; ART.INI
; This control file provides the information necessary to handle the
; artwork in Tiberian Sun. The information usually covers sprite
; animation and related characteristics. There is one section
; for each sprite data file. The sprite section names are unique
; within the system and are referred to by name in the RULES.INI
; control file.

; *** Game Object Art ***
; Cameo = image to use if this object happens to appear in the sidebar (def=none)
; Voxel = Is this a voxel image (def=no)?
; Remapable = Can this object be remapped to owner's color (def=no)?
; Normalized = If its animation be regulated to appear constant speed (def=no)?
; Theater = Does it have theater specific imagery (def=no)?
; NewTheater = Does it have theater specific name (def=no)? This changes the second character of the name dependant on theater.
; RotCount = number of rotation stages [old system only] (def=32)?
; ShadowIndex = index of voxel piece to use for the shadow (def=0) [only needed for voxel hierarchies]
; TurretOffset = turret center offset along body centerline (def=0)
; FireAngle = default angle to raise barrel above direct line to targe [in degrees] (def=10)
; BarrelLength = length of barrel expressed in 1.5 inch increments (def = 0 i.e., no independant barrel equipped)
; BarrelOffset = barrel pivot point [distance from center-base along X (horz) axis and Y (vert) axis]
; PrimaryFireFLH = lepton offset [Forward,Lateral,Height from turret center] for bullet start position (def=0,0,0)
; SecondaryFireFLH = alternate weapon offset for bullet start position (def=0,0,0)
;  <<< applies only to artwork used for infantry >>>
;    Sequence = infantry animation sequence name [required]
;    Crawls = Does the infantry have crawling animation [else it is running] (def=yes)?
;    FireUp = frame of projectile launch when firing standing [required if it has firing animation] (def=0)
;  <<< applies only to vehicles >>>
;    VisibleLoad = Does the unit have duplicate shape set for loaded with ammo state (def=no)?
;    UseTurretShadow = use the turret of the object to cast shadow (def=no)?
;  <<< applies only to building types >>>
;    Foundation = the size of the building [width x height] (def=1x1)
;    Height = height of the building [in levels]
;    PrimaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turret and so the offset is fixed.
;    SecondaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turret and so the offset is fixed.
;    SimpleDamage = Does building have simple damage imagery (def=yes)?
;    Buildup = graphic image to use when construction occurs (def=none)
;    AuxAnim = Anim to use for overlaying animation states.
;    AltImage = Is there an alternate image [frame #2] to use when viewed by enemy player (def=no)?
;    ChargeAnim = Does this building have Tesla-coil like charge up anim (def=no)?
;    SiloDamage = Is damage image based on base Tiberium storage level (def=no)?
;    Flat = Is building flat on the ground [helps with drawing logic to know this] (def=no)?
;    Recoilless = Does the building NOT have recoil anim even though it might have a turret (def=no)?
;    ToOverlay = when placed down, actually convert into this overlay type (def=none)
;    DamageLevels = how many levels of damage it can take [for walls only]
;    PowerUp1Anim = The animation to add to this building when powered up by one level
;    PowerUp1AnimDamaged = Damaged version of The animation to add to this building when powered up by one level
;    PowerUp1LocX = The x offset from the buildings draw position for this powerup animation
;    PowerUp1LocY = The x offset from the buildings draw position for this powerup animation
;    PowerUp1LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building.
;    PowerUp1YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects
;    PowerUp2Anim = The animation to add to this building (in addition to the level 1 power up) when powered up by two levels
;    PowerUp2AnimDamaged = Damaged version of The animation to add to this building when powered up by two level
;    PowerUp2LocX = The x offset from the buildings draw position for this powerup animation
;    PowerUp2LocY = The x offset from the buildings draw position for this powerup animation
;    PowerUp2LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building.
;    PowerUp2YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects
;    PowerUp3Anim = The animation to add to this building (in addition to the level 1&2 power ups) when powered up by three levels
;    PowerUp3AnimDamaged = Damaged version of The animation to add to this building when powered up by three level
;    PowerUp3LocX = The x offset from the buildings draw position for this powerup animation
;    PowerUp3LocY = The x offset from the buildings draw position for this powerup animation
;    PowerUp3LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building.
;    PowerUp3YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects
;    ActiveAnim = Animation to use for building active animation
;    ActiveAnimDamaged = Animation to use for building active animation when damaged
;    ActiveAnimX = X offset from building position for active animation
;    ActiveAnimY = Y offset from building position for active animation
;    ActiveAnimYSort = Adjustment to position to use when sorting the layer prior to rendering.
;    ActiveAnimZAdjust = Adjustment to normal Z when rendering this animation over the building.
;    ActiveAnimPowered = Does the animation require that the building has power (def=yes)
;    ActiveAnimTwo = Animation to use for building active animation
;    ActiveAnimTwoDamaged = Animation to use for building active animation when damaged
;    ActiveAnimTwoX = X offset from building position for active animation
;    ActiveAnimTwoY = Y offset from building position for active animation
;    ActiveAnimTwoYSort = Adjustment to position to use when sorting the layer prior to rendering.
;    ActiveAnimTwoZAdjust = Adjustment to normal Z when rendering this animation over the building.
;    ActiveAnimTwoPowered = Does the animation require that the building has power (def=yes)
;    ActiveAnimThree = Animation to use for building active animation
;    ActiveAnimThreeDamaged = Animation to use for building active animation when damaged
;    ActiveAnimThreeX = X offset from building position for active animation
;    ActiveAnimThreeY = Y offset from building position for active animation
;    ActiveAnimThreeYSort = Adjustment to position to use when sorting the layer prior to rendering.
;    ActiveAnimThreeZAdjust = Adjustment to normal Z when rendering this animation over the building.
;    ActiveAnimThreePowered = Does the animation require that the building has power (def=yes)
;    TerrainPalette = Draw this in the terrain palette not the building palette. (def=no)
;  <<< applies on to vessels >>>
;    Rotates = Does the vessel rotate [old system only] (def=yes)?
;  <<< applies only to aircraft >>>
;    Rotors = Does this aicraft have an attached rotor animation (def=no)?
;    CustomRotor = Does it have custom rotor shapes according to facing (def=no)?

[JUMPJET]
Cameo=JJETICON
Sequence=JumpjetSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,120

[CYC2]
Cameo=CYBCICON
Sequence=CyborgSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-50,130

[CHAMSPY]
Cameo=CHAMICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[E1]
Cameo=E1ICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=80,0,85

[E2]
Cameo=E2ICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=6
PrimaryFireFLH=60,0,100

[E3]
Cameo=E4ICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135

[WEEDGUY]
Cameo=WEATICON
Sequence=WeedSequence
Crawls=yes
Remapable=yes
FireUp=2

[MEDIC]
Cameo=MEDIICON
Sequence=MedicSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=0,0,100

[GHOST]
Sequence=E1Sequence
Cameo=GOSTICON
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,100

[MHIJACK]
Sequence=E1Sequence
Cameo=CHAMICON
Crawls=yes
Remapable=yes
FireUp=2

[SLAV]
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[CYBORG]
Cameo=CYBIICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=70,-30,120

[MUTANT]
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[UMAGON]
Sequence=E1Sequence
Cameo=UMAGICON
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,100

[DOGGIE]
Sequence=DoggieSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=0,0,100

[MWMN]
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[OXANNA]
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[TRATOS]
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[MUTANT3]
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[ENGINEER]
Cameo=ENGNICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2

[CIV1]
Sequence=E1Sequence
Crawls=no
FireUp=2

[CIV2]
Sequence=E1Sequence
Crawls=no
FireUp=2

[CIV3]
Sequence=E1Sequence
Crawls=no
FireUp=2

; Vehicle artwork follows

[TRUCKA]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

[TRUCKB]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

[4TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

[ART2]
Cameo=ARTYICON
Remapable=yes
TurretOffset=-56
PBarrelLength=224
Voxel=yes
PrimaryFireFLH=0,0,64

[WEED]
Cameo=WEEDICON
Voxel=yes
Remapable=yes

[HARV]
Cameo=HARVICON
Voxel=yes
Remapable=yes

[HORV]
Voxel=yes
Remapable=yes

[REPAIR]
Cameo=RBOTICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=110,0,105

[LPST]
Cameo=LPSTICON
Voxel=yes
Remapable=yes

[ICBM]
Voxel=yes
Remapable=yes

[MCV]
Cameo=MCVICON
Remapable=yes
Voxel=yes

[HVR]
Cameo=HOVRICON
Voxel=yes
TurretOffset=-64
Remapable=yes
PrimaryFireFLH=64,32,128

[APC]
Cameo=APCICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,48,48

[MMCH]
Voxel=no
Remapable=yes
Cameo=MMCHICON
PrimaryFireFLH=250,-50,100
PBarrelLength=250
SBarrelLength=250
TurretOffset=-16
WalkFrames=15

[HMEC]
Cameo=HMECICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=80,100,158
SecondaryFireFLH=-60,100,158
UseTurretShadow=yes
ShadowIndex=12

[GGHUNT]
Voxel=no
Remapable=yes
WalkFrames=8

[SMECH]
Voxel=no
Remapable=yes
Cameo=SMCHICON
PrimaryFireFLH=0,48,48
WalkFrames=12
FiringFrames=4

[TTNK]
Cameo=TICKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,100
PBarrelLength=136
TurretOffset=64

[BIKE]
Cameo=CYCLICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,48,48

[BGGY]
Cameo=BGGYICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,100

[SAPC]
Cameo=SAPCICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,48

[STNK]
Cameo=STNKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,0,104

[SUBTANK]
Cameo=SUBTICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=128,0,40

[SONIC]
Cameo=SONIICON
TurretOffset=-64
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,150

