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

^SpriteActor:
	BodyOrientation:
	QuantizeFacingsFromSequence:
	AutoSelectionSize:
	RenderSprites:

^GainsExperience:
	GainsExperience:
		Conditions:
			200: rank-veteran
			400: rank-veteran
			800: rank-veteran
			1600: rank-veteran
	GrantCondition@RANK-ELITE:
		RequiresCondition: rank-veteran >= 4
		Condition: rank-elite
	DamageMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 95
	DamageMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 90
	DamageMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 85
	DamageMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 75
	FirepowerMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 105
	FirepowerMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 110
	FirepowerMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 120
	FirepowerMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 130
	SpeedMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 105
	SpeedMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 110
	SpeedMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 120
	SpeedMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 140
	ReloadDelayMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 95
	ReloadDelayMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 90
	ReloadDelayMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 85
	ReloadDelayMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 75
	InaccuracyMultiplier@RANK-1:
		RequiresCondition: rank-veteran == 1
		Modifier: 90
	InaccuracyMultiplier@RANK-2:
		RequiresCondition: rank-veteran == 2
		Modifier: 80
	InaccuracyMultiplier@RANK-3:
		RequiresCondition: rank-veteran == 3
		Modifier: 70
	InaccuracyMultiplier@RANK-ELITE:
		RequiresCondition: rank-elite
		Modifier: 50
	SelfHealing@ELITE:
		Step: 2
		Delay: 100
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: rank-elite
	WithDecoration@RANK-1:
		Image: rank
		Sequence: rank-veteran-1
		Palette: effect
		ReferencePoint: Bottom, Right
		RequiresCondition: rank-veteran == 1
		ZOffset: 256
	WithDecoration@RANK-2:
		Image: rank
		Sequence: rank-veteran-2
		Palette: effect
		ReferencePoint: Bottom, Right
		RequiresCondition: rank-veteran == 2
		ZOffset: 256
	WithDecoration@RANK-3:
		Image: rank
		Sequence: rank-veteran-3
		Palette: effect
		ReferencePoint: Bottom, Right
		RequiresCondition: rank-veteran == 3
		ZOffset: 256
	WithDecoration@RANK-ELITE:
		Image: rank
		Sequence: rank-elite
		Palette: effect
		ReferencePoint: Bottom, Right
		RequiresCondition: rank-elite
		ZOffset: 256

^IronCurtainable:
	WithColoredOverlay@IRONCURTAIN:
		RequiresCondition: invulnerability
	DamageMultiplier@IRONCURTAIN:
		RequiresCondition: invulnerability
		Modifier: 0
	TimedConditionBar:
		Condition: invulnerability
	ExternalCondition@INVULNERABILITY:
		Condition: invulnerability

^Vehicle:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^GainsExperience
	Inherits@3: ^IronCurtainable
	Inherits@4: ^SpriteActor
	Huntable:
	DrawLineToTarget:
	UpdatesPlayerStatistics:
	Mobile:
		Crushes: mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 40
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 40
		TurnSpeed: 5
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24, 24
	Targetable:
		TargetTypes: Ground, Repair, Vehicle
		RequiresCondition: !parachute
	Repairable:
	Chronoshiftable:
	Passenger:
		CargoType: Vehicle
	AttackMove:
	HiddenUnderFog:
	ActorLostNotification:
	ProximityCaptor:
		Types: Vehicle
	GivesBounty:
	GpsDot:
		String: Vehicle
	WithDamageOverlay:
	Guard:
	Guardable:
	Tooltip:
		GenericName: Vehicle
	EjectOnDeath:
		PilotActor: e1
		SuccessRate: 20
		EjectOnGround: true
		EjectInAir: false
		AllowUnsuitableCell: false
	Capturable:
		Type: vehicle
		CaptureThreshold: 100
		CancelActivity: True
	CaptureNotification:
		Notification: UnitStolen
	MustBeDestroyed:
	Voiced:
		VoiceSet: VehicleVoice
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: true
		GroundCorpseSequence:
		GroundCorpsePalette:
		WaterCorpseSequence:
		WaterCorpsePalette:
		ParachutingCondition: parachute
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	WithFacingSpriteBody:
	WithParachute:
		ShadowImage: parach-shadow
		ShadowSequence: idle
		Image: parach
		Sequence: idle
		OpeningSequence: open
		Offset: 0,0,200
		RequiresCondition: parachute
	BodyOrientation:
		UseClassicFacingFudge: True

