[Thing Template=AAUnitGBRProne]
{
	IDS = sas_sniper
	name = "#gbr_sas_sniper_name"
	editor_name = "#gbr_sas_sniper_editor_name"
	
	hide_if_missing_properties = false
	
	[Stance template = StanceFalling]
	
	[View]
	{
		resource_prefix = GBRSASSniper/GBRSASSniper

		[Aspect Template=AspectFalling]
		{
			IDS = falling
			model = GBRParatrooper/GBRParatrooperFalling.nif
			disable_animations = true
		}

		[TextureSearchPath]
		{
			path = /effects/parachute/GBR
		}

		[WhenCreated Template=FXC_Equipment]
		action = UNHIDE
		location = rhand
		equipment_type_ids = rifle
	}
	
	[WhenLeave Template=FXC_CreateVFX]
	{
		vfx_ids = parachute_close_gbr
		actor_state = falling
		location = neck
	}

	[BodyComponent]
	health = 80
	defense = 1

	[CharacterComponent Template=AAInfantryCharacterComponent]
		
	[EconomyComponent]
	
	[ElementComponent]
		
	[MoverComponent]
	speed_max = 1.0
	
	[PropertiesComponent]
	{
		[Property]
		property_IDS = front
		
		[Property]
		property_IDS = support
		
		[Property]
		property_IDS = combat_unit
	}
	
	[PerformerComponent]
	{
		[Ability Template=AAGunLocal]
		{
			idle_animation = idleattack
									
			[AbilityDefinition Template=AAInfantrySMG]
			{
				name = "#gbr_sas_sniper_AbilityDefinition_name"
				recharge_time = 6
				range = 10
				
				[Effect Template=PierceDamageEffect]
				amount = 30

				[Effect Template=AddDamageEffect]
				damage_type_IDS = gunfire
				targets = infantry
				amount = 200
			}
		}
	}
}