[BUS]
Voxel=yes

[MONOCAR]
Voxel=yes

[CARGOCAR]
Voxel=yes

[MONOENG]
Voxel=yes

[PICK]
Voxel=yes

[CAR]
Voxel=yes

[WINI]
Voxel=yes

; Aircraft artwork follows

[ORCAB]
Cameo=OBMBICON
Voxel=yes
PrimaryFireFLH=0,32,0

[ORCA]
Cameo=ORCAICON
Voxel=yes
PrimaryFireFLH=0,32,0

[ORCATRAN]
Cameo=CRRYICON
Voxel=yes

[TRNSPORT]
Cameo=OTRNICON
Voxel=yes

[SCRIN]
Cameo=PROICON
Voxel=yes
PrimaryFireFLH=0,32,0

[APACHE]
Cameo=APCHICON
Voxel=yes
PrimaryFireFLH=0,32,0

[DPOD]
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,0

[DSHP]
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,0

; Building artwork follows

[GATECH]
Remapable=yes
Normalized=yes
Cameo=TECHICON
Height=2
Foundation=3x2
Buildup=GATECHMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GATECH_A
ActiveAnimZAdjust=-100
ActiveAnimDamaged=GATECH_AD

[GAWEAP]
Remapable=yes
Cameo=WEAPICON
Foundation=4x3
Height=2
NormalZAdjust=-10
AnimActive=0,1,0
Buildup=GAWEAPMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=GAWEAP_2
DoorAnim=GAWEAP_D
DoorStages=9
UnderDoorAnim=GAWEAP_1
NewTheater=yes
BibShape=GAWEAPBB
ActiveAnim=GAWEAP_A
ActiveAnimZAdjust=-119
ActiveAnimTwo=GAWEAP_B
ActiveAnimTwoZAdjust=-119
ActiveAnimThree=GAWEAP_C
ActiveAnimThreeZAdjust=-119

[NAWEAP]
Remapable=yes
Cameo=NWEPICON
Foundation=4x3
Height=2
AnimActive=0,1,0
Buildup=NAWEAPMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=NAWEAP_2
DoorAnim=NAWEAP_B
DoorStages=10
DamagedDoor=yes
UnderDoorAnim=NAWEAP_1
NewTheater=yes
BibShape=NAWEAPBB
ProductionAnim=NAWEAP_A
ProductionAnimX=0
ProductionAnimY=0
ProductionAnimYSort=0
ProductionAnimZAdjust=-119

[GACNST]
Remapable=yes
Foundation=3x3
Height=1.5
AnimActive=0,26,3
Buildup=GACNSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GACNST_A
ActiveAnimDamaged=GACNST_AD
ActiveAnimZAdjust=-77
ActiveAnimTwo=GACNST_C
ActiveAnimTwoDamaged=GACNST_CD
ActiveAnimTwoZAdjust=-77
ActiveAnimThree=GACNST_B
ActiveAnimThreeZAdjust=-27
PreProductionAnim=GACNST_B
PreProductionAnimZAdjust=-15
ProductionAnim=GACNST_D
ProductionAnimZAdjust=-25

[NAREFN]
Remapable=yes
Cameo=REFICON
Foundation=4x3
Height=2
ZShapePointMove= 24, -12
Buildup=NAREFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=NAREFNBB
NewTheater=yes
ActiveAnim=NAREFN_C
ActiveAnimZAdjust=-100
ActiveAnimTwo=NAREFN_B
ActiveAnimTwoZAdjust=-250
ActiveAnimTwoPowered=no
PreProductionAnim=NAREFN_A
ProductionAnim=NAREFN_AR

[GASILO]
Remapable=yes
Cameo=SILOICON
Foundation=2x2
Buildup=GASILOMK
DemandLoadBuildup=true
FreeBuildup=true
SiloDamage=yes
NewTheater=yes
ActiveAnim=GASILO_B
ActiveAnimDamaged=GASILO_BD
SpecialAnim=GASILO_A
SpecialAnimDamaged=GASILO_AD
SpecialAnimZAdjust=-32

[GAHPAD]
Remapable=yes
Cameo=HELIICON
Foundation=2x2
Height=1
Flat=yes
Buildup=GAHPADMK
BibShape=GAHPADBB
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GAHPAD_A
ActiveAnimY=-12
ActiveAnimZAdjust=-32
ActiveAnimDamaged=GAHPAD_AD

[NAHPAD]
Remapable=yes
Cameo=NHPDICON
Foundation=2x2
Height=1.5
Flat=yes
Buildup=NAHPADMK
BibShape=NAHPADBB
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAHPAD_A
ActiveAnimZAdjust=-32
ActiveAnimDamaged=NAHPAD_AD

[NARADR]
Remapable=yes
Normalized=yes
Height=3
Cameo=NRADICON
Foundation=2x2
Buildup=NARADRMK
DemandLoadBuildup=true
FreeBuildup=true
;NewTheater=yes
ActiveAnim=NARADR_A
ActiveAnimDamaged=NARADR_AD
ActiveAnimZAdjust=-60
ActiveAnimYSort=100

[GAPLUG]
Remapable=yes
Normalized=yes
Cameo=PLUGICON
Foundation=2x3
Height=2
Buildup=GAPLUGMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GAPLUG_A
ActiveAnimZAdjust=-60
ActiveAnimPowered=yes
ActiveAnimTwo=GAPLUG_B
ActiveAnimTwoDamaged=GAPLUG_BD
ActiveAnimTwoZAdjust=-100
ActiveAnimTwoPowered=no
ActiveAnimTwoPoweredLight=yes
ActiveAnimThree=GAPLUG_C
ActiveAnimThreeZAdjust=-60
ActiveAnimThreePowered=no
ActiveAnimThreePoweredLight=yes
PowerUp1LocXX=0
PowerUp1LocYY=0
PowerUp1LocZZ=-30
PowerUp1YSort=-5
PowerUp2LocXX=-24
PowerUp2LocYY=-12
PowerUp2LocZZ=-42
PowerUp2YSort=50

[GARADR]
Remapable=yes
Normalized=yes
Cameo=RADRICON
Foundation=2x2
Height=3
Buildup=GARADRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GARADR_A
ActiveAnimDamaged=GARADR_AD
ActiveAnimZAdjust=-60
ActiveAnimPowered=yes

[NASTLH]
Cameo=CLCKICON
Remapable=yes
Normalized=yes
Foundation=3x2
Buildup=NASTLHMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NASTLH_A
ActiveAnimDamaged=NASTLH_AD
ActiveAnimZAdjust=-40

[GAPOWR]
Normalized=yes
Remapable=yes
Cameo=POWRICON
Foundation=2x2
Buildup=GAPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=2
PowerUp1Anim=GAPOWR_B
PowerUp1LocXX=-24
PowerUp1LocYY=13
PowerUp1LocZZ=-17
PowerUp1YSort=-5
;PowerUp2Anim=GAPOWR_B
;PowerUp2LocXX=0
;PowerUp2LocYY=0
;PowerUp2LocZZ=-32
;PowerUp2YSort=-5
PowerUp2Anim=GAPOWR_B
PowerUp2LocXX=-48
PowerUp2LocYY=0
PowerUp2LocZZ=-32
PowerUp2YSort=-5
ActiveAnim=GAPOWR_A
ActiveAnimDamaged=GAPOWR_AD
ActiveAnimZAdjust=-100
ActiveAnimTwo=GAPOWR_B
ActiveAnimTwoZAdjust=-32
ActiveAnimTwoYSort=-5



[NAPOWR]
Normalized=yes
Remapable=yes
Cameo=NPWRICON
Foundation=2x2
Height=2
Buildup=NAPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAPOWR_A
ActiveAnimDamaged=NAPOWR_AD
ActiveAnimZAdjust=-100

[NAAPWR]
Normalized=yes
Remapable=yes
Cameo=APWRICON
Foundation=2x3
Height=2
Buildup=NAAPWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAAPWR_A
ActiveAnimDamaged=NAAPWR_AD
ActiveAnimZAdjust=-100

[CAHOSP]
Normalized=yes
Remapable=no
Foundation=3x4
Height=2
Buildup=CAHOSP
NewTheater=yes
ActiveAnim=CAHOSP_A
ActiveAnimZAdjust=-100
DemandLoad=true

[CAARMR]
Normalized=yes
Remapable=no
Foundation=4x4
Height=1
Buildup=CAARMR
NewTheater=yes
ActiveAnim=CAARMR_A
ActiveAnimZAdjust=-100
ActiveAnimPowered=no
DemandLoad=true

[CAPYR01]
Normalized=yes
Remapable=no
Foundation=2x2
Height=2
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CAPYR02]
Normalized=yes
Remapable=no
Foundation=4x4
Height=4
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CAPYR03]
Normalized=yes
Remapable=no
Foundation=4x4
Height=4
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CACRSH01]
Normalized=yes
Remapable=no
Foundation=1x1
Height=1
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CACRSH02]
Normalized=yes
Remapable=no
Foundation=1x1
Height=1
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CACRSH03]
Normalized=yes
Remapable=no
Foundation=1x1
Height=1
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CACRSH04]
Normalized=yes
Remapable=no
Foundation=1x1
Height=1
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CACRSH05]
Normalized=yes
Remapable=no
Foundation=1x1
Height=1
NewTheater=yes
TerrainPalette=yes
ExtraDamageStage=no
DemandLoad=true

[CAARAY]
Cameo=
Normalized=yes
Remapable=no
Foundation=2x2
Buildup=
Height=3
NewTheater=yes
ActiveAnim=CAARAY_A
ActiveAnimZAdjust=-100
ActiveAnimTwo=CAARAY_B
ActiveAnimTwoZAdjust=-100
ActiveAnimThree=CAARAY_C
ActiveAnimThreeDamaged=CAARAY_CD
ActiveAnimThreeZAdjust=-100
ActiveAnimFour=CAARAY_D
ActiveAnimFourDamaged=CAARAY_DD
ActiveAnimFourZAdjust=-100
DemandLoad=true

[GASPOT]
Cameo=SPOTICON
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=GASPOTMK
DemandLoadBuildup=true
Height=3
NewTheater=yes
ActiveAnim=GASPOT_A
ActiveAnimDamaged=GASPOT_AD
ActiveAnimZAdjust=-100

[GADPSA]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=GADPSAMK
Height=2
NewTheater=yes
ActiveAnim=GADPSA_A
ActiveAnimZAdjust=-100
ExtraLight=-100