^Tank:
	Inherits: ^Vehicle
	Mobile:
		Crushes: wall, mine, crate
		TerrainSpeeds:
			Clear: 80
			Rough: 70
			Road: 100
			Bridge: 100
			Ore: 70
			Gems: 70
			Beach: 70
	Targetable:
		TargetTypes: Ground, C4, Repair, Tank
	ProximityCaptor:
		Types: Tank
	Tooltip:
		GenericName: Tank

^Infantry:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^GainsExperience
	Inherits@3: ^SpriteActor
	Huntable:
	DrawLineToTarget:
	Health:
		HP: 25
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 4c0
	Mobile:
		Speed: 56
		Crushes: mine, crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 12,18,0,-8
	Targetable:
		TargetTypes: Ground, Infantry, Disguise
		RequiresCondition: !parachute
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
	WithDeathAnimation:
		DeathTypes:
			DefaultDeath: 1
			BulletDeath: 2
			SmallExplosionDeath: 3
			ExplosionDeath: 4
			FireDeath: 5
			ElectricityDeath: 6
		CrushedSequence: die-crushed
	AttackMove:
	Passenger:
		CargoType: Infantry
	HiddenUnderFog:
	ActorLostNotification:
	GivesBounty:
	GpsDot:
		String: Infantry
	Crushable:
		CrushSound: squishy2.aud
	Guard:
	Guardable:
	Tooltip:
		GenericName: Soldier
	SelfHealing@HOSPITAL:
		Step: 5
		Delay: 100
		HealIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	GrantConditionOnPrerequisite:
		Condition: hospitalheal
		Prerequisites: hosp
	DeathSounds@NORMAL:
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
	DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: FireDeath
	DeathSounds@ZAPPED:
		Voice: Zapped
		DeathTypes: ElectricityDeath
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: true
		GroundImpactSound: squishy2.aud
		WaterImpactSound: splash9.aud
		WaterCorpseSequence: small_splash
		ParachutingCondition: parachute
	Cloneable:
		Types: Infantry
	Voiced:
		VoiceSet: GenericVoice
	WithParachute:
		ShadowImage: parach-shadow
		ShadowSequence: idle
		Image: parach
		Sequence: idle
		OpeningSequence: open
		Offset: 0,0,427
		RequiresCondition: parachute

^Soldier:
	Inherits: ^Infantry
	UpdatesPlayerStatistics:
	MustBeDestroyed:
	AutoTarget:
	ProximityCaptor:
		Types: Infantry
	TakeCover:
		DamageModifiers:
			Prone50Percent: 50
		DamageTriggers: TriggerProne
	WithInfantryBody:
		IdleSequences: idle1,idle2
		StandSequences: stand,stand2
	DetectCloaked:
		CloakTypes: Hijacker

^CivInfantry:
	Inherits: ^Infantry
	Selectable:
		Class: CivInfantry
	Valued:
		Cost: 10
	Tooltip:
		Name: Civilian
		GenericVisibility: None
	RevealsShroud:
		Range: 2c0
	ProximityCaptor:
		Types: CivilianInfantry
	ScaredyCat:
	Voiced:
		VoiceSet: CivilianMaleVoice
	Wanders:
		MinMoveDelay: 150
		MaxMoveDelay: 750

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

^Ship:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^GainsExperience
	Inherits@3: ^IronCurtainable
	Inherits@4: ^SpriteActor
	Huntable:
	DrawLineToTarget:
	UpdatesPlayerStatistics:
	Mobile:
		Crushes: crate
		TerrainSpeeds:
			Water: 100
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24,24
	Targetable:
		TargetTypes: Ground, Water, Repair
	HiddenUnderFog:
	AttackMove:
	ActorLostNotification:
		Notification: NavalUnitLost
	ProximityCaptor:
		Types: Ship
	GivesBounty:
	Chronoshiftable:
	RepairableNear:
	GpsDot:
		String: Ship
	WithDamageOverlay:
	Explodes:
		Weapon: UnitExplodeShip
		EmptyWeapon: UnitExplodeShip
	Guard:
	Guardable:
	Tooltip:
		GenericName: Ship
	MustBeDestroyed:
	EditorTilesetFilter:
		ExcludeTilesets: INTERIOR
	Voiced:
		VoiceSet: VehicleVoice
	WithFacingSpriteBody:

