APC:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Inherits@CARGOPIPS: ^CargoPips
	Valued:
		Cost: 800
	Tooltip:
		Name: Amphibious APC
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 80
		Prerequisites: ~gaweap, gapile, ~techlevel.medium
		Description: Armored infantry transport.\nCan move on water.\n  Unarmed
	Mobile:
		TurnSpeed: 20
		Speed: 113
		PauseOnCondition: empdisable || loading || being-captured || carried
		Locomotor: amphibious
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 5c0
		MaxHeightDelta: 3
	Cargo:
		Types: Infantry
		MaxWeight: 5
		UnloadVoice: Unload
		LoadingCondition: loading
		EjectOnDeath: true
	GrantConditionOnTerrain:
		Condition: inwater
		TerrainTypes: Water
	WithVoxelBody:
		RequiresCondition: !inwater
	WithVoxelBody@water:
		Sequence: water
		RequiresCondition: inwater
	LeavesTrails:
		RequiresCondition: !inside-tunnel && inwater
		Image: wake
		Palette: effect
		TerrainTypes: Water
		StationaryInterval: 18
		MovingInterval: 6

HVR:
	Inherits: ^Vehicle
	Inherits@VOXELS: ^VoxelActor
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 900
	Tooltip:
		Name: Hover MLRS
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 80
		Prerequisites: ~gaweap, garadr, ~techlevel.high
		Description: Hovering vehicle armed with\nlong range missiles.\n  Strong vs Vehicles, Aircraft\n  Weak vs Infantry
	Mobile:
		Speed: 99
		Locomotor: hover
	Selectable:
		Bounds: 40,24,0,-10
	Health:
		HP: 23000
	Armor:
		Type: Wood
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 7c0
		MaxHeightDelta: 3
	Armament:
		Weapon: HoverMissile
		LocalOffset: 0,242,543, 0,-242,543
	Turreted:
		TurnSpeed: 28
		Offset: -128,0,85
	AttackTurreted:
		Voice: Attack
		PauseOnCondition: empdisable
	WithVoxelTurret:
	Hovers:
		RequiresCondition: !empdisable
		BobDistance: -64
		InitialHeight: 384
	Carryable:
		CarriedCondition: carried
	LeavesTrails:
		RequiresCondition: !inside-tunnel && !carried
		Image: wake
		Palette: effect
		TerrainTypes: Water
		TrailWhileStationary: True
		StationaryInterval: 18
		MovingInterval: 6
	-DamagedByTerrain@VEINS:
	-LeavesTrails@VEINS:

SMECH:
	Inherits: ^Vehicle
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 500
	Tooltip:
		Name: Wolverine
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 20
		Prerequisites: ~gaweap, ~techlevel.low
		Description: Anti-personnel walker.\n  Strong vs Infantry, Light armor\n  Weak vs Vehicles, Aircraft
	Mobile:
		TurnSpeed: 20
		Speed: 99
		AlwaysTurnInPlace: true
	Health:
		HP: 17500
	Armor:
		Type: Light
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 6c0
		MaxHeightDelta: 3
	AttackFrontal:
		Voice: Attack
		PauseOnCondition: empdisable
	Armament:
		Weapon: AssaultCannon
	Voiced:
		VoiceSet: Mech
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithFacingSpriteBody:
		Sequence: stand
	WithAttackAnimation:
		Sequence: shoot
	WithMoveAnimation:
		MoveSequence: walk
		ValidMovementTypes: Horizontal, Turn
	Selectable:
		Bounds: 20, 32, 0, -8
	-DamagedByTerrain@VEINS:
	-LeavesTrails@VEINS:

MMCH:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 800
	Tooltip:
		Name: Titan
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 50
		Prerequisites: ~gaweap, ~techlevel.medium
		Description: General purpose mechanized walker.\n  Strong vs Vehicles\n  Weak vs Infantry, Aircraft
	Mobile:
		TurnSpeed: 20
		Speed: 56
		AlwaysTurnInPlace: true
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 8c0
		MaxHeightDelta: 3
	BodyOrientation:
		QuantizedFacings: 32
		UseClassicPerspectiveFudge: False
	WithFacingSpriteBody:
		Sequence: stand
	WithMoveAnimation:
		MoveSequence: walk
		ValidMovementTypes: Horizontal, Turn
	Turreted:
		TurnSpeed: 20
	AttackTurreted:
		Voice: Attack
		PauseOnCondition: empdisable
	WithSpriteTurret:
		Recoils: false
	Armament:
		Weapon: 120mm
		MuzzleSequence: muzzle
		MuzzlePalette: effect-ignore-lighting
		Recoil: 128
		RecoilRecovery: 32
		LocalOffset: 1024,272,1216
	DetectCloaked:
		Range: 1c768
		RequiresCondition: rank-elite
	RenderDetectionCircle:
	WithMuzzleOverlay:
	RenderVoxels:
	WithVoxelBarrel:
		LocalOffset: 0,51,256
	Selectable:
		Bounds: 30, 42, 0, -8
	Carryable:
		LocalOffset: 0,0,577

