fb4:
	idle:
		Length: 4

fire:
	1: fire1
		Length: *
		Offset: 0,-3
		ZOffset: 1023
	2: fire2
		Length: *
		Offset: 0,-3
		ZOffset: 1023

120mm:
	idle:

smoke_m:
	idle:
		Length: *
		Offset: 2, -5
		ZOffset: 512
	loop:
		Start: 49
		Length: 42
		Offset: 2, -5
		ZOffset: 512
	end:
		Length: 26
		Offset: 2, -5
		ZOffset: 512

laserfire:
	idle:veh-hit3
		Length: *

dragon:
	idle:
		Facings: 32

smokey:
	idle:
		Length: *

bomb:
	idle:
		Length: *

missile:
	idle:
		Facings: 32

patriot:
	idle:
		Facings: 32

explosion:
	nuke_explosion: atomsfx
		Length: *
	piff: piff
		Length: *
	piffs: piffpiff
		Length: *
	chemball: chemball		#same size as small_napalm, but bright green.
		Length: *
	small_napalm: napalm1		#not used by much. currently used for flamethrower.
		Length: *
	med_napalm: napalm2		#explosion for bomblets
		Length: *
	big_napalm: napalm3		#huge; not used. (SSM used this explosion in C&C Gold?)
		Length: *
	small_frag: veh-hit3		#the most common weapon-hit explosion. For rockets, tank shells, etc. 
		Length: *
	med_frag: frag1			#fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?)
		Length: *
	big_frag: frag3			#Same as med_frag, except fire hangs around longer.
		Length: *
	small_poof: veh-hit2		#for Grenades; tower missiles; boat missiles; APC AA gun.
		Length: *
	poof: art-exp1			#For UnitExplode (artillery); artillery shell hit; GrenadierExplode, 
		Length: *
	small_building: veh-hit1	#like "building' explosion, but much smaller. (Used for heli-explosion in C&C Gold?)
		Length: *
	building: fball1		#Large explosion, for when a building explodes. 
		Length: *

rank:
	rank:
		Length: *

rallypoint:
	flag:flagfly
		Length: *
		Offset: 10,-5
	circles:fpls
		Length: *

beacon:
	arrow: mouse2
		Start: 5
		Offset: 1,-12
	circles: fpls
		Length: *
	airstrike: bombicon
		Offset: 0,-42
	atomic: atomicon
		Offset: 0,-42
	clock: beaconclock
		Length: *
		Offset: 0,-42

select:
	repair:
		Start: 2

allyrepair:
	repair:
		Length: *
		Tick: 160

crate:
	idle:
		ZOffset: -511

xcratea:
	idle: xcrate
		ZOffset: -511

xcrateb:
	idle: xcrate
		Start: 1
		ZOffset: -511

xcratec:
	idle: xcrate
		Start: 2
		ZOffset: -511

xcrated:
	idle: xcrate
		Start: 3
		ZOffset: -511

crate-effects:
	airstrike: deviator
		Length: *
	nuke: missile2
		Length: *
	dollar: dollar
		Length: *
	reveal-map: radarcrate
		Length: *
	hide-map: empulse
		Length: *
	heal: healcrate
		Length: *
	mine: mine
		Length: *
	redskull: rapid
		Length: *
	cloak: cloakcrate
		Length: *
	levelup: levelup
		Length: *
		Tick: 200
	firepowerup: firepowercrate
		Length: *
	armorup: armorcrate
		Length: *
	speedup: speedcrate
		Length: *

atomicup:
	idle:
		Length: *

atomicdn:
	idle:
		Length: *

atomic:
	up: atomicup
		Length: *
	down: atomicdn
		Length: *

ionsfx:
	idle:
		Length: *
		Offset: 0, -78
		ZOffset: 1

bomblet:
	idle:
		Length: *

mpspawn:
	idle:
		Length: *

waypoint:
	idle:
		Length: *

clock:
	idle: hclock
		Length: *
pips:
	pip-empty:
	pip-green:
		Start: 1
	pip-yellow:
		Start: 2
	pip-gray:
		Start: 3
	pip-red:
		Start: 4
	pip-blue:
		Start: 5
	groups: pdigits
		Length: *

overlay:
	build-valid-desert:
	build-valid-snow:
		Start: 2
	build-valid-temperat:
	build-valid-winter:
	build-valid-jungle:
	build-invalid:
		Start: 1
	target-select:
		Start: 3
	target-valid-desert:
	target-valid-snow:
		Start: 2
	target-valid-temperat:
	target-valid-winter:
	target-valid-jungle:
	target-invalid:
		Start: 1

poweroff:
	offline:
		Length: *
		Tick: 160

icon:
	airstrike: bombicnh.tem
		AddExtension: False
	ioncannon: ionicnh.tem
		AddExtension: False
	abomb: atomicnh.tem
		AddExtension: False

moveflsh:
	idle:
		Length: *
		Tick: 80

resources:
	Defaults:
		UseTilesetExtension: true
		Length: *
	ti1: ti1
	ti2: ti2
	ti3: ti3
	ti4: ti4
	ti5: ti5
	ti6: ti6
	ti7: ti7
	ti8: ti8
	ti9: ti9
	ti10: ti10
	ti11: ti11
	ti12: ti12
	bti1: rtib1
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti2: rtib2
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti3: rtib3
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti4: rtib4
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti5: rtib5
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti6: rtib6
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti7: rtib7
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti8: rtib8
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti9: rtib9
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti10: rtib10
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti11: rtib11
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT
	bti12: rtib12
		TilesetOverrides:
			WINTER: TEMPERAT
			JUNGLE: TEMPERAT
			SNOW: TEMPERAT

shroud:
	Defaults:
		Length: 12
	typea: shadow
	typeb: shadow
		Start: 12
	typec: shadow
		Start: 24
	typed: shadow
		Start: 36
	full: fullshroud
		Length: 1

# Note: The order of smudges and craters determines
# the index that is mapped to them in maps
scorches:
	Defaults:
		UseTilesetExtension: true
		Length: *
	sc1: sc1
	sc2: sc2
	sc3: sc3
	sc4: sc4
	sc5: sc5
	sc6: sc6

craters:
	Defaults:
		UseTilesetExtension: true
		Length: *
	cr1: cr1
	cr2: cr2
	cr3: cr3
	cr4: cr4
	cr5: cr5
	cr6: cr6

smokland:
	open:
		Length: 60
		Tick: 120
		ZOffset: 1023
	idle:
		Start: 60
		Length: 32
		Tick: 120
		ZOffset: 1023