^NeutralPlane:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^IronCurtainable
	Inherits@4: ^SpriteActor
	Huntable:
	DrawLineToTarget:
	UpdatesPlayerStatistics:
	AppearsOnRadar:
		UseLocation: true
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 24,24
	Aircraft:
		RepairBuildings: fix
		RearmBuildings: afld
		AirborneCondition: airborne
	Targetable@GROUND:
		TargetTypes: Ground, Repair, Vehicle
		RequiresCondition: !airborne
	Targetable@AIRBORNE:
		TargetTypes: Air
		RequiresCondition: airborne
	HiddenUnderFog:
		Type: GroundPosition
	AttackMove:
	Guard:
	Guardable:
	ActorLostNotification:
		Notification: AirUnitLost
	ProximityCaptor:
		Types: Plane
	EjectOnDeath:
		PilotActor: E1
		SuccessRate: 50
		EjectOnGround: false
		EjectInAir: true
		AllowUnsuitableCell: true
	GivesBounty:
	GpsDot:
		String: Plane
	Tooltip:
		GenericName: Plane
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	WithFacingSpriteBody:
	MustBeDestroyed:
	Voiced:
		VoiceSet: GenericVoice

^Plane:
	Inherits: ^NeutralPlane
	Inherits@2: ^GainsExperience

^Helicopter:
	Inherits: ^Plane
	Tooltip:
		GenericName: Helicopter
	Aircraft:
		RearmBuildings: hpad
		CanHover: True
		CruisingCondition: cruising
	GpsDot:
		String: Helicopter
	Hovers@CRUISING:
		RequiresCondition: cruising
	BodyOrientation:
		UseClassicFacingFudge: True

^BasicBuilding:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^IronCurtainable
	Inherits@3: ^SpriteActor
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Priority: 3
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure
	Building:
		Dimensions: 1,1
		Footprint: x
		TerrainTypes: Clear,Road
		RequiresBaseProvider: True
	SoundOnDamageTransition:
		DamagedSounds: kaboom1.aud
		DestroyedSounds: kaboom22.aud
	WithSpriteBody:
	Explodes:
		Type: Footprint
		Weapon: BuildingExplode
		EmptyWeapon: BuildingExplode
	CaptureNotification:
	ShakeOnDeath:
	ProximityCaptor:
		Types: Building
	GivesBounty:
	Guardable:
		Range: 3c0
	FrozenUnderFog:
	FrozenUnderFogUpdatedByGps:
	Tooltip:
		GenericName: Structure
	Demolishable:

^Building:
	Inherits: ^BasicBuilding
	Huntable:
	UpdatesPlayerStatistics:
	GivesBuildableArea:
	RepairableBuilding:
		PlayerExperience: 25
	EngineerRepairable:
	AcceptsSupplies:
	WithMakeAnimation:
	ExternalCapturable:
	ExternalCapturableBar:
	EmitInfantryOnSell:
		ActorTypes: e1,e1,e1,tecn,tecn
	MustBeDestroyed:
		RequiredForShortGame: true
	GpsDot:
		String: Structure
	Sellable:
		SellSounds: cashturn.aud

^ScienceBuilding:
	Inherits: ^Building
	EmitInfantryOnSell:
		ActorTypes: e1,e1,e1,e1,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,e6,e6,e6,e6,e6,chan,chan,chan,chan

^Defense:
	Inherits: ^Building
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, Structure, Defense
	MustBeDestroyed:
		RequiredForShortGame: false
	AutoTarget:
	-GivesBuildableArea:
	-AcceptsSupplies:
	DrawLineToTarget:
	RenderRangeCircle:
	Explodes:
		Weapon: SmallBuildingExplode
		EmptyWeapon: SmallBuildingExplode