[GAICBM]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=GAICBMMK
DemandLoadBuildup=true
FreeBuildup=true
Height=2
NewTheater=yes
ActiveAnim=GAICBM_A
ActiveAnimZAdjust=-100
ExtraLight=-100

[GATICK]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=GATICKMK
Height=1
NewTheater=yes
ExtraLight=-100
PrimaryFireFLH=48,0,64
PBarrelLength=136

[GAARTY]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=GAARTYMK
Height=1
NewTheater=yes
ExtraLight=350
PBarrelLength=224
PrimaryFireFLH=-0,0,64
TurretNotExportedOnGround=yes

[NATECH]
Remapable=yes
Normalized=yes
Cameo=NTCHICON
Foundation=2x2
Buildup=NATECHMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NATECH_A
ActiveAnimZAdjust=-100

[NAHAND]
Remapable=yes
Normalized=yes
Cameo=HANDICON
Foundation=3x2
Buildup=NAHANDMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAHAND_A
ActiveAnimZAdjust=-100
ActiveAnimTwo=NAHAND_B
ActiveAnimTwoDamaged=NAHAND_BD
ActiveAnimTwoZAdjust=-50

[GAPILE]
Remapable=yes
Normalized=yes
Cameo=BRRKICON
Foundation=2x2
Buildup=GAPILEMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GAPILE_C
ActiveAnimDamaged=GAPILE_CD
ActiveAnimZAdjust=-39
ActiveAnimPowered=no
ActiveAnimTwo=GAPILE_A
ActiveAnimTwoZAdjust=-39
ActiveAnimThree=GAPILE_B
ActiveAnimThreeZAdjust=-39

[GADEPT]
Remapable=yes
Normalized=yes
Cameo=FIXICON
Foundation=3x3
AnimActive=0,7,2
Flat=yes
Buildup=GADEPTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
BibShape=GADEPTBB
ActiveAnim=GADEPT_A
ActiveAnimDamaged=GADEPT_AD
ActiveAnimZAdjust=-100
ActiveAnimTwo=GADEPT_B
ActiveAnimTwoZAdjust=-100
SpecialAnim=GADEPT_C1
SpecialAnimZAdjust=-100
SpecialAnimTwo=GADEPT_C2
SpecialAnimTwoZAdjust=-100
SpecialAnimThree=GADEPT_C3
SpecialAnimThreeZAdjust=-100
ProductionAnim=GADEPT_D
ProductionAnimDamaged=GADEPT_DD
ProductionAnimZAdjust=-100

[GAPAVE]
Foundation=4x4
Cameo=PAVEICON
;IsNewTheater=yes

[GAGREEN]
;Cameo=WALLICON
Foundation=2x2

[GASAND]
Cameo=SBAGICON
Foundation=1x1
ToOverlay=GASAND
DamageLevels=2
NewTheater=yes

[GAWALL]
Cameo=WALLICON
Foundation=1x1
ToOverlay=GAWALL
DamageLevels=3
NewTheater=yes

[NAWALL]
Cameo=NWALICON
Foundation=1x1
ToOverlay=NAWALL
DamageLevels=3
NewTheater=yes

[CABHUT]
Foundation=1x1
NewTheater=yes

[CTDAM]
Foundation=2x5
NewTheater=yes
;ActiveAnim=CTDAM_A	WST 7/16/99 commented out to minimize bad palette problem
;ActiveAnimY=-1
;ActiveAnimDamaged=CTDAM_AD
;ActiveAnimTwo=CTDAM_B
;ActiveAnimTwoDamaged=CTDAM_BD
TerrainPalette=yes
ExtraDamageStage=false
DemandLoad=true

[UFO]
Foundation=6x4
TerrainPalette=yes
ExtraDamageStage=false
DemandLoad=true
Theater=yes
Height=6

[AMMO01]
Foundation=1x1
TerrainPalette=no
ExtraDamageStage=false
DemandLoad=false
Theater=no
Height=1

[NAPULS]
Cameo=EMPICON
Remapable=yes
Normalized=yes
Foundation=2x2
PrimaryFireFLH=0,0,80
TurretNotExportedOnGround=yes
PBarrelLength=110
Buildup=NAPULSMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes

[GACTWR]
Image=GACTWR
Remapable=yes
Normalized=yes
Cameo=TOWRICON
Foundation=1x1
Buildup=GACTWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GACTWR_A
ActiveAnimZAdjust=-39

[GAGATE_A]
Image=GAGATE_A
Remapable=yes
Cameo=GATEICON
Foundation=3x1
Buildup=GAGATE_A
SpecialZOverlay=GAGATEZA
GateStages=9
NewTheater=yes

[GAGATE_B]
Image=GAGATE_B
Remapable=yes
Cameo=GAT2ICON
Foundation=1x3
Buildup=GAGATE_B
SpecialZOverlay=GAGATEZB
GateStages=9
NewTheater=yes

[NAGATE_A]
Image=NAGATE_A
Remapable=yes
Cameo=NGATICON
Foundation=3x1
Buildup=NAGATE_A
SpecialZOverlay=NAGATEZA
GateStages=6
NewTheater=yes

[NAGATE_B]
Image=NAGATE_B
Remapable=yes
Cameo=NGA2ICON
Foundation=1x3
Buildup=NAGATE_B
SpecialZOverlay=NAGATEZB
GateStages=6
NewTheater=yes

[GALITE]
Cameo=LITEICON
Image=GALITE
Remapable=yes
Foundation=1x1
TerrainPalette=yes
NewTheater=yes
ExtraDamageStage=false
;DemandLoad=yes
;Theater=yes

[NATMPL]
Image=NATMPL
Cameo=TMPLICON
Height=2.5
Foundation=4x3
Buildup=NATMPLMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NATMPL_A
ActiveAnimZAdjust=-127

[NTPYRA]
Image=NTPYRA
Remapable=yes
Foundation=4x4
NewTheater=yes
Height=3
ActiveAnim=NTPYRA_A
ActiveAnimDamaged=NTPYRA_AD
ActiveAnimZAdjust=-127
DemandLoad=true

[GAKODK]
Image=GAKODK
Remapable=yes
Foundation=4x2
NewTheater=yes
Height=1
ActiveAnim=GAKODK_A
ActiveAnimDamaged=GAKODK_AD
ActiveAnimZAdjust=-127
ActiveAnimTwo=GAKODK_B
ActiveAnimTwoZAdjust=-127
ActiveAnimThree=GAKODK_C
ActiveAnimThreeDamaged=GAKODK_CD
ActiveAnimThreeZAdjust=-127
DemandLoad=true

[NAMNTK]
Image=NAMNTK
Remapable=yes
Foundation=1x3
NewTheater=yes
Height=1.5
ActiveAnim=NAMNTK_A
ActiveAnimZAdjust=-127
DemandLoad=true

[GAFSDF_A]
Image=GAFSDF_A
;Remapable=yes
NewTheater=yes
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=250

[FSIDLE]
Image=FSIDLE
LoopStart=0
LoopEnd=20
Rate=800
ShouldUseCellDrawer=false
Report=FIRSTRM1

[FSAIR]
Image=FSAIR
LoopStart=0
LoopEnd=20
Rate=800
Report=FIRSTRM1

[FSGRND]
Image=FSGRND
LoopStart=0
LoopEnd=20
Rate=800
Report=FIRSTRM1
YDrawOffset=-20

[NAWAST]
Cameo=WASTICON
Image=NAWAST
Remapable=yes
Foundation=3x3
Buildup=NAWASTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
BibShape=NAWASTBB
ActiveAnim=NAWAST_A
ActiveAnimDamaged=NAWAST_AD
ActiveAnimZAdjust=-127
ActiveAnimTwo=NAWAST_B
ActiveAnimTwoDamaged=NAWAST_BD
ActiveAnimTwoZAdjust=-127

[NAOBEL]
Cameo=OBLIICON
Image=NAOBEL
Remapable=yes
Foundation=2x2
ChargeAnim=yes
Buildup=NAOBELMK
DemandLoadBuildup=true
FreeBuildup=true
;PrimaryFirePixelOffset=10,-51
PrimaryFirePixelOffset=11,-26
NewTheater=yes
ActiveAnim=NAOBEL_A
ActiveAnimZAdjust=-100

[NAMISL]
Cameo=MSSLICON
Image=NAMISL
Remapable=yes
Foundation=2x2
Buildup=NAMISLMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAMISL_B
ActiveAnimDamaged=NAMISL_BD
ActiveAnimZAdjust=-100

[GAVULC]
Cameo=TWR1ICON
Image=GACTWR_B
Remapable=yes
Foundation=1x1
PrimaryFireFLH=162,30,90
SecondaryFireFLH=162,-30,90
NewTheater=yes

[GAROCK]
Cameo=TWR2ICON
Image=GACTWR_C
Remapable=yes
Foundation=1x1
PrimaryFireFLH=152,50,192
SecondaryFireFLH=152,-50,192
NewTheater=yes

; SAM addon for component tower
[GACSAM]
Image=GACTWR_D
Remapable=yes
Cameo=TWR3ICON
Foundation=1x1
MidPoint=66
PrimaryFireFLH=152,50,192
SecondaryFireFLH=152,-50,192
NewTheater=yes

; SAM site turret
[NASAM_A]
Image=GACTWR_D
;Remapable=yes
;PrimaryFireFLH=90,50,100
;SecondaryFireFLH=90,-50,100
;NewTheater=yes

[GAFIRE]
Cameo=FSDICON
Image=GAFIRE
Remapable=yes
Foundation=3x2
Buildup=GAFIREMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GAFIRE_C
ActiveAnimZAdjust=-100
ActiveAnimTwo=GAFIRE_B
ActiveAnimTwoZAdjust=-100

[GAFSDF]
Image=GAFSDF
Remapable=yes
Foundation=1x1
NewTheater=yes
NormalZAdjust=-10
Cameo=FSPICON

[NAPOST]
Cameo=LASRICON
Image=NAPOST
Remapable=yes
Foundation=1x1
Buildup=NAPOSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NAPOST_A
;ActiveAnimDestroyed=NAPOST_AD
ActiveAnimZAdjust=-100
ActiveAnimTwo=NAPOST_B
ActiveAnimTwoZAdjust=-100

