GAPOWR:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 0
		Prerequisites: ~structures.gdi
		Description: Provides power for other structures.
	Valued:
		Cost: 300
	Tooltip:
		Name: GDI Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypower
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 750
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
		MaxHeightDelta: 3
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	WithIdleOverlay@PLUG:
		Sequence: idle-plug
	Selectable:
		Bounds: 90, 48, 0, -6
	Power:
		Amount: 100
	InfiltrateForPowerOutage:
	AffectedByPowerOutage:
	PowerTooltip:
	Targetable:
		TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
	ScalePowerWithHealth:
	DisabledOverlay:
	Pluggable@pluga:
		Offset: 0,1
		Conditions:
			powrup: powrup.a
	Power@pluga:
		RequiresCondition: powrup.a
		Amount: 50
	WithIdleOverlay@pluga:
		RequiresCondition: powrup.a
		Sequence: idle-powrupa
	Pluggable@plugb:
		Offset: 1,1
		Conditions:
			powrup: powrup.b
	WithIdleOverlay@plugb:
		RequiresCondition: powrup.b
		Sequence: idle-powrupb
	Power@plugb:
		RequiresCondition: powrup.b
		Amount: 50
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 90, 84, 0, -12

GAPILE:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 30
		Prerequisites: anypower, ~structures.gdi
		Description: Produces infantry.
	Valued:
		Cost: 300
	Tooltip:
		Name: GDI Barracks
	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
		MaxHeightDelta: 3
	RallyPoint:
		Offset: 2,3
		Palette: mouse
		IsPlayerPalette: false
	Exit@1:
		SpawnOffset: -256,1024,0
		ExitCell: 2,2
	ExitsDebugOverlay:
	Production:
		Produces: Infantry
	PrimaryBuilding:
		PrimaryCondition: primary
	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
	WithTextDecoration@primary:
		RequiresSelection: true
		Text: PRIMARY
		ReferencePoint: Top
		Color: E0D048
		ZOffset: 256
		RequiresCondition: primary

GAWEAP:
	Inherits: ^Building
	Valued:
		Cost: 2000
	Tooltip:
		Name: GDI War Factory
	ProvidesPrerequisite:
		Prerequisite: factory
	Buildable:
		Queue: Building
		BuildPaletteOrder: 50
		Prerequisites: proc, ~structures.gdi
		Description: Produces vehicles.
	Building:
		Footprint: xxx= xxx= xxx=
		Dimensions: 4,3
	Selectable:
		Bounds: 154, 96, -2, -12
	Health:
		HP: 1000
	RevealsShroud:
		Range: 4c0
		MaxHeightDelta: 3
	Armor:
		Type: Heavy
	RallyPoint:
		Offset: 4,1
		Palette: mouse
		IsPlayerPalette: false
	Exit@1:
		SpawnOffset: -384,-384,0
		ExitCell: 3,1
		ExitDelay: 5
	ExitsDebugOverlay:
	Production:
		Produces: Vehicle
	PrimaryBuilding:
		PrimaryCondition: primary
	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
	WithTextDecoration@primary:
		RequiresSelection: true
		Text: PRIMARY
		ReferencePoint: Top
		Color: E0D048
		ZOffset: 256
		RequiresCondition: primary

GAHPAD:
	Inherits: ^Building
	Valued:
		Cost: 500
	Tooltip:
		Name: Helipad
	Buildable:
		BuildPaletteOrder: 60
		Queue: Building
		Prerequisites: garadr, ~structures.gdi
		Description: Produces, rearms and\nrepairs helicopters.
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 600
	RevealsShroud:
		Range: 5c0
		MaxHeightDelta: 3
	Exit@1:
		SpawnOffset: 0,-256,0
	ExitsDebugOverlay:
	RallyPoint:
		Palette: mouse
		IsPlayerPalette: false
	Production:
		Produces: Air
	PrimaryBuilding:
		PrimaryCondition: primary
	Reservable:
	RepairsUnits:
		PlayerExperience: 15
	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
	WithTextDecoration@primary:
		RequiresSelection: true
		Text: PRIMARY
		ReferencePoint: Top
		Color: E0D048
		ZOffset: 256
		RequiresCondition: primary

GADEPT:
	Inherits: ^Building
	Valued:
		Cost: 1200
	Tooltip:
		Name: Service Depot
	Buildable:
		BuildPaletteOrder: 80
		Prerequisites: factory, ~structures.gdi
		Queue: Building
		Description: Repairs vehicles.
	Building:
		Footprint: =x= xxx =x=
		Dimensions: 3,3
	Selectable:
		Bounds: 96, 64, -6, -6
	Health:
		HP: 1100
	RevealsShroud:
		Range: 5c0
		MaxHeightDelta: 3
	Reservable:
	RepairsUnits:
		PlayerExperience: 15
	RallyPoint:
		Palette: mouse
		IsPlayerPalette: false
	WithIdleOverlay@LIGHT:
		Sequence: idle-light
	WithIdleOverlay@GROUND:
		Sequence: ground
	WithIdleOverlay@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
	RenderSprites:
		Image: gadept.gdi
		FactionImages:
			gdi: gadept.gdi
			nod: gadept.nod

