fb4: idle: Start: 0 Length: 4 fire: 1: fire1 Start: 0 Length: * Offset: 0,-3 ZOffset: 1023 2: fire2 Start: 0 Length: * Offset: 0,-3 ZOffset: 1023 120mm: idle: Start: 0 smoke_m: idle: Start: 0 Length: * loop: Start: 49 Length: 42 end: Start: 0 Length: 26 laserfire: idle:veh-hit3 Start: 0 Length: * dragon: idle: Start: 0 Facings: 32 smokey: idle: Start: 0 Length: * bomb: idle: Start: 0 Length: * missile: idle: Start: 0 Facings: 32 patriot: idle: Start: 0 Facings: 32 explosion: 1: piff Start: 0 Length: * 2: piffpiff Start: 0 Length: * 3: napalm2 Start: 0 Length: * 4: veh-hit3 Start: 0 Length: * 5: veh-hit2 Start: 0 Length: * 1w: piff Start: 0 Length: * 2w: piffpiff Start: 0 Length: * 3w: napalm2 Start: 0 Length: * 4w: veh-hit3 Start: 0 Length: * 5w: veh-hit2 Start: 0 Length: * 8: art-exp1 Start: 0 Length: * 6: atomsfx Start: 0 Length: * 6w: atomsfx Start: 0 Length: * piff: piff Start: 0 Length: * piffs: piffpiff Start: 0 Length: * chemball: chemball #same size as small_napalm, but bright green. Start: 0 Length: * small_napalm: napalm1 #not used by much. currently used for flamethrower. Start: 0 Length: * med_napalm: napalm2 #explosion for bomblets Start: 0 Length: * big_napalm: napalm3 #huge; not used. (SSM used this explosion in C&C Gold?) Start: 0 Length: * small_frag: veh-hit3 #the most common weapon-hit explosion. For rockets, tank shells, etc. Start: 0 Length: * med_frag: frag1 #fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?) Start: 0 Length: * big_frag: frag3 #Same as med_frag, except fire hangs around longer. Start: 0 Length: * small_poof: veh-hit2 #for Grenades; tower missiles; boat missiles; APC AA gun. Start: 0 Length: * poof: art-exp1 #For UnitExplode (artillery); artillery shell hit; GrenadierExplode, Start: 0 Length: * small_building: veh-hit1 #like "building' explosion, but much smaller. (Used for heli-explosion in C&C Gold?) Start: 0 Length: * building: fball1 #Large explosion, for when a building explodes. Start: 0 Length: * rank: rank: Start: 0 Length: * rallypoint: flag:flagfly Start: 0 Length: * Offset: 10,-5 circles:fpls Start: 0 Length: * beacon: arrow: mouse2 Start: 5 Offset: 1,-12 circles: fpls Start: 0 Length: * airstrike: bombicon Start: 0 Length: 1 Offset: 0,-42 atomic: atomicon Start: 0 Length: 1 Offset: 0,-42 clock: beaconclock Start: 0 Length: * Offset: 0,-42 select: repair: Start: 2 allyrepair: repair: Start: 0 Length: * Tick: 160 crate: idle: Start: 0 ZOffset: -511 land: Start: 0 ZOffset: -511 xcratea: idle: xcrate Start: 0 ZOffset: -511 land: xcrate Start: 0 ZOffset: -511 xcrateb: idle: xcrate Start: 1 ZOffset: -511 land: xcrate Start: 1 ZOffset: -511 xcratec: idle: xcrate Start: 2 ZOffset: -511 land: xcrate Start: 2 ZOffset: -511 xcrated: idle: xcrate Start: 3 ZOffset: -511 land: xcrate Start: 3 ZOffset: -511 crate-effects: airstrike: deviator Start: 0 Length: * nuke: missile2 Start: 0 Length: * dollar: dollar Start: 0 Length: * reveal-map: radarcrate Start: 0 Length: * hide-map: empulse Start: 0 Length: * heal: healcrate Start: 0 Length: * mine: mine Start: 0 Length: * redskull: rapid Start: 0 Length: * cloak: cloakcrate Start: 0 Length: * levelup: levelup Start: 0 Length: * Tick: 200 firepowerup: firepowercrate Start: 0 Length: * armorup: armorcrate Start: 0 Length: * speedup: speedcrate Start: 0 Length: * atomicup: idle: Start: 0 Length: * atomicdn: idle: Start: 0 Length: * atomic: up: atomicup Start: 0 Length: * down: atomicdn Start: 0 Length: * ionsfx: idle: Start: 0 Length: * Offset: 0, -78 ZOffset: 1 bomblet: idle: Start: 0 Length: * mpspawn: idle: Start: 0 Length: * waypoint: idle: Start: 0 Length: * clock: idle: hclock Start: 0 Length: * pips: pip-empty: Start: 0 pip-green: Start: 1 pip-yellow: Start: 2 pip-gray: Start: 3 pip-red: Start: 4 pip-blue: Start: 5 groups: pdigits Start: 0 Length: * overlay: build-valid-desert: Start: 0 build-valid-snow: Start: 2 build-valid-temperat: Start: 0 build-valid-winter: Start: 0 build-valid-jungle: Start: 0 build-invalid: Start: 1 target-select: Start: 3 target-valid-desert: Start: 0 target-valid-snow: Start: 2 target-valid-temperat: Start: 0 target-valid-winter: Start: 0 target-valid-jungle: Start: 0 target-invalid: Start: 1 powerdown: disabled: speed Start: 3 poweroff: offline: Start: 0 Length: * Tick: 160 icon: airstrike: bombicnh Start: 0 ioncannon: ionicnh Start: 0 abomb: atomicnh Start: 0 moveflsh: idle: Start: 0 Length: * Tick: 80 resources: ti1: ti1 Length: * ti2: ti2 Length: * ti3: ti3 Length: * ti4: ti4 Length: * ti5: ti5 Length: * ti6: ti6 Length: * ti7: ti7 Length: * ti8: ti8 Length: * ti9: ti9 Length: * ti10: ti10 Length: * ti11: ti11 Length: * ti12: ti12 Length: * bti1: rtib1 Length: * bti2: rtib2 Length: * bti3: rtib3 Length: * bti4: rtib4 Length: * bti5: rtib5 Length: * bti6: rtib6 Length: * bti7: rtib7 Length: * bti8: rtib8 Length: * bti9: rtib9 Length: * bti10: rtib10 Length: * bti11: rtib11 Length: * bti12: rtib12 Length: * shroud: typea: shadow Start: 0 Length: 12 typeb: shadow Start: 12 Length: 12 typec: shadow Start: 24 Length: 12 typed: shadow Start: 36 Length: 12 full: fullshroud # Note: The order of smudges and craters determines # the index that is mapped to them in maps scorches: sc1: sc1 Length: * sc2: sc2 Length: * sc3: sc3 Length: * sc4: sc4 Length: * sc5: sc5 Length: * sc6: sc6 Length: * craters: cr1: cr1 Length: * cr2: cr2 Length: * cr3: cr3 Length: * cr4: cr4 Length: * cr5: cr5 Length: * cr6: cr6 Length: *