[NAFNCE]
Image=NAFNCE
Remapable=yes
Foundation=1x1
NewTheater=yes

[NALASR]
Cameo=PLTICON
Image=NALASR
Remapable=yes
Foundation=1x1
Buildup=NALASRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFireFLH=0,0,168
Recoilless=yes
PBarrelLength=200
PBarrelThickness=48

[NASAM]
Cameo=SAMICON
Image=NASAM
Remapable=yes
Foundation=1x1
Buildup=NASAMMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes

[ABAN01]
Foundation=2x6
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
Height=3
DemandLoad=true

[ABAN02]
Foundation=5x3
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
Height=2
DemandLoad=true

[ABAN03]
Foundation=2x5
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
Height=2
DemandLoad=true

[ABAN04]
Foundation=4x2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[ABAN05]
Foundation=3x2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[ABAN06]
Foundation=2x2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[ABAN07]
Foundation=2x2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[ABAN08]
Foundation=2x2
ExtraDamageStage=false
NewTheater=yes
TerrainPalette=true
DemandLoad=true

[ABAN09]
Foundation=2x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN10]
NewTheater=yes
Foundation=2x2
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN11]
NewTheater=yes
Foundation=2x2
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN12]
NewTheater=yes
Foundation=2x2
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN13]
NewTheater=yes
Foundation=1x1
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN14]
NewTheater=yes
Foundation=1x1
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN15]
NewTheater=yes
Foundation=1x1
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN16]
Foundation=2x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN17]
NewTheater=yes
Foundation=1x1
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[ABAN18]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CA0001]
Foundation=3x3
Height=1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CA0002]
Foundation=3x3
Height=1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CA0003]
Foundation=2x2
NewTheater=yes
Height=1
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CA0004]
Foundation=2x2
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0005]
Foundation=1x2
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0006]
Foundation=1x2
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0007]
Foundation=1x2
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0008]
Foundation=2x3
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0009]
Foundation=2x3
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0010]
Foundation=2x2
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0011]
Foundation=1x2
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0012]
Foundation=1x2
Height=1.5
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0013]
Foundation=2x1
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0014]
Foundation=1x1
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0015]
Foundation=1x1
Height=1
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0016]
Foundation=1x1
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0017]
Foundation=1x1
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0018]
Foundation=1x2
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0019]
Foundation=1x2
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0020]
Foundation=1x2
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

[CA0021]
Foundation=1x2
Height=2
ExtraDamageStage=false
TerrainPalette=true
NewTheater=yes
DemandLoad=true

; Ruined C&C con yard
[GAOLDCC1]
Foundation=2x2
Height=1
ExtraDamageStage=false
NewTheater=yes
Remapable=yes
DemandLoad=true

; Ruined C&C Temple of NOD
[GAOLDCC2]
Foundation=2x2
Height=1.5
ExtraDamageStage=false
NewTheater=yes
Remapable=yes
DemandLoad=true

; Ruined C&C Weapons factory.
[GAOLDCC3]
Foundation=2x2
Height=1.5
ExtraDamageStage=false
NewTheater=yes
Remapable=yes
DemandLoad=true

; Ruined C&C Refinery.
[GAOLDCC4]
Foundation=2x2
Height=1.5
ExtraDamageStage=false
NewTheater=yes
Remapable=yes
DemandLoad=true

; Ruined C&C Advanced Power.
[GAOLDCC5]
Foundation=2x2
Height=1
ExtraDamageStage=false
NewTheater=yes
Remapable=yes
DemandLoad=true

; Ruined C&C Silos (2)
[GAOLDCC6]
Foundation=2x2
Height=1
ExtraDamageStage=false
NewTheater=yes
Remapable=yes
DemandLoad=true

[CITY01]
Foundation=4x2
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY02]
Foundation=2x3
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY03]
Foundation=3x2
Height=2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY04]
Foundation=3x2
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY05]
Foundation=3x2
Height=4
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY06]
Foundation=4x2
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY07]
Foundation=4x2
Height=2.5
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY08]
Foundation=2x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY09]
Foundation=2x2
Height=2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY10]
Foundation=2x2
Height=2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY11]
Foundation=2x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
Height=4
DemandLoad=true

[CITY12]
Foundation=2x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
Height=4
DemandLoad=true

[CITY13]
Foundation=2x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
Height=4
DemandLoad=true

[CITY14]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
Height=4
DemandLoad=true

[CITY15]
Foundation=4x2
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY16]
Foundation=4x2
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY17]
Foundation=4x3
Height=4.5
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY18]
Foundation=3x5
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY19]
Foundation=2x2
Height=1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY20]
Foundation=1x1
Height=1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY21]
Foundation=1x1
Height=1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CITY22]
Foundation=2x2
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[CTVEGA]
Foundation=4x4
Height=3
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD01]
Foundation=1x1
NewTheater=yes
TerrainPalette=true
ExtraDamageStage=false
DemandLoad=true

[BBOARD02]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD03]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD04]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD05]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD06]
Foundation=1x2
NewTheater=yes
TerrainPalette=true
ExtraDamageStage=false
DemandLoad=true

[BBOARD07]
Foundation=1x2
NewTheater=yes
TerrainPalette=true
ExtraDamageStage=false
DemandLoad=true

[BBOARD08]
Foundation=1x2
NewTheater=yes
TerrainPalette=true
ExtraDamageStage=false
DemandLoad=true

[BBOARD09]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD10]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD11]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD12]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD13]
Foundation=1x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD14]
Foundation=2x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD15]
Foundation=2x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BBOARD16]
Foundation=2x1
NewTheater=yes
ExtraDamageStage=false
TerrainPalette=true
DemandLoad=true

[BOXES01]
Foundation=1x1
Theater=yes

[BOXES02]
Foundation=1x1
Theater=yes

[BOXES03]
Foundation=1x1
Theater=yes

[BOXES04]
Foundation=1x1
Theater=yes

[BOXES05]
Foundation=1x1
Theater=yes

[BOXES06]
Foundation=1x1
Theater=yes

[BOXES07]
Foundation=1x1
Theater=yes

[BOXES08]
Foundation=1x1
Theater=yes

[BOXES09]
Foundation=1x1
Theater=yes

[ICE01]
Foundation=2x2
Theater=yes

[ICE02]
Foundation=1x2
Theater=yes

[ICE03]
Foundation=2x1
Theater=yes

[ICE04]
Foundation=1x1
Theater=yes

[ICE05]
Foundation=1x1
Theater=yes

[TIBTRE01]
Theater=yes
Foundation=1x1

[TIBTRE02]
Theater=yes
Foundation=1x1

[TIBTRE03]
Theater=yes
Foundation=1x1

[TREE01]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE02]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE03]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE04]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE05]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE06]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE07]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE08]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE09]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE10]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE11]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE12]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE13]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE14]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE15]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE16]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE17]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE18]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE19]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE20]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE21]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE22]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE23]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE24]
Theater=yes
Foundation=1x1
;DemandLoad=true