^Wall:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^SpriteActor
	Building:
		Dimensions: 1,1
		Footprint: x
		BuildSounds: placbldg.aud
		Adjacent: 7
		TerrainTypes: Clear,Road
	SoundOnDamageTransition:
		DamagedSounds: sandbag2.aud
		DestroyedSounds: sandbag2.aud
	Crushable:
		CrushClasses: wall
	LineBuild:
		Range: 8
		NodeTypes: wall
	LineBuildNode:
		Types: wall
	Targetable:
		TargetTypes: Ground, DetonateAttack, Wall
	RenderSprites:
		Palette: effect
	WithWallSpriteBody:
	AutoTargetIgnore:
	Sellable:
		SellSounds: cashturn.aud
	Guardable:
	FrozenUnderFog:
	FrozenUnderFogUpdatedByGps:
	Health:
		HP: 100
		Shape: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 512

^Gate:
	Inherits: ^BasicBuilding
	Valued:
		Cost: 250
	Health:
		HP: 350
	Armor:
		Type: Heavy
	LineBuildNode:
		Types: concrete, gate
	-Building:
	-WithSpriteBody:
	WithGateSpriteBody:
	Tooltip:
		Name: Gate
	Gate:
		Adjacent: 4
		BlocksProjectilesHeight: 0
		BuildSounds: place2.aud
		OpeningSound: cashturn.aud
		ClosingSound: cashturn.aud
		TerrainTypes: Clear, Road

^TechBuilding:
	Inherits: ^BasicBuilding
	Huntable:
	Health:
		HP: 400
	Armor:
		Type: Wood
	Tooltip:
		Name: Civilian Building
		GenericVisibility: None
	FrozenUnderFog:

^FakeBuilding:
	Inherits: ^Building
	-GivesBuildableArea:
	Health:
		HP: 100
	Explodes:
		Weapon: Demolish
		DamageThreshold: 90
	RevealsShroud:
		Range: 4c0
	WithDecoration@fake:
		RequiresSelection: true
		Image: pips
		Sequence: tag-fake
		ReferencePoint: Top
		ZOffset: 256
	-EmitInfantryOnSell:
	-MustBeDestroyed:

^InfiltratableFake:
	Targetable:
		TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	InfiltrateForDecoration:
		RequiresSelection: true
		Image: pips
		Sequence: tag-fake
		ReferencePoint: Top
		ZOffset: 256

^AmmoBox:
	Inherits: ^TechBuilding
	-Selectable:
	SelectionDecorations:
		RenderSelectionBars: False
	CustomSelectionSize:
		CustomBounds: 24,24
	Health:
		HP: 10
	Explodes:
		Weapon: UnitExplode
	Tooltip:
		Name: Ammo Box
	AutoTargetIgnore:
	Armor:
		Type: Light
	Targetable:
		TargetTypes: Ground, DetonateAttack

^CivBuilding:
	Inherits: ^TechBuilding
	RenderSprites:
		Palette: terrain
	EditorTilesetFilter:
		ExcludeTilesets: INTERIOR
	SpawnActorOnDeath@1:
		Actor: c1
		Probability: 40
	SpawnActorOnDeath@2:
		Actor: c4
		Probability: 20
	SpawnActorOnDeath@3:
		Actor: c3
		Probability: 15
	Explodes:
		Weapon: CivBuildingExplosion

^CivField:
	Inherits: ^CivBuilding
	-Selectable:
	-SelectionDecorations:
	Tooltip:
		Name: Field
	-Targetable:
	-Demolishable:
	EditorTilesetFilter:
		ExcludeTilesets: INTERIOR

^Tree:
	Inherits@1: ^SpriteActor
	Tooltip:
		Name: Tree
		ShowOwnerRow: false
	RenderSprites:
		Palette: terrain
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	Health:
		HP: 500
	Armor:
		Type: Wood
	Targetable:
		TargetTypes: Trees
	WithDamageOverlay@SmallBurn:
		DamageType: Incendiary
		Image: burn-s
		MinimumDamageState: Light
		MaximumDamageState: Medium
	WithDamageOverlay@MediumBurn:
		DamageType: Incendiary
		Image: burn-m
		MinimumDamageState: Medium
		MaximumDamageState: Heavy
	WithDamageOverlay@LargeBurn:
		DamageType: Incendiary
		Image: burn-l
		MinimumDamageState: Heavy
		MaximumDamageState: Dead
	AutoTargetIgnore:
	HiddenUnderShroud:
	ScriptTriggers:
	EditorTilesetFilter:
		ExcludeTilesets: INTERIOR