GARADR:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 90
		Prerequisites: proc, ~structures.gdi
		Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate.
	Valued:
		Cost: 1000
	Tooltip:
		Name: GDI Radar
	ProvidesPrerequisite:
		Prerequisite: radar
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Selectable:
		Bounds: 96, 48, 0, -6
	Health:
		HP: 1000
	Armor:
		Type: Wood
	RequiresPower:
	CanPowerDown:
		IndicatorPalette: mouse
		PowerupSpeech: EnablePower
		PowerdownSpeech: DisablePower
	ProvidesRadar:
		RequiresCondition: !disabled
	InfiltrateForExploration:
	DetectCloaked:
		Range: 10c0
	RenderDetectionCircle:
	RevealsShroud:
		Range: 10c0
		MaxHeightDelta: 3
	WithIdleOverlay@DISH:
		Sequence: idle-dish
		PauseOnLowPower: yes
	Targetable:
		TargetTypes: Ground, C4, SpyInfiltrate
	Power:
		Amount: -50
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 96, 118, 0, -38
	GrantConditionOnDisabled@IDISABLE:
		Condition: disabled

GATECH:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 100
		Prerequisites: gaweap, garadr, ~structures.gdi
		Description: Provides access to advanced GDI technologies.
	Valued:
		Cost: 1500
	Tooltip:
		Name: GDI Tech Center
	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
		MaxHeightDelta: 3
	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
	Selectable:
		Bounds: 115,72,0,-12
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: proc, gatech, ~structures.gdi
		Queue: Building
		Description: Can be upgraded for additional technology.
	Building:
		Footprint: xxx xxx
		Dimensions: 2,3
	RequiresPower:
	CanPowerDown:
		IndicatorPalette: mouse
		PowerupSpeech: EnablePower
		PowerdownSpeech: DisablePower
	DisabledOverlay:
	WithIdleOverlay@DISH:
		Sequence: idle-dish
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	WithIdleOverlay@STRIP:
		Sequence: idle-strip
	Health:
		HP: 1000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
		MaxHeightDelta: 3
	IonCannonPower:
		Cursor: ioncannon
		RequiresCondition: plug.ioncannona || plug.ioncannonb
		Icon: ioncannon
		Effect: explosion
		EffectSequence: ionring
		EffectPalette: effectalpha75
		WeaponDelay: 0
		ChargeTime: 510
		Description: Ion Cannon
		LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		EndChargeSpeechNotification: IonCannonReady
		SelectTargetSpeechNotification: SelectTarget
		DisplayRadarPing: True
		CameraActor: camera
	ProduceActorPower:
		RequiresCondition: plug.hunterseekera || plug.hunterseekerb
		Description: Hunter Seeker
		LongDesc: Releases a drone that will acquire and destroy an enemy target.
		Icon: hunterseeker
		Actors: hunter
		Type: HunterSeeker
		ChargeTime: 720
	Production:
		Produces: HunterSeeker
	Exit@1:
	ExitsDebugOverlay:
	SupportPowerChargeBar:
	Power:
		Amount: -150
	Power@ioncannon:
		RequiresCondition: plug.ioncannona || plug.ioncannonb
		Amount: -100
	Power@hunterseeker:
		RequiresCondition: plug.hunterseekera || plug.hunterseekerb
		Amount: -50
	Pluggable@pluga:
		Offset: 0,2
		Conditions:
			plug.ioncannon: plug.ioncannona
			plug.hunterseeker: plug.hunterseekera
	WithIdleOverlay@ioncannona:
		RequiresCondition: plug.ioncannona
		Sequence: idle-ioncannona
	WithIdleOverlay@hunterseekera:
		RequiresCondition: plug.hunterseekera
		Sequence: idle-hunterseekera
	Pluggable@plugb:
		Offset: 1,2
		Conditions:
			plug.ioncannon: plug.ioncannonb
			plug.hunterseeker: plug.hunterseekerb
	WithIdleOverlay@ioncannonb:
		RequiresCondition: plug.ioncannonb
		Sequence: idle-ioncannonb
	WithIdleOverlay@hunterseekerb:
		RequiresCondition: plug.hunterseekerb
		Sequence: idle-hunterseekerb
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 115,104,0,-24