[TREE25]
Theater=yes
Foundation=1x1
;DemandLoad=true

; Smudges listed here
[CRATER01]
Theater=yes

[CRATER02]
Theater=yes

[CRATER03]
Theater=yes

[CRATER04]
Theater=yes

[CRATER05]
Theater=yes

[CRATER06]
Theater=yes

[CRATER07]
Theater=yes

[CRATER08]
Theater=yes

[CRATER09]
Theater=yes

[CRATER10]
Theater=yes

[CRATER11]
Theater=yes

[CRATER12]
Theater=yes

[BURNT01]
Theater=yes

[BURNT02]
Theater=yes

[BURNT03]
Theater=yes

[BURNT04]
Theater=yes

[BURNT05]
Theater=yes

[BURNT06]
Theater=yes

[BURNT07]
Theater=yes

[BURNT08]
Theater=yes

[BURNT09]
Theater=yes

[BURNT10]
Theater=yes

[BURNT11]
Theater=yes

[BURNT12]
Theater=yes

;[CR1]
;Theater=yes

;[CR2]
;Theater=yes

;[CR3]
;Theater=yes

;[CR4]
;Theater=yes

;[CR5]
;Theater=yes

;[CR6]
;Theater=yes

;[BURN01]
;Theater=yes

;[BURN02]
;Theater=yes

;[BURN03]
;Theater=yes

;[BURN04]
;Theater=yes

;[BURN05]
;Theater=yes

;[BURN06]
;Theater=yes

;[BURN07]
;Theater=yes

;[BURN08]
;Theater=yes

;[BURN09]
;Theater=yes

;[BURN10]
;Theater=yes

;[BURN11]
;Theater=yes

;[BURN12]
;Theater=yes

;[BURN13]
;Theater=yes

;[BURN14]
;Theater=yes

;[BURN15]
;Theater=yes

;[BURN16]
;Theater=yes

[BRIDGE]
Theater=yes

[CRATE]
Theater=yes

[RAILBRDG]
Theater=yes

[TIB01]
Theater=yes

[TIB02]
Theater=yes

[TIB03]
Theater=yes

[TIB04]
Theater=yes

[TIB05]
Theater=yes

[TIB06]
Theater=yes

[TIB07]
Theater=yes

[TIB08]
Theater=yes

[TIB09]
Theater=yes

[TIB10]
Theater=yes

[TIB11]
Theater=yes

[TIB12]
Theater=yes

[TIB13]
Theater=yes

[TIB14]
Theater=yes

[TIB15]
Theater=yes

[TIB16]
Theater=yes

[TIB17]
Theater=yes

[TIB18]
Theater=yes

[TIB19]
Theater=yes

[TIB20]
Theater=yes

;[BTIB01]
;Theater=yes

;[BTIB02]
;Theater=yes

;[BTIB03]
;Theater=yes

[TRACKS01]
Theater=yes
DemandLoad=true

[TRACKS02]
Theater=yes
DemandLoad=true

[TRACKS03]
Theater=yes
DemandLoad=true

[TRACKS04]
Theater=yes
DemandLoad=true

[TRACKS05]
Theater=yes
DemandLoad=true

[TRACKS06]
Theater=yes
DemandLoad=true

[TRACKS07]
Theater=yes
DemandLoad=true

[TRACKS08]
Theater=yes
DemandLoad=true

[TRACKS09]
Theater=yes
DemandLoad=true

[TRACKS10]
Theater=yes
DemandLoad=true

[TRACKS11]
Theater=yes
DemandLoad=true

[TRACKS12]
Theater=yes
DemandLoad=true

[TRACKS13]
Theater=yes
DemandLoad=true

[TRACKS14]
Theater=yes
DemandLoad=true

[TRACKS15]
Theater=yes
DemandLoad=true

[TRACKS16]
Theater=yes
DemandLoad=true

[SROCK01]
Theater=yes

[SROCK02]
Theater=yes

[SROCK03]
Theater=yes

[SROCK04]
Theater=yes

[SROCK05]
Theater=yes

[TROCK01]
Theater=yes

[TROCK02]
Theater=yes

[TROCK03]
Theater=yes

[TROCK04]
Theater=yes

[TROCK05]
Theater=yes

[TRTUNN01]
;TerrainPalette=yes
Theater=yes
;Foundation=0x0
DemandLoad=true

[TRTUNN02]
;TerrainPalette=yes
Theater=yes
;Foundation=0x0
DemandLoad=true

[TRTUNN03]
;TerrainPalette=yes
Theater=yes
;Foundation=0x0
DemandLoad=true

[TRTUNN04]
;TerrainPalette=yes
Theater=yes
;Foundation=0x0
DemandLoad=true

[VEINS]
Theater=yes
DemandLoad=true

[VEINHOLE]
Theater=yes

[VEINATAC]
Theater=yes
Rate=300
LoopStart=0
LoopEnd=12
LoopCount=-1
IsVeins=true
DemandLoad=true

[LOBRDG01]
Theater=yes
DemandLoad=true

[LOBRDG02]
Theater=yes
DemandLoad=true

[LOBRDG03]
Theater=yes
DemandLoad=true

[LOBRDG04]
Theater=yes
DemandLoad=true

[LOBRDG05]
Theater=yes
DemandLoad=true

[LOBRDG06]
Theater=yes
DemandLoad=true

[LOBRDG07]
Theater=yes
DemandLoad=true

[LOBRDG08]
Theater=yes
DemandLoad=true

[LOBRDG09]
Theater=yes
DemandLoad=true

[LOBRDG10]
Theater=yes
DemandLoad=true

[LOBRDG11]
Theater=yes
DemandLoad=true

[LOBRDG12]
Theater=yes
DemandLoad=true

[LOBRDG13]
Theater=yes
DemandLoad=true

[LOBRDG14]
Theater=yes
DemandLoad=true

[LOBRDG15]
Theater=yes
DemandLoad=true

[LOBRDG16]
Theater=yes
DemandLoad=true

[LOBRDG17]
Theater=yes
DemandLoad=true

[LOBRDG18]
Theater=yes
DemandLoad=true

[LOBRDG19]
Theater=yes
DemandLoad=true

[LOBRDG20]
Theater=yes
DemandLoad=true

[LOBRDG21]
Theater=yes
DemandLoad=true

[LOBRDG22]
Theater=yes
DemandLoad=true

[LOBRDG23]
Theater=yes
DemandLoad=true

[LOBRDG24]
Theater=yes
DemandLoad=true

[LOBRDG25]
Theater=yes
DemandLoad=true

[LOBRDG26]
Theater=yes
DemandLoad=true

[LOBRDG27]
Theater=yes
DemandLoad=true

[LOBRDG28]
Theater=yes
DemandLoad=true

[LOBRDGE1]
Theater=yes
DemandLoad=true

[LOBRDGE2]
Theater=yes
DemandLoad=true

[LOBRDGE3]
Theater=yes
DemandLoad=true

[LOBRDGE4]
Theater=yes
DemandLoad=true

[FPLS]

;[WCRATE]

;[WWCRATE]

;[SCRATE]


; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.
;
; Ready = standing around
; Guard = standing around with weapon drawn
; Prone = while prone
; Walk = walking [normal movement]
; FireUp = firing while standing
; Down = transition from standing to prone
; Crawl = moving while prone
; Up = transition from prone to standing
; FireProne = firing while prone
; Idle1 = idle animation sequence #1
; Idle2 = idle animation sequence #2
; Die1 = death animation when hit by gunfire
; Die2 = death animation when exploding
; Die3 = death animation when exploding (alternate)
; Die4 = death animation by concussion explosion
; Die5 = death animatino by fire
; Fly = [jumpjet] flying
; Hover = [jumpjet] hovering
; Tumble = [jumpjet] tumbling
; FireFly = [jumpjet] firing while flying


[DoggieSequence]
Ready=0,1,1
Guard=0,1,1
Prone=90,1,0
Walk=8,6,6
FireUp=56,4,4
Down=88,3,0
Crawl=0,0,0
Up=89,1,0
FireProne=0,0,0
Idle1=91,8,0,E
Idle2=91,8,0,E
Die1=99,10,0
Die2=99,10,0
Die3=99,10,0
Die4=99,10,0
Die5=109,10,0

[E1Sequence]
Ready=0,1,1
Guard=0,1,1
Prone=86,1,6
Walk=8,6,6
FireUp=164,6,6
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=212,6,6
Idle1=56,15,0,W
Idle2=71,14,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1

[MedicSequence]
Ready=0,1,1
Guard=0,1,1
Prone=86,1,6
Walk=8,6,6
FireUp=292,15,0
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=292,15,0
Idle1=56,15,0,W
Idle2=71,14,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1

[JumpjetSequence]
Ready=0,1,1
Guard=0,1,1
Prone=0,1,1
Walk=8,6,6
FireUp=164,6,6
Down=0,1,1
Crawl=8,6,6
Up=0,1,1
FireProne=164,6,6
Idle1=56,15,0,W
Idle2=71,15,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,0,0
Die4=0,0,0
Die5=0,0,0
Fly=292,6,6
Hover=340,6,6
FireFly=388,6,6
Tumble=436,15,0

[CyborgSequence]
Ready=0,1,1
Guard=0,1,1
Prone=110,1,9
Walk=8,9,9
FireUp=212,6,6
Down=0,1,1
Crawl=110,9,9
Up=0,1,1
FireProne=260,6,6
Idle1=80,15,0,W
Idle2=95,15,0,E
Die1=182,15,0
Die2=197,15,0
Die3=0,0,0
Die4=0,0,0
Die5=0,0,0


; *** Projectile Objects ***
; Projectiles sometimes need additional information regarding their
; imagery.

; Trailer = animation to spawn as the projectile moves [typically smoke] (def=none)
; Rotates = Does projectile have specific imagery according to facing (def=no)?
; Frames = number of image frames for animation purposes (def=1)
; AnimPalette = Does it use the animation palette palette (def=no)?
[120MM]

[PARABOMB]

[DRAGON]
Trailer=SMOKEY2
Rotates=yes

[MISLCHEM]
Trailer=SMOKEY2
Voxel=yes

[MISLMLTI]
Trailer=SMOKEY2
Voxel=yes

[TORPEDO]
AnimPalette=yes


; *** Animation Overlays ***
; These are the temporary animations overlays that are used for such
; effects as explosions, smoke, and fire.

; Theater = Is there theater specific art for this animation (def=no)?
; Normalized = Should the animation speed be adjusted to appear consistent (def=no)?
; Scorch = Does this animation scorch the ground [e.g., napalm does this] (def=no)?
; Flamer = Does this animation leave flames after it is gone [e.g., napalm] (def=no)?
; Crater = Does this form a crater [e.g., artillery does this] (def=no)?
; Sticky = Animation sticks to unit in square (def=no)?
; Surface = Is this animation at ground level (def=no)?
; Flat = Is animation flat on the ground [helps with drawing logic to know this] (def=no)?
; Translucent = Is this animation translucent in appearence (def=no)?
; Translucency = percent of translucency to use [25, 50, 75% only] (def=none)
; Damage = damage to apply per minute to attached object [if any] (def=0)
; Rate = desired animation frames per minute (def=900)
; Report = sound effect to play when this animation plays (def=none)
; Next = animation to spawn when this animation completes [fire uses this to get smaller over time] (def=none>
; DetailLevel = The detail level that the game must be set to for this animation to play (def=0, 2 is high detail).
; Start = Frame to start this animation from.
; UseNormalLight = Does this anim always draw at 100% brightness? (def=no)
; YSortAdjust = Fudge to apply when sorting this object in it's layer (def=0).
; AltPalette = Does it use an alternate drawing palette (def=no)?
;  <<< these values are needed if the animation loops >>>
;    LoopCount = number of times this animation loops before ending (def=0)?
;    LoopStart = beginning frame of loop [if animation loops]
;    LoopEnd = last frame of loop [if animation loops] (def=last frame of animation)
;  <<< values used only for wave-based animations
;    Angle = angle in degrees to use for the cone of effect (between 0 and 180 please)

[BEACON]
Surface=yes
LoopCount=100
Rate=60

[WAKE1]
Theater=yes
Flat=yes
Surface=yes
Translucent=yes
Rate=120
YSortAdjust=-64

[WAKE2]
Theater=yes
Flat=yes
Surface=yes
Translucent=yes
Rate=120
YSortAdjust=-64

[STEAMPUF]
Flat=yes
Surface=yes
Translucent=yes

[DROPPOD]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes
Translucent=yes

[DROPPOD2]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes
Translucent=yes

[DEATH_A]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes

[DEATH_B]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes

[DEATH_C]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes

[DEATH_D]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes

[DEATH_E]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes

[DEATH_F]
Rate=10
Flat=yes
DetailLevel=1
Surface=yes

[DBRIS1LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes
TrailerAnim=SMOKEY2
TrailerSeperation=2

[DBRIS1SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS2LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS2SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS3LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS3SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS4LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS4SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS5LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes
TrailerAnim=SMOKEY2
TrailerSeperation=2

[DBRIS5SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS6LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS6SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS7LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS7SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS8LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes
TrailerAnim=SMOKEY2
TrailerSeperation=2