^TreeHusk:
	Inherits@1: ^SpriteActor
	AppearsOnRadar:
	Building:
		Footprint: x
		Dimensions: 1,1
	WithSpriteBody:
	Tooltip:
		Name: Tree (Burnt)
		ShowOwnerRow: false
	FrozenUnderFog:
	ScriptTriggers:

^BasicHusk:
	Inherits@1: ^SpriteActor
	Health:
		HP: 280
	Armor:
		Type: Heavy
	HiddenUnderFog:
		Type: CenterPosition
	AutoTargetIgnore:
	ScriptTriggers:
	WithFacingSpriteBody:

^Husk:
	Inherits: ^BasicHusk
	Husk:
		AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach
	Burns:
		Damage: 2
	Capturable:
		Type: husk
		AllowAllies: true
		CaptureThreshold: 100
	TransformOnCapture:
		ForceHealthPercentage: 25
	DisabledOverlay:
	Targetable:
		TargetTypes: Ground, Husk
		RequiresForceFire: true
	Chronoshiftable:
	Tooltip:
		GenericName: Destroyed Vehicle
	BodyOrientation:
		UseClassicFacingFudge: True

^PlaneHusk:
	Inherits: ^BasicHusk
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	Tooltip:
		GenericName: Destroyed Plane
	Aircraft:
	FallsToEarth:
		Spins: False
		Moves: True
		Velocity: 86

^HelicopterHusk:
	Inherits: ^BasicHusk
	WithShadow:
		Offset: 43, 128, 0
		ZOffset: -129
	Tooltip:
		GenericName: Destroyed Helicopter
	Aircraft:
		CanHover: True
	FallsToEarth:
	BodyOrientation:
		UseClassicFacingFudge: True

^Bridge:
	AlwaysVisible:
	Tooltip:
		Name: Bridge
		ShowOwnerRow: false
	Targetable:
		TargetTypes: Ground, Water
		RequiresForceFire: true
	Building:
		Footprint: ____ ____
		Dimensions: 4,2
	CustomSelectionSize:
		CustomBounds: 96,48
	Health:
		HP: 1000
	Armor:
		Type: Concrete
	AutoTargetIgnore:
	ScriptTriggers:

^Rock:
	Inherits@1: ^SpriteActor
	Tooltip:
		Name: Rock
		ShowOwnerRow: false
	RenderSprites:
		Palette: terrain
	WithSpriteBody:
	Building:
		Footprint: __ x_
		Dimensions: 2,2
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Tree
	HiddenUnderShroud:
	ScriptTriggers:
	EditorTilesetFilter:
		RequireTilesets: DESERT

^DesertCivBuilding:
	Inherits: ^CivBuilding
	RenderSprites:
		Palette: terrain
	EditorTilesetFilter:
		RequireTilesets: DESERT

^Crate:
	Inherits@1: ^SpriteActor
	HiddenUnderFog:
	Tooltip:
		Name: Crate
		GenericName: Crate
		ShowOwnerRow: false
	Crate:
		Lifetime: 180
		TerrainTypes: Clear, Rough, Road, Ore, Beach
	RenderSprites:
		Palette: effect
		Image: scrate
	WithCrateBody:
		XmasImages: xcratea, xcrateb, xcratec, xcrated
		LandSequence: land
		WaterSequence: water
	Parachutable:
		FallRate: 26
		KilledOnImpassableTerrain: false
		ParachutingCondition: parachute
	Passenger:
	WithParachute:
		Image: parach
		Sequence: idle
		OpeningSequence: open
		ShadowImage: parach-shadow
		ShadowSequence: idle
		RequiresCondition: parachute
	ConditionManager:

^Mine:
	Inherits: ^SpriteActor
	WithSpriteBody:
	HiddenUnderFog:
	Mine:
		CrushClasses: mine
		DetonateClasses: mine
		AvoidFriendly: false
	Health:
		HP: 100
		NotifyAppliedDamage: false
	Armor:
		Type: Light
	Cloak:
		CloakSound:
		UncloakSound:
		Palette:
		CloakTypes: Mine
		InitialDelay: 0
	Tooltip:
		Name: Mine
	Targetable:
		TargetTypes: Ground
	Immobile:
		OccupiesSpace: true
