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art.ini
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art.ini
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; 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
;[FTNK]
;Voxel=yes
;Remapable=yes
;PrimaryFireFLH=175,30,0
[MMCH]
;Image=MMECH
Voxel=no
Remapable=yes
Cameo=MMCHICON
PrimaryFireFLH=20,-50,100
;UseTurretShadow=yes
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