[DBRIS8SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS9LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRIS9SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRS10LG]
Elasticity=0.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=80
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[DBRS10SM]
Elasticity=0.0
MaxXYVel=30.0
MinZVel=20.0
ExpireAnim=TWLT024
Damage=10
DamageRadius=50
Warhead=HE
LoopStart=0
LoopEnd=15
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes

[TREESPRD]
Normalized=yes

; Tesla Coil zap animation (infantry)
[ELECTRO]
Scorch=yes
Surface=yes
LoopEnd=3
LoopCount=5
Next=FIRE1
Report=ELECTRO1

; SAM site fire animation
[SAM-N]

[SAM-NE]

[SAM-NW]

[SAM-E]

[SAM-W]

[SAM-SW]

[SAM-SE]

[SAM-S]

[DIG]
Surface=yes

[INFDIE]
Normalized=yes
Surface=yes

[DIRTEXPL]
Normalized=yes
Surface=yes
Translucent=yes
Report=EXPDIRT1

;[PULSGRNL]
;Normalized=yes
;Surface=yes
;Translucent=yes

;[PULSGRNS]
;Normalized=yes
;Surface=yes
;Translucent=yes

;[PULSREDL]
;Normalized=yes
;Surface=yes
;Translucent=yes

;[PULSREDS]
;Normalized=yes
;Surface=yes
;Translucent=yes

;[PULSWHTL]
;Normalized=yes
;Surface=yes
;Translucent=yes

;[PULSWHTS]
;Normalized=yes
;Surface=yes
;Translucent=yes

[PULSEFX1]
Normalized=yes
Surface=yes
Translucent=yes
UseNormalLight=yes
;AltPalette=yes
;Translucency=50

[PULSEFX2]
Normalized=yes
Surface=yes
Translucent=yes
UseNormalLight=yes
;AltPalette=yes
;Translucency=50

[EMP_FX01]
Normalized=yes
Surface=yes
UseNormalLight=yes
LoopCount=-1

; smoke used as landing zone marker
[SMOKLAND]
Normalized=yes
Surface=yes
LoopStart=72
LoopEnd=91
LoopCount=255

[SGRYSMK1]
Rate=500
Normalized=yes
Translucent=yes

; small sticky fire
[BURN-S]
Surface=yes
Sticky=yes
Damage=.03
Rate=400
LoopStart=30
LoopEnd=62
LoopCount=4
UseNormalLight=yes
;Next=SMOKE_M
Translucency=25

; medium sticky fire
[BURN-M]
Surface=yes
Sticky=yes
Damage=.06
Rate=400
LoopStart=30
LoopEnd=62
LoopCount=4
Next=BURN-S
UseNormalLight=yes
Translucency=25

; large sticky fire
[BURN-L]
Surface=yes
Sticky=yes
Damage=.06
Rate=400
LoopStart=30
LoopEnd=62
LoopCount=4
Next=BURN-M
UseNormalLight=yes
Translucency=25

; parachute to attach to parachutists
[PARACH]
Rate=200
LoopStart=7
LoopCount=15

; parachute bomb
[PARABOMB]
Rate=200
LoopStart=7
LoopCount=15

[TWLT026]
Normalized=yes
Translucent=yes
Report=EXPNEW05
UseNormalLight=yes
Crater=yes
Scorch=yes

[TWLT036]
Normalized=yes
Translucent=yes
Report=EXPNEW06
UseNormalLight=yes
Crater=yes
Scorch=yes

[TWLT050]
Normalized=yes
Translucent=yes
Report=EXPNEW07
UseNormalLight=yes
Crater=yes
Scorch=yes

[TWLT070]
Normalized=yes
Translucent=yes
Report=EXPNEW09
UseNormalLight=yes
Crater=yes
Scorch=yes

[TWLT070T]
Image=TWLT070
Normalized=yes
Translucent=yes
TiberiumChainReaction=yes
Report=EXPNEW05
UseNormalLight=yes
Crater=yes
Scorch=yes

[TWLT100]
Normalized=yes
Translucent=yes
Report=EXPNEW10
UseNormalLight=yes
Crater=yes
Scorch=yes

[TWLT100I]
Image=TWLT100
Normalized=yes
Translucency=50
Report=EXPNEW11
UseNormalLight=yes

[RING1]
Translucent=yes
Rate=300
TranslucencyDetailLevel=1
Flat=true

[IONBEAM]
Translucent=yes
Rate=200
Tiled=yes
TranslucencyDetailLevel=1
Report=ION1

[S_BANG16]
Normalized=yes
Translucent=yes
Report=EXPNEW10
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BANG24]
Normalized=yes
Translucent=yes
Report=EXPNEW10
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BANG34]
Normalized=yes
Translucent=yes
Report=EXPNEW10
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BANG48]
Normalized=yes
Translucent=yes
Report=EXPNEW11
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BRNL20]
Normalized=yes
Translucent=yes
Report=EXPNEW12
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BRNL30]
Normalized=yes
Translucent=yes
Report=EXPNEW12
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BRNL40]
Normalized=yes
Translucent=yes
Report=EXPNEW12
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_BRNL58]
Normalized=yes
Translucent=yes
Report=EXPNEW12
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_CLSN16]
Normalized=yes
Translucent=yes
Report=EXPNEW14
UseNormalLight=yes
Crater=yes

[S_CLSN22]
Normalized=yes
Translucent=yes
Report=EXPNEW14
UseNormalLight=yes
Crater=yes

[S_CLSN30]
Normalized=yes
Translucent=yes
Report=EXPNEW14
UseNormalLight=yes
Crater=yes

[S_CLSN42]
Normalized=yes
Translucent=yes
Report=EXPNEW14
UseNormalLight=yes
Crater=yes

[S_CLSN58]
Normalized=yes
Translucent=yes
Report=EXPNEW14
UseNormalLight=yes
Crater=yes

[S_TUMU22]
Normalized=yes
Translucent=yes
Report=EXPNEW15
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_TUMU30]
Normalized=yes
Translucent=yes
Report=EXPNEW15
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_TUMU42]
Normalized=yes
Translucent=yes
Report=EXPNEW15
UseNormalLight=yes
Crater=yes
Scorch=yes

[S_TUMU60]
Normalized=yes
Translucent=yes
Report=EXPNEW15
UseNormalLight=yes
Crater=yes
Scorch=yes

; smoke puff used by rockets
[SMOKEY]
Translucent=yes

[SMOKEY2]
Translucent=yes

; small arms fire piff (single shot)
[PIFF]
;Normalized=yes
;Theater=yes
;Translucent=yes

; small arms fire piff (multiple shots)
[PIFFPIFF]
;Theater=yes
;Normalized=yes
;Translucent=yes

; small flames
[FIRE3]
Surface=yes
Damage=.003
LoopCount=5
Rate=450
UseNormalLight=yes
Translucency=50

; medium flames
[FIRE1]
Scorch=yes
Surface=yes
Damage=.006
Rate=450
LoopCount=4
UseNormalLight=yes
Translucency=50
Next=FIRE2

; medium flames
[FIRE2]
Scorch=yes
Surface=yes
Damage=.006
Rate=450
LoopCount=6
UseNormalLight=yes
Translucency=50
Next=FIRE3

; tiny flames
[FIRE4]
Surface=yes
Damage=.002
LoopCount=3
UseNormalLight=yes
Translucency=25

; muzzle flash
[GUNFIRE]
Surface=yes
Translucent=yes

[XGRYSML1]
Translucent=yes
Report=EXPNEW13

[XGRYSML2]
Translucent=yes
Report=EXPNEW13

[XGRYMED1]
Translucent=yes
Report=EXPNEW15

[XGRYMED2]
Translucent=yes
Report=EXPNEW12

[EXPLOLRG]
Translucent=yes
UseNormalLight=yes
Report=EXPNEW09
Crater=yes
Scorch=yes

[PODRING]
Translucent=yes
Flat=yes

[CLDRNGL1]
Surface=yes
Flat=yes

[CLDRNGL2]
Surface=yes
Flat=yes

[CLDRNGMD]
Surface=yes
Flat=yes

[CLDRNGSM]
Surface=yes
Flat=yes

[DROPEXP]
Surface=yes
Translucent=yes

[INVISO]
Surface=yes
Damage=1

[EXPLOMED]
Translucent=yes
UseNormalLight=yes
Report=EXPNEW12
Crater=yes
Scorch=yes

[EXPLOSML]
Translucent=yes
UseNormalLight=yes
Report=EXPNEW13
Crater=yes
Scorch=yes

; minigun fire flashes
[MGUN-N]

[MGUN-NE]

[MGUN-E]

[MGUN-SE]

[MGUN-S]

[MGUN-SW]

[MGUN-W]

[MGUN-NW]

; Armor bonus
[ARMOR]
Normalized=yes
Rate=400

; Money bonus
[MONEY]
Normalized=yes
Rate=400

; Firepower bonus crate animation
[FIREPOWR]
Normalized=yes
Rate=400

[VETERAN]
Normalized=yes
Rate=400

[REVEAL]
Normalized=yes
Rate=400

[SHROUDX]
Normalized=yes
Rate=400

[MLTIMISL]
Normalized=yes
Rate=400

[HEALONE]
Normalized=yes
Rate=400

[HEALALL]
Normalized=yes
Rate=400

[CHEMISLE]
Normalized=yes
Rate=400

[CLOAK]
Normalized=yes
Rate=400

; twinkle animation
[TWINKLE1]
Normalized=yes
LoopCount=5

[TWINKLE2]
Normalized=yes
LoopCount=7

[TWINKLE3]
Normalized=yes
LoopCount=3

; large water explosion
[H2O_EXP1]
Normalized=yes
Surface=yes
AltPalette=yes
Translucency=50
Report=SSPLASH1
YDrawOffset=-18

; medium water explosion
[H2O_EXP2]
Normalized=yes
Surface=yes
AltPalette=yes
Translucency=50
Report=SSPLASH2
YDrawOffset=-10

; small water explosion
[H2O_EXP3]
Normalized=yes
Surface=yes
AltPalette=yes
Translucency=50
Report=SSPLASH3
YDrawOffset=-8

