GAPOWR:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 0
		Prerequisites: ~structures.gdi
	Valued:
		Cost: 300
	Tooltip:
		Name: GDI Power Plant
		Description: Provides power for other structures.
	ProvidesPrerequisite:
		Prerequisite: anypower
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 750
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	WithIdleOverlay@PLUG:
		Sequence: idle-plug
	Selectable:
		Bounds: 90, 48, 0, -6
	Power:
		Amount: 100
	InfiltrateForPowerOutage:
	AffectedByPowerOutage:
	TargetableBuilding:
		TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
	ScalePowerWithHealth:
	DisabledOverlay:
	Pluggable@pluga:
		Offset: 0,1
		Upgrades:
			powrup: powrup.a
	Power@pluga:
		UpgradeTypes: powrup.a
		UpgradeMinEnabledLevel: 1
		Amount: 50
	WithIdleOverlay@pluga:
		UpgradeTypes: powrup.a
		UpgradeMinEnabledLevel: 1
		Sequence: idle-powrupa
	Pluggable@plugb:
		Offset: 1,1
		Upgrades:
			powrup: powrup.b
	WithIdleOverlay@plugb:
		UpgradeTypes: powrup.b
		UpgradeMinEnabledLevel: 1
		Sequence: idle-powrupb
	Power@plugb:
		UpgradeTypes: powrup.b
		UpgradeMinEnabledLevel: 1
		Amount: 50
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 90, 84, 0, -12

GAPILE:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 30
		Prerequisites: anypower, ~structures.gdi
	Valued:
		Cost: 300
	Tooltip:
		Name: GDI Barracks
		Description: Produces infantry.
	ProvidesPrerequisite:
		Prerequisite: barracks
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Selectable:
		Bounds: 88, 48, 0, -8
	Health:
		HP: 800
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
	RallyPoint:
		RallyPoint: 2,3
	Exit@1:
		SpawnOffset: -256,1024,0
		ExitCell: 2,2
	Production:
		Produces: Infantry
	PrimaryBuilding:
	ProductionBar:
	WithProductionOverlay@LIGHTS:
		Sequence: production-lights
	WithIdleOverlay@LIGHT:
		Sequence: idle-light
	WithIdleOverlay@FLAG:
		Sequence: idle-flag
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 88, 56, 0, -8

GAWEAP:
	Inherits: ^Building
	Valued:
		Cost: 2000
	Tooltip:
		Name: GDI War Factory
		Description: Produces vehicles.
	ProvidesPrerequisite:
		Prerequisite: factory
	Buildable:
		Queue: Building
		BuildPaletteOrder: 50
		Prerequisites: proc, ~structures.gdi
	Building:
		Footprint: xxx= xxx= xxx=
		Dimensions: 4,3
	Selectable:
		Bounds: 154, 96, -2, -12
	Health:
		HP: 1000
	RevealsShroud:
		Range: 4c0
	RallyPoint:
		RallyPoint: 6,1
	Exit@1:
		SpawnOffset: -384,-384,0
		ExitCell: 4,1
		ExitDelay: 5
	Production:
		Produces: Vehicle
	PrimaryBuilding:
	ProductionBar:
	WithIdleOverlay@ROOF:
		Sequence: idle-roof
	WithProductionDoorOverlay@DOOR:
	WithProductionOverlay@WHITELIGHTS:
		Sequence: production-lights-white
	WithProductionOverlay@REDLIGHTS:
		Sequence: production-lights-red
	WithIdleOverlay@TURBINES:
		Sequence: idle-turbines
	WithIdleOverlay@BIB:
		Sequence: bib
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 154, 100, -2, -12

GAHPAD:
	Inherits: ^Building
	Valued:
		Cost: 500
	Tooltip:
		Name: Helipad
		Description: Produces, rearms and\nrepairs helicopters.
	Buildable:
		BuildPaletteOrder: 60
		Queue: Building
		Prerequisites: garadr, ~structures.gdi
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 600
	RevealsShroud:
		Range: 5c0
	Exit@1:
		SpawnOffset: 0,-256,0
	RallyPoint:
	Production:
		Produces: Air
	PrimaryBuilding:
	Reservable:
	RepairsUnits:
	ProductionBar:
	WithIdleOverlay@PLATFORM:
		Sequence: idle-platform
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	WithDeathAnimation@BIB:
		DeathSequence: dead-platform
		UseDeathTypeSuffix: false
	Power:
		Amount: -10
	Selectable:
		Bounds: 88, 66, 0, -5
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 88, 66, 0, -5