HMEC:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 3000
	Tooltip:
		Name: Mammoth Mk. II
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 140
		Prerequisites: ~gaweap, gatech, ~techlevel.high
		BuildLimit: 1
		Description: Slow heavy walker.\nArmed with dual railguns and rocket launchers.\n  Strong vs Infantry, Vehicles, Aircraft and Buildings\n  Weak vs Nothing\nMaximum 1 can be built.
	Mobile:
		TurnSpeed: 12
		Speed: 42
	Health:
		HP: 80000
	ChangesHealth:
		Step: 500
	Armor:
		Type: Heavy
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 8c0
		MaxHeightDelta: 3
	AttackFrontal:
		Voice: Attack
		PauseOnCondition: empdisable
	Armament@MISSILES:
		Weapon: MammothTusk
		LocalOffset: -243,-368,1208, -243,368,1208
	Armament@RAILGUN:
		Weapon: MechRailgun
		LocalOffset: 368,-311,1030, 368,311,1030
	-WithVoxelBody:
	WithVoxelWalkerBody:
		TickRate: 1
	Selectable:
		Bounds: 40, 40, 0, -8
	Carryable:
		LocalOffset: 0,0,509

SONIC:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 1300
	Tooltip:
		Name: Disruptor
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 120
		Prerequisites: ~gaweap, gatech, ~techlevel.high
		Description: Armored high-tech vehicle with\nlong range and sonic armament.\n  Strong vs Infantry, Vehicles, Buildings\n  Weak vs Aircraft
	Targetable:
		TargetTypes: Ground, Vehicle, Disruptor
	Mobile:
		TurnSpeed: 16
		Speed: 56
	Health:
		HP: 50000
	Armor:
		Type: Heavy
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 7c0
		MaxHeightDelta: 3
	Armament:
		Weapon: SonicZap
		LocalOffset: -71,0,580
	AttackTurreted:
		Voice: Attack
		PauseOnCondition: empdisable
		OpportunityFire: False
	Turreted:
		TurnSpeed: 20
		Offset: -170,0,0
	WithVoxelTurret:
	Explodes:
		RequiresCondition: !rank-elite
	Explodes@ELITE:
		RequiresCondition: rank-elite
		Weapon: UnitExplode

JUGG:
	Inherits: ^Tank
	Inherits@SPRITES: ^SpriteActor
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 950
	Tooltip:
		Name: Juggernaut
		RequiresCondition: !deployed
	Tooltip@DEPLOYED:
		Name: Juggernaut (deployed)
		RequiresCondition: deployed
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 100
		Prerequisites: ~gaweap, garadr, ~techlevel.high
		Description: Mobile Artillery Mech.\nNeeds to deploy in order to shoot.\n  Strong vs Ground units\n  Weak vs Aircraft
	Health:
		HP: 35000
	Armor:
		Type: Light
	Mobile:
		Speed: 71
		TurnSpeed: 20
		AlwaysTurnInPlace: true
		ImmovableCondition: !undeployed
		RequireForceMoveCondition: !undeployed
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 9c0
		MaxHeightDelta: 3
	RenderVoxels:
		LightAmbientColor: 0.4, 0.4, 0.4
	RenderSprites:
		Image: jugg
	WithMakeAnimation:
		BodyNames: body, deployedbody
	WithFacingSpriteBody:
		Sequence: stand
		RequiresCondition: !deployed
	WithMoveAnimation:
		MoveSequence: walk
		ValidMovementTypes: Horizontal, Turn
	GrantConditionOnDeploy:
		PauseOnCondition: empdisable || being-captured
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		UndeployOnMove: true
		UndeployOnPickup: true
		Facing: 384
		AllowedTerrainTypes: Clear, Road, DirtRoad, Rough
		DeploySounds: place2.aud
		UndeploySounds: clicky1.aud
		Voice: Move
	EntersTunnels:
		RequireForceMoveCondition: !undeployed
	Repairable:
		RequireForceMoveCondition: !undeployed
	Passenger:
		RequireForceMoveCondition: !undeployed
	GrantCondition@PREVIEWWORKAROUND:
		Condition: real-actor
	QuantizeFacingsFromSequence:
		Sequence: turret
	WithSpriteBody@deployed:
		RequiresCondition: deployed && real-actor
		Name: deployedbody
	Turreted:
		Turret: deployed
		TurnSpeed: 20
		InitialFacing: 384
		Offset: -153,-17,633
		RealignDelay: -1
	WithVoxelBarrel:
		Armament: deployed
		LocalOffset: 512,0,362
		LocalOrientation: 0, 128, 0
		RequiresCondition: deployed
	WithSpriteTurret@deployed:
		Turret: deployed
		RequiresCondition: deployed
		Recoils: false
	AttackTurreted@deployed:
		Voice: Attack
		Armaments: deployed
		Turrets: deployed
		RequiresCondition: deployed
		PauseOnCondition: empdisable
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		OutsideRangeRequiresForceFire: True
	Armament@deployed:
		Name: deployed
		Turret: deployed
		Weapon: Jugg90mm
		LocalOffset: 820,203,1386, 820,0,1386, 820,-203,1386
		RequiresCondition: deployed
		MuzzleSequence: muzzle
		MuzzlePalette: effect-ignore-lighting
	WithMuzzleOverlay:
	RevealOnFire:
		ArmamentNames: deployed
	Selectable:
		DecorationBounds: 48,40,0,-8
