E2:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 20
		Prerequisites: ~gapile, ~techlevel.low
		Description: Infantry armed with special explosive discs.\n  Strong vs Buildings, Infantry\n  Weak vs Vehicles, Aircraft
	Valued:
		Cost: 200
	Tooltip:
		Name: Disc Thrower
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 15000
	Mobile:
		Speed: 56
	Armament:
		Weapon: Grenade
		LocalOffset: 0,0,785
		FireDelay: 5
	TakeCover:
		ProneOffset: 160,128,-555
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	WithSplitAttackPaletteInfantryBody:
		DefaultAttackSequence: attack
	RevealsShroud:
		Range: 7c0
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded

E2R3:
	Inherits: E2
	RenderSprites:
		Image: E2
	ProducibleWithLevel:
		Prerequisites: techlevel.low
		InitialLevels: 3
	-Buildable:

MEDIC:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
	Valued:
		Cost: 600
	Tooltip:
		Name: Medic
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 50
		Prerequisites: ~gapile, ~techlevel.low
		Description: Heals nearby infantry.\n  Unarmed
	Voiced:
		VoiceSet: Medic
	RevealsShroud:
		Range: 6c0
	Mobile:
		Speed: 56
	Health:
		HP: 12500
	Crushable:
		CrushSound: squishy2.aud
	Armament:
		Weapon: Heal
		TargetRelationships: Ally
		ForceTargetRelationships: None
		Cursor: heal
		OutsideRangeCursor: heal
	AutoTarget:
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry
	AttackFrontal:
		FacingTolerance: 0
	WithSplitAttackPaletteInfantryBody:
		DefaultAttackSequence: heal
	ChangesHealth:
		Step: 500
		Delay: 60
	Passenger:
		CustomPipType: red

JUMPJET:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 600
	Tooltip:
		Name: Jumpjet Infantry
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 70
		Prerequisites: ~gapile, garadr, ~techlevel.medium
		Description: Airborne soldier.\n  Strong vs Infantry, Aircraft\n  Weak vs Vehicles
	Voiced:
		VoiceSet: JumpJet
	Mobile:
		Speed: 71
		Locomotor: jumpjet
	Health:
		HP: 12000
	Armor:
		Type: Light
	Passenger:
		CustomPipType: green
	RevealsShroud:
		Range: 6c0
	Armament:
		Weapon: JumpCannon
	-Crushable:
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	WithSplitAttackPaletteInfantryBody:
		RequiresCondition: !airborne
		DefaultAttackSequence: attack
	WithInfantryBody@flying:
		RequiresCondition: airborne
		DefaultAttackSequence: flying-attack
		StandSequences: flying
		MoveSequence: flying
		Palette: player-nomuzzle
		IsPlayerPalette: true
	WithInfantryBody@flying-muzzle:
		RequiresCondition: airborne
		DefaultAttackSequence: flying-attack-muzzle
		StandSequences: flying-muzzle
		MoveSequence: flying-muzzle
		Palette: muzzle
	-TakeCover:
	Hovers:
		RequiresCondition: airborne
	DamagedByTerrain:
		RequiresCondition: !inside-tunnel && !airborne
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
	Targetable:
		RequiresCondition: !airborne && !inside-tunnel
	Targetable@AIRBORNE:
		TargetTypes: Air
		RequiresCondition: airborne
	SpawnActorOnDeath@airborne:
		Actor: JUMPJET.Husk
		RequiresCondition: airborne
	DeathSounds@airborne:
		RequiresCondition: airborne
	WithDeathAnimation@normal:
		RequiresCondition: !airborne
	WithDeathAnimation@explosion:
		RequiresCondition: !airborne
	WithDeathAnimation@energy:
		RequiresCondition: !airborne
	WithDeathAnimation:
		RequiresCondition: !airborne
	DeathSounds@NORMAL:
		RequiresCondition: !airborne
	DeathSounds@EXPLOSION:
		RequiresCondition: !airborne
	DeathSounds@BURNED:
		RequiresCondition: !airborne
	DeathSounds@ZAPPED:
		RequiresCondition: !airborne
	SpawnActorOnDeath:
		RequiresCondition: !airborne
	SpawnActorOnDeath@FLAMEGUY:
		RequiresCondition: !airborne
	WithShadow@airborne:
		RequiresCondition: airborne
	GrantConditionOnJumpjetLayer:
		Condition: airborne

JUMPJET.Husk:
	RenderSprites:
	BodyOrientation:
		QuantizedFacings: 1
	HiddenUnderFog:
		Type: GroundPosition
	ScriptTriggers:
	Tooltip:
		Name: Jumpjet Infantry
	FallsToEarth:
		Velocity: 86
		Explosion:
	Aircraft:
		Speed: 186
		CanHover: True
		VTOL: true
	RenderSprites:
		Image: jumpjet
	WithSpriteBody:
		Sequence: die-falling
	Health:
	HitShape:
	GrantConditionOnTerrain:
		TerrainTypes: Water
		Condition: water-death
	WithDeathAnimation:
		RequiresCondition: !water-death
		FallbackSequence: die-flying
	WithDeathAnimation@SPLASH:
		RequiresCondition: water-death
		FallbackSequence: die-splash
	Interactable:

GHOST:
	Inherits: ^Soldier
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
	Inherits@2: ^HealsOnTiberium
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 1750
	Tooltip:
		Name: Ghost Stalker
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 90
		Prerequisites: ~gapile, gatech, ~techlevel.high
		BuildLimit: 1
		Description: Elite commando infantry, armed with\na railgun and C4.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles, Aircraft\n  Special Ability: Destroy Building with C4\nMaximum 1 can be trained.
	Voiced:
		VoiceSet: Ghost
	Armor:
		Type: Light
	Mobile:
		Speed: 56
	Health:
		HP: 20000
	Passenger:
	RevealsShroud:
		Range: 6c0
	Armament:
		Weapon: LtRail
		LocalOffset: 120,0,543
	TakeCover:
		ProneOffset: 256,32,-384
	Crushable:
		CrushSound: squishy2.aud
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	Demolition:
		DetonationDelay: 45
		Voice: Attack
	WithSplitAttackPaletteInfantryBody:
		DefaultAttackSequence: attack
	ProducibleWithLevel:
		Prerequisites: barracks.upgraded