; expanding fire ring
[RING]
Normalized=yes
Translucent=yes

; Power plant active animation
[GAPOWR_A]
Image=GAPOWR_A
Normalized=yes
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=220
DetailLevel=1

; Power plant active animation
[GAPOWR_AD]
Image=GAPOWR_A
Normalized=yes
;NewTheater=yes
Surface=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=220
DetailLevel=1

; Power plant power-up animations
[GAPOWR_B]
Cameo=TURBICON
Image=GAPOWR_B
NewTheater=yes
Normalized=yes
Surface=yes
LoopEnd=12
LoopCount=-1
Rate=220

; NOD Power plant active animation
[NAPOWR_A]
Image=NAPOWR_A
Normalized=yes
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=200
DetailLevel=1

; NOD Power plant damaged active animation
[NAPOWR_AD]
Image=NAPOWR_A
Normalized=yes
;NewTheater=yes
Surface=yes
LoopStart=9
LoopEnd=17
LoopCount=-1
Rate=220
DetailLevel=1

; NOD Advanced power plant active animation
[NAAPWR_A]
Image=NAAPWR_A
Normalized=yes
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
DetailLevel=1

; NOD Advanced power plant damaged active animation
[NAAPWR_AD]
Image=NAAPWR_A
Normalized=yes
;NewTheater=yes
Surface=yes
LoopStart=9
LoopEnd=17
LoopCount=-1
Rate=220
DetailLevel=1

; Civilian Hospital
[CAHOSP_A]
Image=CAHOSP_A
Normalized=yes
NewTheater=yes
Surface=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
DetailLevel=3
DemandLoad=true

; Civilian Armory
[CAARMR_A]
Image=CAARMR_A
Normalized=yes
NewTheater=yes
Surface=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=350
DetailLevel=3
DemandLoad=true

[NARADR_A]
Image=NARADR_A
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=220
Surface=yes

[NARADR_AD]
Image=NARADR_A
;NewTheater=yes
Normalized=yes
Start=24
LoopStart=24
LoopEnd=48
LoopCount=-1
Rate=180
Surface=yes

[GARADR_A]
Image=GARADR_A
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Surface=yes
PingPong=yes

[GARADR_AD]
Image=GARADR_A
;NewTheater=yes
Normalized=yes
LoopStart=15
LoopEnd=29
LoopCount=-1
Rate=180
Surface=yes
PingPong=yes

[GAPLUG_A]
Image=GAPLUG_A
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=20
LoopCount=-1
Rate=220
Surface=yes

[GAPLUG_B]
Image=GAPLUG_B
NewTheater=yes
Normalized=yes
Start=0
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=220
Surface=yes
PingPong=no

[GAPLUG_BD]
Image=GAPLUG_B
;NewTheater=yes
Normalized=yes
Start=10
LoopStart=10
LoopEnd=20
LoopCount=-1
Rate=180
Surface=yes
PingPong=yes

[GAPLUG_C]
Image=GAPLUG_C
NewTheater=yes
Normalized=yes
Start=0
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Surface=yes
PingPong=no

[GAPLUG_D]
Image=GAPLUG_D
NewTheater=yes
Cameo=RAD1ICON
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Surface=yes

[GAPLUG_E]
Image=GAPLUG_E
NewTheater=yes
Cameo=RAD2ICON
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Surface=yes

[GAPLUG_F]
Image=GAPLUG_F
NewTheater=yes
Cameo=RAD3ICON
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Surface=yes
PingPong=yes

[GAPILE_A]
Image=GAPILE_A
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=300
Surface=yes
DetailLevel=1

[GAPILE_B]
Image=GAPILE_B
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=300
Surface=yes
DetailLevel=1

[GAPILE_C]
Image=GAPILE_C
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=6
LoopCount=-1
Rate=220
Surface=yes

[GAPILE_CD]
Image=GAPILE_C
Normalized=yes
;NewTheater=yes
LoopStart=7
LoopEnd=14
LoopCount=-1
Rate=180
Surface=yes

[GAWEAP_A]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1

[GAWEAP_B]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1

[GAWEAP_C]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=800
Surface=yes
DetailLevel=1

[NAPULS_A]
LoopStart=0
NewTheater=yes
LoopEnd=64
LoopCount=-1
Rate=0
Surface=yes

[GACTWR_A]
LoopStart=1
LoopEnd=6
NewTheater=yes
LoopCount=-1
Rate=220
Surface=yes
Normalized=yes
DetailLevel=1

; Component tower double gun turret
[GACTWR_B]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes

; Component tower rocket launcher
[GACTWR_C]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes

; Component tower SAM
[GACTWR_D]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes

; Active animation for stealth generator
[NASTLH_A]
Image=NASTLH_A
Normalized=yes
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=350
Surface=yes
PingPong=yes
NewTheater=yes
DetailLevel=1

; Damaged active animation for stealth generator
[NASTLH_AD]
Image=NASTLH_A
Normalized=yes
LoopStart=4
LoopEnd=7
LoopCount=-1
Rate=220
Surface=yes
PingPong=yes
;NewTheater=yes
DetailLevel=1

; Active animation for construction yard
[GACNST_A]
Image=GACNST_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Damaged active animation for construction yard
[GACNST_AD]
Image=GACNST_A
Normalized=yes
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

; Third active animation for construction yard
[GACNST_B]
Image=GACNST_B
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Second active animation for construction yard.
[GACNST_C]
Image=GACNST_C
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Damaged second active animation for construction yard.
[GACNST_CD]
Image=GACNST_C
Normalized=yes
LoopStart=15
LoopEnd=29
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

; Production anim for construction yard
[GACNST_D]
Image=GACNST_D
Normalized=yes
LoopStart=0
LoopEnd=19
LoopCount=1
Rate=350
Surface=yes
NewTheater=yes
;Report=FACBLD1

; Active animation for hand of nod
[NAHAND_A]
Image=NAHAND_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Second active animation for hand of nod
[NAHAND_B]
Image=NAHAND_B
Normalized=yes
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Second active animation for hand of nod - damaged version
[NAHAND_BD]
Image=NAHAND_B
Normalized=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

; Active animation for Temple of NOD
[NATMPL_A]
Image=NATMPL_A
Normalized=yes
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

; Active animation for NOD Pyramid
[NTPYRA_A]
Image=NTPYRA_A
Normalized=yes
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

; Damaged active animation for NOD Pyramid
[NTPYRA_AD]
Image=NTPYRA_A
Normalized=yes
LoopStart=16
LoopEnd=32
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes

; Active animation for NOD Montauk
[NAMNTK_A]
Image=NAMNTK_A
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DemandLoad=true

; Active animation for GDI Kodiak
[GAKODK_A]
Image=GAKODK_A
Normalized=yes
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DemandLoad=true

; Damaged active animation for GDI Kodiak
[GAKODK_AD]
Image=GAKODK_A
Normalized=yes
LoopStart=13
LoopEnd=24
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes
DemandLoad=true

; Second active animation for GDI Kodiak
[GAKODK_B]
Image=GAKODK_B
Normalized=yes
LoopStart=0
LoopEnd=22
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DemandLoad=true

; Third active animation for GDI Kodiak
[GAKODK_C]
Image=GAKODK_C
Normalized=yes
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DemandLoad=true

; Third damaged active animation for GDI Kodiak. This is a placeholder and just stops the non-damaged anim from playing
[GAKODK_CD]
Image=GAKODK_C
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=0
Rate=220
Surface=yes
DemandLoad=true

; Animation of tiberium leaving harvester and entering refinery
[NAREFN_A]
Image=NAREFN_A
Normalized=yes
LoopStart=0
LoopEnd=4
LoopCount=1
Rate=200
Surface=yes
NewTheater=yes

; NAREFN_A but backwards
[NAREFN_AR]
Image=NAREFN_A
Normalized=yes
LoopStart=0
LoopEnd=4
LoopCount=1
Reverse=yes
Rate=200
Surface=yes
;NewTheater=yes

; Active animation for refinery
[NAREFN_C]
Image=NAREFN_C
Normalized=yes
LoopStart=0
LoopEnd=16
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

; Active animation for refinery. Fire ball.
[NAREFN_B]
Image=NAREFN_B
Normalized=yes
LoopStart=0
LoopEnd=20
LoopCount=-1
Rate=350
Surface=yes
RandomLoopDelay=10,300
NewTheater=yes
DetailLevel=1
ShouldUseCellDrawer=false
;Translucency=50
Translucent=yes
UseNormalLight=yes

; Active animation for helipad.
[GAHPAD_A]
Image=GAHPAD_A
Normalized=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Damaged active animation for helipad.
[GAHPAD_AD]
Image=GAHPAD_A
Normalized=yes
LoopStart=8
LoopEnd=15
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

; Active animation for Nod helipad.
[NAHPAD_A]
Image=NAHPAD_A
Normalized=yes
LoopStart=0
LoopEnd=45
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Damaged active animation for Nod helipad.
[NAHPAD_AD]
Image=NAHPAD_A
Normalized=yes
LoopStart=46
LoopEnd=91
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

; Repair bay active animation
[GADEPT_A]
Image=GADEPT_A
Normalized=yes
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

; Damaged repair bay active animation
[GADEPT_AD]
Image=GADEPT_A
Normalized=yes
LoopStart=5
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
;NewTheater=yes
DetailLevel=1

; Repair bay active animation
[GADEPT_B]
Image=GADEPT_B
Normalized=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes
DetailLevel=1

; Repair bay working animation
[GADEPT_D]
Image=GADEPT_D
Normalized=yes
LoopStart=0
LoopEnd=6
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

; Damaged repair bay working animation
[GADEPT_DD]
Image=GADEPT_D
Normalized=yes
LoopStart=7
LoopEnd=13
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes

; Repair bay arm extending.
[GADEPT_C1]
Image=GADEPT_C
Normalized=yes
Start=0
End=5
Rate=400
NewTheater=yes
Surface=no

; Repair bay arm working
[GADEPT_C2]
Image=GADEPT_C
Normalized=yes
Start=5
LoopStart=5
LoopEnd=10
LoopCount=-1
Rate=400
Surface=no
NewTheater=yes

