Armament:
		Weapon: Pistol
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot

^DINO:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
	Health:
		HP: 100000
	Armor:
		Type: Wood
	Buildable:
		Queue: Biolab
		BuildPaletteOrder: 50
		Prerequisites: ~disabled
	Valued:
		Cost: 1000
	Tooltip:
		Name: Dinosaur
	RevealsShroud:
		Range: 6c0
	Mobile:
		Locomotor: critter
		Speed: 113
		Voice: Move
	Selectable:
		Bounds: 24,24
	Targetable:
		TargetTypes: Ground, Creep
	HiddenUnderFog:
	RenderSprites:
		Palette: terrain
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
		DefaultAttackSequence: attack
	WithDeathAnimation:
		UseDeathTypeSuffix: false
	AutoTarget:
		ScanRadius: 4
	AttackMove:
		Voice: Attack
	AttackFrontal:
		Voice: Attack
	DeathSounds:
	Voiced:
		VoiceSet: DinoVoice
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Critter

^Viceroid:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	Health:
		HP: 30000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
	Mobile:
		Voice: Move
		Speed: 71
		Locomotor: critter
	Selectable:
		Bounds: 24,24
	Targetable:
		TargetTypes: Ground, Creep
	AutoTarget:
		ScanRadius: 5
	AttackMove:
		Voice: Attack
	HiddenUnderFog:
	Valued:
		Cost: 1000
	Tooltip:
		Name: Visceroid
	Armament:
		Weapon: Chemspray
		LocalOffset: 384,0,0
		MuzzleSequence: muzzle
	AttackFrontal:
		Voice: Attack
	BodyOrientation:
		QuantizedFacings: 8
	WithSpriteBody:
	WithMuzzleOverlay:
	Guard:
		Voice: Move
	Guardable:
	DamagedByTerrain:
		Damage: -100
		DamageInterval: 4
		DamageTypes: TiberiumDeath
		Terrain: Tiberium, BlueTiberium
	Voiced:
		VoiceSet: DinoVoice
	HitShape:
		Type: Circle
			Radius: 427
	MapEditorData:
		Categories: Critter
	WithDeathAnimation:
		UseDeathTypeSuffix: false

^Plane:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^ClassicFacingSpriteActor
	Huntable:
	OwnerLostAction:
		Action: Kill
	AppearsOnRadar:
		UseLocation: true
	HiddenUnderFog:
		Type: GroundPosition
		AlwaysVisibleRelationships: None
	ActorLostNotification:
	AttackMove:
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	WithFacingSpriteBody:
	RejectsOrders:
	Aircraft:
		CruiseAltitude: 2560
		IdleBehavior: LeaveMap
	MapEditorData:
		Categories: Aircraft

^Ship:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor
	Inherits@selection: ^SelectableCombatUnit
	Huntable:
	OwnerLostAction:
		Action: Kill
	Targetable:
		TargetTypes: Ground, Water
	HiddenUnderFog:
	ActorLostNotification:
	AttackMove:
	WithDamageOverlay:
	Explodes:
		Weapon: UnitExplodeShip
		EmptyWeapon: UnitExplodeShip
	Guard:
	Guardable:
	Tooltip:
		GenericName: Ship
	Voiced:
		VoiceSet: VehicleVoice
	HitShape:
	MapEditorData:
		Categories: Naval

^Building:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	Inherits@shape: ^1x1Shape
	Inherits@selection: ^SelectableBuilding
	Huntable:
	OwnerLostAction:
		Action: Kill
	Targetable:
		TargetTypes: Ground, C4, Structure
	Armor:
		Type: Wood
	Health:
		HP: 40000
	Building:
		Dimensions: 1,1
		Footprint: x
	ActorPreviewPlaceBuildingPreview:
		OverridePalette: placebuilding
	SoundOnDamageTransition:
		DamagedSounds: xplos.aud
		DestroyedSounds: crumble.aud
	WithSpriteBody:
	Explodes:
		Type: Footprint
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	CaptureNotification:
		Notification: BuildingCaptured
		NewOwnerVoice: false
	ActorLostNotification:
		Notification: BuildingLost
	ShakeOnDeath:
	Guardable:
		Range: 3c0
	Tooltip:
		GenericName: Structure
	FrozenUnderFog:
	Demolishable:
	MapEditorData:
		Categories: Building
	CommandBarBlacklist:
	AcceptsDeliveredCash:

^BaseBuilding:
	Inherits: ^Building
	Building:
		RequiresBaseProvider: true
		BuildSounds: constru2.aud, hvydoor1.aud
		UndeploySounds: cashturn.aud
		TerrainTypes: Clear,Road
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 4
	MustBeDestroyed:
		RequiredForShortGame: true
	RepairableBuilding:
		RepairPercent: 40
		RepairStep: 1400
		PlayerExperience: 15
		RepairingNotification: Repairing
	WithDeathAnimation:
		DeathSequence: dead
		UseDeathTypeSuffix: false
	GivesBuildableArea:
		AreaTypes: building
	SpawnActorsOnSell:
		ActorTypes: e6,e1,e1,e1
	EngineerRepairable:
	Demolishable:
		Condition: being-demolished
	Sellable:
		RequiresCondition: !build-incomplete && !being-demolished
		SellSounds: cashturn.aud
	CaptureManager:
	Capturable:
		RequiresCondition: !build-incomplete
		Types: building-sabotage
	WithMakeAnimation:
		Condition: build-incomplete
	WithBuildingRepairDecoration:
		Image: allyrepair
		Sequence: repair
		Position: Center
		Palette: player
		IsPlayerPalette: True