GADEPT:
	Inherits: ^Building
	Valued:
		Cost: 1200
	Tooltip:
		Name: Service Depot
		Description: Repairs vehicles.
	Buildable:
		BuildPaletteOrder: 80
		Prerequisites: factory, ~structures.gdi
		Queue: Building
	Building:
		Footprint: =x= xxx =x=
		Dimensions: 3,3
	Selectable:
		Bounds: 96, 64, -6, -6
	Health:
		HP: 1100
	RevealsShroud:
		Range: 5c0
	Reservable:
	RepairsUnits:
	RallyPoint:
	WithIdleOverlay@LIGHT:
		Sequence: idle-light
	WithIdleOverlay@GROUND:
		Sequence: ground
	WithRepairOverlay@CIRCUITS:
		Sequence: circuits
	WithRepairOverlay@CRANE:
		Sequence: crane
	WithRepairOverlay@PLATFORM:
		Sequence: platform
	WithDeathAnimation@BIB:
		DeathSequence: dead-ground
		UseDeathTypeSuffix: false
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 98, 68, -6, -6

GARADR:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 90
		Prerequisites: proc, ~structures.gdi
	Valued:
		Cost: 1000
	Tooltip:
		Name: GDI Radar
		Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate.
	ProvidesPrerequisite:
		Prerequisite: radar
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Selectable:
		Bounds: 96, 48, 0, -6
	Health:
		HP: 800
	Armor:
		Type: Wood
	RequiresPower:
	CanPowerDown:
		IndicatorPalette: mouse
	ProvidesRadar:
	InfiltrateForExploration:
	DetectCloaked:
		Range: 10
	RenderDetectionCircle:
	RevealsShroud:
		Range: 10c0
	WithIdleOverlay@DISH:
		Sequence: idle-dish
		PauseOnLowPower: yes
	TargetableBuilding:
		TargetTypes: Ground, C4, SpyInfiltrate
	Power:
		Amount: -50
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 96, 118, 0, -38

GATECH:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 100
		Prerequisites: gaweap, garadr, ~structures.gdi
	Valued:
		Cost: 2000
	Tooltip:
		Name: GDI Tech Center
		Description: Provides access to advanced GDI technologies.
	ProvidesPrerequisite:
		Prerequisite: tech
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Selectable:
		Bounds: 110, 60, 3, -4
	Health:
		HP: 500
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	Power:
		Amount: -150
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 110, 60, 3, -4

GAPLUG:
	Inherits: ^Building
	Valued:
		Cost: 1000
	Tooltip:
		Name: GDI Upgrade Center
		Description: Can be upgraded for additional technology.
	Selectable:
		Bounds: 115,72,0,-12
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: proc, gatech, ~structures.gdi
		Queue: Building
	Building:
		Footprint: xxx xxx
		Dimensions: 2,3
	RequiresPower:
	CanPowerDown:
		IndicatorPalette: mouse
	DisabledOverlay:
	RenderBuilding:
	WithIdleOverlay@DISH:
		Sequence: idle-dish
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	WithIdleOverlay@STRIP:
		Sequence: idle-strip
	Health:
		HP: 1000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
	IonCannonPower:
		UpgradeTypes: plug.ioncannon
		UpgradeMinEnabledLevel: 1
		Icon: ioncannon
		Effect: ionbeam
		ChargeTime: 180
		Description: Ion Cannon
		LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		BeginChargeSound:
		EndChargeSound: 00-i156.aud
		LaunchSound:
		SelectTargetSound:
		InsufficientPowerSound:
		DisplayRadarPing: True
		CameraActor: camera
	SupportPowerChargeBar:
	Power:
		Amount: -150
	Power@ioncannon:
		UpgradeTypes: plug.ioncannon
		UpgradeMinEnabledLevel: 1
		Amount: -100
	Pluggable@pluga:
		Offset: 0,2
		Upgrades:
			plug.ioncannon: plug.ioncannon, plug.ioncannona
	WithIdleOverlay@ioncannona:
		UpgradeTypes: plug.ioncannona
		UpgradeMinEnabledLevel: 1
		Sequence: idle-ioncannona
	Pluggable@plugb:
		Offset: 1,2
		Upgrades:
			plug.ioncannon: plug.ioncannon, plug.ioncannonb
	WithIdleOverlay@ioncannonb:
		UpgradeTypes: plug.ioncannonb
		UpgradeMinEnabledLevel: 1
		Sequence: idle-ioncannonb
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 115,104,0,-24

