MCV:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Inherits@selection: ^SelectableSupportUnit
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 160
		Prerequisites: ~factory, tech, ~techlevel.medium
		Description: Deploys into another Construction Yard.\n  Unarmed
	Valued:
		Cost: 2500
	Tooltip:
		Name: Mobile Construction Vehicle
	Selectable:
		DecorationBounds: 1267, 2534
	Health:
		HP: 100000
	Armor:
		Type: Heavy
	Mobile:
		Speed: 42
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 6c0
		MaxHeightDelta: 3
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	Transforms:
		PauseOnCondition: empdisable || being-captured
		IntoActor: gacnst
		Offset: -1,-1
		Facing: 384
		TransformSounds: place2.aud
		NoTransformSounds:
		Voice: Move
	RenderSprites:
		Image: mcv.gdi
		FactionImages:
			gdi: mcv.gdi
			nod: mcv.nod

HARV:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Inherits@selection: ^SelectableEconomicUnit
	Valued:
		Cost: 1400
	Tooltip:
		Name: Harvester
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 10
		Prerequisites: ~factory, proc, ~techlevel.low
		Description: Collects Tiberium for processing.\n  Unarmed
	Selectable:
		Bounds: 1086, 2172
		DecorationBounds: 1086, 2172
	Harvester:
		DeliveryBuildings: proc
		Capacity: 28
		Resources: Tiberium, BlueTiberium
		BaleLoadDelay: 15
		BaleUnloadDelay: 15
		FullyLoadedSpeed: 100
		SearchFromProcRadius: 36
		SearchFromHarvesterRadius: 18
		HarvestVoice: Attack
		DeliverVoice: Move
		EmptyCondition: no-tiberium
	Mobile:
		Speed: 71
	Health:
		HP: 100000
	ChangesHealth:
		Step: 500
		Delay: 10
		StartIfBelow: 50
		DamageCooldown: 200
	Armor:
		Type: Heavy
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 4c0
		MaxHeightDelta: 3
	-WithVoxelBody:
	WithVoxelUnloadBody:
	Explodes:
		RequiresCondition: !no-tiberium
		Weapon: TiberiumExplosion
	WithHarvestOverlay:
		LocalOffset: 543,0,0
		Palette: effect
	RenderSprites:
		Image: harv.gdi
		FactionImages:
			gdi: harv.gdi
			nod: harv.nod
	-DamagedByTerrain@VEINS:
	-LeavesTrails@VEINS:
	WithHarvesterPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true
		Margin: 5, 2
		PipCount: 7
		Palette: pips
		ResourceSequences:
			Tiberium: pip-green
			BlueTiberium: pip-blue
	WithDecoration@UNDERGROUND:
		Sequence: harvester

LPST:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Inherits@selection: ^SelectableSupportUnit
	-AppearsOnRadar:
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 90
		Prerequisites: ~factory, radar, ~techlevel.medium
		Description: Can detect cloaked and subterranean\nunits when deployed.\n  Unarmed
	Valued:
		Cost: 950
	Tooltip:
		Name: Mobile Sensor Array
		RequiresCondition: !deployed
	Tooltip@DEPLOYED:
		Name: Mobile Sensor Array (deployed)
		RequiresCondition: deployed
	Health:
		HP: 60000
	Armor:
		Type: Wood
	Mobile:
		Speed: 85
		TurnSpeed: 20
		ImmovableCondition: !undeployed
		RequireForceMoveCondition: !undeployed
	RevealsShroud:
		RequiresCondition: !inside-tunnel && undeployed
		Range: 10c0
		MaxHeightDelta: 3
	RevealsShroud@DEPLOYED:
		RequiresCondition: !undeployed
		Range: 8c0
		MaxHeightDelta: 3
	WithMakeAnimation:
	GrantCondition@PREVIEWWORKAROUND:
		Condition: real-actor
	RenderSprites:
		Image: lpst.gdi
		PlayerPalette: playertem
		FactionImages:
			gdi: lpst.gdi
			nod: lpst.nod
	GrantConditionOnDeploy:
		PauseOnCondition: empdisable || being-captured
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		UndeployOnMove: true
		UndeployOnPickup: true
		Facing: 640
		AllowedTerrainTypes: Clear, Road, DirtRoad, Rough
		DeploySounds: place2.aud
		UndeploySounds: clicky1.aud
		Voice: Move
	EntersTunnels:
		RequireForceMoveCondition: !undeployed
	Repairable:
		RequireForceMoveCondition: !undeployed
	Passenger:
		RequireForceMoveCondition: !undeployed
	WithVoxelBody:
		RequiresCondition: undeployed
	WithSpriteBody@deployed:
		RequiresCondition: !undeployed && real-actor
	WithIdleOverlay@LIGHTS:
		RequiresCondition: deployed && real-actor && !empdisable
		Sequence: idle-lights
		Palette: player-nobright
		IsPlayerPalette: True
	WithIdleOverlay@LIGHTS-BRIGHT:
		RequiresCondition: deployed && real-actor && !empdisable
		Sequence: idle-lights-bright
		Palette: bright
	DetectCloaked:
		RequiresCondition: !empdisable && deployed
		Range: 18c0
	RenderDetectionCircle:
		TrailCount: 3
	RenderVoxels:
		Scale: 11.5