^CivBuilding:
	Inherits: ^Building
	Tooltip:
		GenericName: Civilian Building
		GenericStancePrefix: false
		ShowOwnerRow: false
	FrozenUnderFog:
	MapEditorData:
		Categories: Civilian building

^CivBuildingHusk:
	Inherits@1: ^SpriteActor
	Interactable:
	AppearsOnRadar:
	Building:
		Dimensions: 1,1
		Footprint: x
	WithSpriteBody:
	Tooltip:
		GenericName: Civilian Building (Destroyed)
		GenericStancePrefix: false
		ShowOwnerRow: false
	FrozenUnderFog:
	ScriptTriggers:
	MapEditorData:
		Categories: Husk

^TechBuilding:
	Inherits: ^CivBuilding
	OwnerLostAction:
		Action: ChangeOwner
	CaptureManager:
	Capturable:
		Types: building
	CaptureNotification:
		Notification: CivilianBuildingCaptured
	RepairableBuilding:
		RepairPercent: 40
		RepairStep: 1400
		PlayerExperience: 15
		RepairingNotification: Repairing
	EngineerRepairable:
	RevealsShroud:
		Range: 3c0
	Tooltip:
		ShowOwnerRow: True
	MapEditorData:
		Categories: Tech building
	AppearsOnMapPreview:
	WithBuildingRepairDecoration:
		Image: allyrepair
		Sequence: repair
		Position: Center
		Palette: player
		IsPlayerPalette: True

^CivField:
	Inherits: ^CivBuilding
	-Selectable:
	Interactable:
	Tooltip:
		GenericName: Field
	-Explodes:
	-ShakeOnDeath:
	-SoundOnDamageTransition:
	-Demolishable:
	RenderSprites:
		Palette: terrain

^CivFieldHusk:
	Inherits@1: ^SpriteActor
	Interactable:
	AppearsOnRadar:
	Building:
		Dimensions: 1,1
		Footprint: =
	Tooltip:
		Name: Field (Destroyed)
		GenericVisibility: None
		ShowOwnerRow: false
	RenderSprites:
		Palette: terrain
	WithSpriteBody:
	FrozenUnderFog:
	ScriptTriggers:
	MapEditorData:
		Categories: Husk

^Wall:
	Inherits@1: ^SpriteActor
	Inherits@shape: ^1x1Shape
	Interactable:
		Bounds: 24,24
	CombatDebugOverlay:
	AppearsOnRadar:
	OwnerLostAction:
		Action: ChangeOwner
	Building:
		Dimensions: 1,1
		Footprint: x
		BuildSounds: hvydoor1.aud
		TerrainTypes: Clear,Road
	FootprintPlaceBuildingPreview:
		LineBuildSegmentPalette: placelinesegment
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 4
	Targetable:
		TargetTypes: Ground, Wall
	Crushable:
		CrushClasses: wall
		CrushSound: sandbag2.aud
	LineBuild:
		Range: 8
		NodeTypes: wall
	LineBuildNode:
		Types: wall
	RenderSprites:
		Palette: staticterrain
	WithWallSpriteBody:
	Sellable:
		SellSounds: cashturn.aud
	Guardable:
	FrozenUnderFog:
	ScriptTriggers:
	Health:
		HP: 10000
	AppearsOnMapPreview:
		Terrain: Wall
	RadarColorFromTerrain:
		Terrain: Wall
	MapEditorData:
		Categories: Wall
	UpdatesPlayerStatistics:
		AddToAssetsValue: false

^Tree:
	Inherits@1: ^SpriteActor
	Interactable:
	Tooltip:
		Name: Tree
		ShowOwnerRow: false
	RenderSprites:
		Palette: staticterrain
	WithSpriteBody:
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	AppearsOnMapPreview:
		Terrain: Tree
	Health:
		HP: 50000
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDamageOverlay@SmallBurn:
		DamageTypes: Incendiary
		Image: burn-s
		MinimumDamageState: Light
		MaximumDamageState: Medium
	WithDamageOverlay@MediumBurn:
		DamageTypes: Incendiary
		Image: burn-m
		MinimumDamageState: Medium
		MaximumDamageState: Heavy
	WithDamageOverlay@LargeBurn:
		DamageTypes: Incendiary
		Image: burn-l
		MinimumDamageState: Heavy
		MaximumDamageState: Dead
	HiddenUnderShroud:
	ScriptTriggers:
	HitShape:
	MapEditorData:
		Categories: Tree
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