; Repair bay arm retracting
[GADEPT_C3]
Image=GADEPT_C
Normalized=yes
Start=11
End=16
Rate=400
Surface=no
NewTheater=yes

[GATECH_A]
Image=GATECH_A
Normalized=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes
DetailLevel=1

[GATECH_AD]
Image=GATECH_A
Normalized=yes
LoopStart=80
LoopEnd=15
LoopCount=-1
Rate=190
Surface=yes
;NewTheater=yes
DetailLevel=1

[NATECH_A]
Image=NATECH_A
Normalized=yes
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

;[GADROP_A]
;Image=GADROP_A
;Normalized=yes
;LoopStart=0
;LoopEnd=19
;LoopCount=-1
;Rate=350
;Surface=yes
;NewTheater=yes

;[GADROP_B]
;Image=GADROP_B
;Normalized=yes
;LoopStart=0
;LoopEnd=19
;LoopCount=-1
;Rate=350
;Surface=yes
;NewTheater=yes

;[GADROP_BD]
;Image=GADROP_B
;Normalized=yes
;LoopStart=20
;LoopEnd=39
;LoopCount=-1
;Rate=220
;Surface=yes
;NewTheater=yes

[NAWAST_A]
Image=NAWAST_A
Normalized=yes
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

[NAWAST_AD]
Image=NAWAST_A
Normalized=yes
LoopStart=20
LoopEnd=39
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

[NAWAST_B]
Image=NAWAST_B
Normalized=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

[NAWAST_BD]
Image=NAWAST_B
Normalized=yes
LoopStart=8
LoopEnd=15
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

[NAOBEL_A]
Image=NAOBEL_A
Normalized=yes
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

; Obelisk charging animation.
[NAOBEL_B]
Image=NAOBEL_B
Normalized=yes
Rate=0
Surface=yes
NewTheater=yes

; Missile silo launch anim
[NAMISL_A]
Image=NAMISL_A
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

; Damaged missile silo launch anim
[NAMISL_AD]
Image=NAMISL_A
Normalized=yes
LoopStart=11
LoopEnd=21
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes

[NAMISL_B]
Image=NAMISL_B
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes

[NAMISL_BD]
Image=NAMISL_B
Normalized=yes
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=220
;NewTheater=yes
Surface=yes

[GAFIRE_B]
Image=GAFIRE_B
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=500
Surface=yes
NewTheater=yes

[GAFIRE_C]
Image=GAFIRE_C
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes

[NAPOST_A]
Image=NAPOST_A
Normalized=yes
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes
DetailLevel=1

[NAPOST_AD]
Image=NAPOST_A
Normalized=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=150
Surface=yes
;NewTheater=yes
DetailLevel=1

[NAPOST_B]
Image=NAPOST_B
Normalized=yes
LoopStart=0
LoopEnd=13
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes
DetailLevel=1

; Waterfall animation
[WA01X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WA02X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WA03X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WA04X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WB01X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WB02X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WB03X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WB04X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true


; Waterfall animation
[WC01X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WC02X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WC03X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WC04X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true


; Waterfall animation
[WD01X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WD02X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WD03X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Waterfall animation
[WD04X]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true

; Crashed scrin fighter/UFO
;[UFO]
;Theater=yes
;Normalized=yes
;LoopStart=0
;LoopEnd=0
;LoopCount=-1
;Rate=0
;Flat=yes
;DetailLevel=0
;DemandLoad=true

; Tiberium silo fill animation
[GASILO_A]
Image=GASILO_A
Normalized=yes
Rate=0
Surface=yes
NewTheater=yes

[GASILO_AD]
Image=GASILO_A
Normalized=yes
Rate=0
Surface=yes
;NewTheater=yes

; Tiberium silo active animation
[GASILO_B]
Image=GASILO_B
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

[GASILO_BD]
Image=GASILO_B
Normalized=yes
LoopStart=16
LoopEnd=31
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

[GASPOT_A]
Image=GASPOT_A
Normalized=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

[GASPOT_AD]
Image=GASPOT_A
Normalized=yes
LoopStart=8
LoopEnd=15
LoopCount=-1
Rate=220
Surface=yes
;NewTheater=yes
DetailLevel=1

[CTDAM_A]
Image=CTDAM_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
DemandLoad=true

[CTDAM_AD]
Image=CTDAM_A
Normalized=yes
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=220
Surface=yes
NewTheater=yes
DetailLevel=1
DemandLoad=true

[CTDAM_B]
Image=CTDAM_B
Normalized=yes
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
DemandLoad=true

[CTDAM_BD]
Image=CTDAM_B
Normalized=yes
LoopStart=8
LoopEnd=16
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1
DemandLoad=true


; Tunnel roof
[TUNTOP01]
Theater=yes
Normalized=yes
Surface=yes
YSortAdjust=1000
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DetailLevel=0
DemandLoad=true
ShouldFogRemove=false

; Tunnel roof
[TUNTOP02]
Theater=yes
Surface=yes
YSortAdjust=1000
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DetailLevel=0
DemandLoad=true
ShouldFogRemove=false

; Tunnel roof
[TUNTOP03]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DetailLevel=0
DemandLoad=true
ShouldFogRemove=false

; Tunnel roof
[TUNTOP04]
Theater=yes
Normalized=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DetailLevel=0
DemandLoad=true
ShouldFogRemove=false

; Larger meteor
[METLARGE]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=5000000
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI
SpawnCount=5
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1

; Small meteor
[METSMALL]
Elasticity=0.0
MinZVel=-50.0
MaxXYVel=100.0
ExpireAnim=TWLT100
Damage=5000000
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
IsTiberium=true
Spawns=METDEBRI
SpawnCount=7
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=METSTRAL
TrailerSeperation=1
Report=METEOR2

; Meteor impact debris
[METDEBRI]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT070
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
;TiberiumRadius=1
TiberiumSpawnType=TIB01
Report=METHIT1

;Meteor smoke trail
[METSTRAL]
LoopStart=0
LoopEnd=8
LoopCount=1
Rate=600
DetailLevel=1
Next=SMOKEY

; Meteor trail
[METLTRAL]
LoopStart=0
LoopEnd=8
LoopCount=1
Rate=600
DetailLevel=1
Next=SMOKEY

[CRYSTAL1]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT026
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=0
TiberiumSpawnType=TIB2_01

[CRYSTAL2]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT026
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=0
TiberiumSpawnType=TIB2_01

[CRYSTAL3]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT026
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=0
TiberiumSpawnType=TIB2_01

[CRYSTAL4]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT026
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
Theater=yes
TiberiumSpreadRadius=0
TiberiumSpawnType=TIB2_01
AnimLow=0
AnimHigh=14
Voxel=no

[BIGBLUE]
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=150,250
Theater=yes
IsAnimatedTiberium=yes
Surface=yes
YDrawOffset=-50

[FLAMEGUY]
IsFlamingGuy=true
RunningFrames=6
LoopCount=1
Rate=500

; This is a tricky one. It's an animation AND a projectile all in the same section
; The anim stuff is first then the projectile stuff.
[PULSBALL]
Start=0
End=8
LoopCount=1
Rate=220
DetailLevel=0
AnimPalette=yes
AnimLow = 8
AnimHigh = 22
AnimRate = 1

; Deployable sensor array
[GADPSA_A]
Normalized=yes
Rate=220
Surface=yes
NewTheater=yes
LoopCount=-1

; Deployable ICBM launcher
[GAICBM_A]
Rate=0
Surface=yes
NewTheater=yes
LoopCount=-1

; Civilian array
[CAARAY_A]
Image=CAARAY_A
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=0

[CAARAY_B]
Image=CAARAY_B
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=0

[CAARAY_C]
Image=CAARAY_C
Normalized=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=2

[CAARAY_CD]
Image=CAARAY_C
Normalized=yes
LoopStart=16
LoopEnd=31
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=2

[CAARAY_D]
Image=CAARAY_D
Normalized=yes
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=2

[CAARAY_DD]
Image=CAARAY_D
Normalized=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=2

[CARYLAND]
Image=PODRING
Normalized=no
Rate=900
Surface=yes
DetailLevel=1
Translucent=yes
Flat=yes
;NormalZAdjust=1
YSortAdjust=-2000

[DROPLAND]
Image=PODRING
Normalized=no
Rate=180
Surface=yes
DetailLevel=1
Translucent=yes
Flat=yes
;NormalZAdjust=1
YSortAdjust=-200


; *** Movies ***
; Each of the movies allowed in the game will be listed
; here.
[Movies]
1=CAP_TRAT
2=COUP
3=VEGAWIN
4=DISKDEST
5=INTRO
6=GDI_M02
7=GDI_M03
8=GDI_M04
9=GDI_M05
10=GDI_M06
11=GDI_M07
12=GDI_M08
13=GDI_M09A
14=GDI_M09B
15=GDI_M09C
16=GDI_M10A
17=GDIM09CW
18=GDI_M11
19=GDI_M12A
20=HIDESEEK
21=ICESKATE
22=MECHATAK
23=EVA
24=NOD_M02
25=NOD_M03
26=NOD_M04
27=NOD_M06
28=NOWCNOT
29=ORCASTRK
30=PODASSLT
31=RETRBTN
32=TENEVICT
33=TRAINROB
34=NOD06ABW
35=EMPULSE
36=NOD_M09
37=STARTUP
38=ICBMLNCH
39=BEACHEAD
40=GDI_FINL
41=NOD_M05
42=GENNODL1
43=GDIM09D1
44=GDI01_SB
45=GDI02_SB
46=GDI03_SB
47=NOD_M07
48=NOD_M08
49=NOD_M10
50=NOD_M11
51=NOD_M12
52=NOD_FINL
53=NOD01_SB
54=NOD02_SB
55=GENWIN01
56=UFOGUARD
57=WWLOGO
58=KILL_GDI
59=KILLMECH
60=UNSTPBLE
61=N_LOGO_W
62=N_LOGO_L
63=NOD_FLAG
64=GDI_LOGO
65=GDI_FLAG
66=DAMBREAK