^TreeHusk:
	Inherits@1: ^SpriteActor
	Interactable:
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	AppearsOnMapPreview:
		Terrain: Tree
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	WithSpriteBody:
	Tooltip:
		Name: Tree (Burnt)
		ShowOwnerRow: false
	HiddenUnderShroud:
	ScriptTriggers:
	MapEditorData:
		Categories: Tree
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

^TibTree:
	Inherits@1: ^SpriteActor
	Interactable:
	Tooltip:
		Name: Blossom Tree
		ShowOwnerRow: false
	RenderSprites:
		Palette: staticterrain
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tiberium
	AppearsOnMapPreview:
		Terrain: Tiberium
	HiddenUnderShroud:
	WithMakeAnimation:
	MapEditorData:
		Categories: Resource spawn
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

^Rock:
	Inherits@1: ^SpriteActor
	Interactable:
	Tooltip:
		Name: Rock
		ShowOwnerRow: false
	RenderSprites:
		Palette: staticterrain
	WithSpriteBody:
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	AppearsOnMapPreview:
		Terrain: Tree
	HiddenUnderShroud:
	ScriptTriggers:
	MapEditorData:
		RequireTilesets: DESERT
		Categories: Decoration
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

^CommonHuskDefaults:
	Inherits@1: ^ClassicFacingSpriteActor
	Interactable:
	Health:
		HP: 14000
	Armor:
		Type: Light
	HiddenUnderFog:
		Type: CenterPosition
		AlwaysVisibleRelationships: None
	WithFacingSpriteBody:
	HitShape:
	MapEditorData:
		Categories: Husk

^Husk:
	Inherits: ^CommonHuskDefaults
	Husk:
		AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
	Targetable:
		RequiresForceFire: true
		TargetTypes: Ground, Husk
	CaptureManager:
	Capturable:
		Types: husk
		ValidRelationships: Enemy, Neutral, Ally
	TransformOnCapture:
		ForceHealthPercentage: 25
	Tooltip:
		GenericName: Destroyed Vehicle
	WithColoredOverlay@IDISABLE:
		Palette: disabled
	ScriptTriggers:
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 1
		IsDecoration: True
	ChangesHealth:
		Step: -100
		StartIfBelow: 101
		Delay: 6

^LightHusk:
	Inherits: ^Husk
	Health:
		HP: 2000

^HelicopterHusk:
	Inherits: ^CommonHuskDefaults
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	Aircraft:
		CanHover: True
		VTOL: true
		CanSlide: True
	FallsToEarth:
		Moves: False
		Explosion: HeliCrash
	Tooltip:
		GenericName: Destroyed Helicopter
	-MapEditorData:

^Bridge:
	Inherits@shape: ^1x1Shape
	AlwaysVisible:
	Tooltip:
		Name: Bridge
		ShowOwnerRow: false
	Targetable:
		RequiresForceFire: true
		TargetTypes: Ground, Water
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	SoundOnDamageTransition:
		DamagedSounds: xplos.aud
		DestroyedSounds: xplobig4.aud
	ScriptTriggers:
	BodyOrientation:
		QuantizedFacings: 1
	ShakeOnDeath:
		Duration: 15
		Intensity: 6
	RequiresSpecificOwners:
		ValidOwnerNames: Neutral

^Crate:
	Inherits@1: ^SpriteActor
	Interactable:
	HiddenUnderFog:
	Tooltip:
		Name: Crate
		GenericName: Crate
		ShowOwnerRow: false
	Crate:
		TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
	RenderSprites:
		Palette: effect
		Image: crate
	WithCrateBody:
		XmasImages: xcratea, xcrateb, xcratec, xcrated
	MapEditorData:
		Categories: System

^Defense:
	Inherits: ^BaseBuilding
	Inherits@selection: ^SelectableCombatBuilding
	RenderRangeCircle:
	RenderDetectionCircle:
	-GivesBuildableArea:
	MustBeDestroyed:
		RequiredForShortGame: false
	Targetable:
		TargetTypes: Ground, C4, Structure, Defense
	MapEditorData:
		Categories: Defense
	-CommandBarBlacklist:
	-AcceptsDeliveredCash:

^DisabledOverlay:
	GrantConditionOnPowerState@LOWPOWER:
		Condition: lowpower
		ValidPowerStates: Low, Critical
	WithColoredOverlay@IDISABLE:
		RequiresCondition: lowpower
		Palette: disabled

^Selectable:
	Selectable:
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
		Margin: -2, 0
	DrawLineToTarget:

^SelectableCombatUnit:
	Inherits@selectiondecorations: ^Selectable
	Selectable:
		Priority: 10
		PriorityModifiers: Ctrl

^SelectableSupportUnit:
	Inherits@selectiondecorations: ^Selectable
	Selectable:
		Priority: 8
		PriorityModifiers: Ctrl, Alt

^SelectableEconomicUnit:
	Inherits@selectiondecorations: ^Selectable
	Selectable:
		Priority: 6
		PriorityModifiers: Ctrl, Alt

^SelectableCombatBuilding:
	Inherits@selectiondecorations: ^Selectable
	Selectable:
		Priority: 4

^SelectableBuilding:
	Inherits@selectiondecorations: ^Selectable
	Selectable:
		Priority: 2
