<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

	<ThingDef ParentName="BuildingBase" Name="GDIWall">
		<defName>GDIWall</defName>
		<label>GDI wall</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<description>An impassable wall, reinforced by GDI engineers.</description>
		<graphicData>
			<texPath>things/building/GDI/Defense/Wall_GDI</texPath>
			<graphicClass>Graphic_single</graphicClass>
			<linkType>CornerFiller</linkType>
			<linkFlags>
				<li>Wall</li>
				<li>Rock</li>
			</linkFlags>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
				<edgeTop>Damage/Edge</edgeTop>
				<edgeBot>Damage/Edge</edgeBot>
				<edgeLeft>Damage/Edge</edgeLeft>
				<edgeRight>Damage/Edge</edgeRight>
			</damageData>
		</graphicData>
		<costList>
			<GDI_ReinforcedPlate>2</GDI_ReinforcedPlate>
		</costList>
		<blueprintGraphicData>
			<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
		</blueprintGraphicData>
		<uiIconPath>things/building/GDI/Defense/Wall_GDI_Icon</uiIconPath>
		<statBases>
			<MaxHitPoints>1200</MaxHitPoints>
			<WorkToBuild>150</WorkToBuild>
			<Flammability>0.0</Flammability>
		</statBases>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<altitudeLayer>Building</altitudeLayer>
		<passability>Impassable</passability>
		<blockWind>true</blockWind>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>1</fillPercent>
		<coversFloor>true</coversFloor>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<tickerType>Never</tickerType>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<holdsRoof>true</holdsRoof>
		<designationCategory>Tiberium</designationCategory>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<blockLight>true</blockLight>
		<canOverlapZones>false</canOverlapZones>
		<building>
			<isInert>true</isInert>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<researchPrerequisites>
		  <li>GDIResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="DoorBase">
		<defName>GDI_Door</defName>
		<label>GDI door</label>
		<description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
		<statBases>
			<WorkToBuild>850</WorkToBuild>
		</statBases>
		<graphicData>
			<texPath>things/building/GDI/Defense/Door_GDI</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<damageData>
				<enabled>false</enabled>
				</damageData>
		</graphicData>
		<costList>
			<GDI_ReinforcedPlate>2</GDI_ReinforcedPlate>
		</costList>
		<uiIconPath>things/building/GDI/Defense/Door_GDI_icon</uiIconPath>
		<designationCategory>Tiberium</designationCategory>
		<researchPrerequisites>
			<li>GDIResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>

	<ThingDef ParentName="DoorBase">
		<defName>GDI_Autodoor</defName>
		<label>GDI autodoor</label>
		<description>Divides rooms. Powered operation allows people to move through the door without slowing down.</description>
		<statBases>
		<WorkToBuild>1100</WorkToBuild>
		</statBases>
		<graphicData>
		<texPath>things/building/GDI/Defense/AutoDoor_GDI</texPath>
		<graphicClass>Graphic_Single</graphicClass>
		<damageData>
		<enabled>false</enabled>
		</damageData>
		</graphicData>
		<uiIconPath>things/building/GDI/Defense/AutoDoor_GDI_icon</uiIconPath>
		<costList>
			<GDI_ReinforcedPlate>3</GDI_ReinforcedPlate>
			<Component>2</Component>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>50</basePowerConsumption>
			</li>
			<li Class="CompProperties_Breakdownable"/>
				<li Class="CompProperties_Glower">
				<glowRadius>2</glowRadius>
				<glowColor>(200,200,255)</glowColor>
			</li>
		</comps>
		<designationCategory>Tiberium</designationCategory>
		<researchPrerequisites>
			<li>Autodoors</li>
			<li>GDIResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>
	
	<!-- Watch Tower -->
	
	<ThingDef ParentName="BuildingBase">
		<defName>GDISecurity_WatchTower</defName>
		<label>Watch tower</label>
		<thingClass>Building_TurretGun</thingClass>
		<size>(2,2)</size>
		<graphicData>
			<texPath>things/building/GDI/Defense/WatchTower/WatchTower_base</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
			<damageData>
				<rect>(0.2,0.2,0.6,0.6)</rect>
			</damageData>
		</graphicData>
		<uiIconPath>things/building/GDI/Defense/WatchTower/WatchTower_Turret</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<stealable>false</stealable>
		<rotatable>false</rotatable>
		<statBases>
			<MaxHitPoints>450</MaxHitPoints>
			<Flammability>0.50</Flammability>
			<WorkToBuild>4500</WorkToBuild>
			<Mass>250</Mass>
			<Beauty>-50</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>2</explosiveRadius>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.6</chanceNeverExplodeFromDamage>
			</li>
			<li Class="CompProperties_Forbiddable"/>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>200</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<description>A GDI watch tower, fires automatically upon enemies.</description>
		<passability>PassThroughOnly</passability>
		<pathCost>50</pathCost>
		<fillPercent>0.4</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<costList>
			<GDI_ReinforcedPlate>10</GDI_ReinforcedPlate>
			<Component>7</Component>
		</costList>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<specialDisplayRadius>30</specialDisplayRadius>
		<building>
			<ai_combatDangerous>false</ai_combatDangerous>
			<turretGunDef>Gun_WatchTower</turretGunDef>
			<turretBurstCooldownTime>3</turretBurstCooldownTime>
			<turretTopgraphicPath>things/building/GDI/Defense/WatchTower/WatchTower_Turret</turretTopgraphicPath>
		</building>
		<researchPrerequisites>
			<li>GunTurrets</li>
			<li>GDIResearch_Security</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BaseHumanGun">
		<defName>Gun_WatchTower</defName>
		<label>watchtower gun</label>
		<graphicData>
			<texPath>things/building/GDI/Defense/WatchTower/WatchTower_Turret</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
		</graphicData>
		<menuHidden>true</menuHidden>
		<description>pew pew</description>
		<soundInteract>InteractRifle</soundInteract>
		<canBeSpawningInventory>false</canBeSpawningInventory>
		<tradeability>Never</tradeability>
		<destroyOnDrop>true</destroyOnDrop>
		<statBases>
			<AccuracyTouch>0.35</AccuracyTouch>
			<AccuracyShort>0.45</AccuracyShort>
			<AccuracyMedium>1</AccuracyMedium>
			<AccuracyLong>0.60</AccuracyLong>
			<RangedWeapon_Cooldown>0.6</RangedWeapon_Cooldown>
		</statBases>
		<weaponTags>
			<li>TurretGun</li>
		</weaponTags>
		<verbs>
			<li>
				<verbClass>Verb_Shoot</verbClass>
				<hasStandardCommand>true</hasStandardCommand>
				<projectileDef>Bullet_WatchTower</projectileDef>
				<warmupTime>0.25</warmupTime>
				<range>30</range>
				<burstShotCount>16</burstShotCount>
				<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
				<soundCast>ShotAssaultRifle</soundCast>
				<soundCastTail>GunTail_Light</soundCastTail>
				<muzzleFlashScale>10</muzzleFlashScale>
			</li>
		</verbs>
	</ThingDef>
		
	<ThingDef ParentName="BaseBullet">
		<defName>Bullet_WatchTower</defName>
		<label>pew pew</label>
		<graphicData>
		<texPath>things/projectile/Weapons/Bullet_base_GDI</texPath>
		<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile>
			<damageDef>Bullet</damageDef>
			<damageAmountBase>9</damageAmountBase>
			<speed>65</speed>
		</projectile>
	</ThingDef>
	
		<!-- Sonic Emitter -->
		
	<ThingDef ParentName="BuildingBase">
		<defName>GDISecurity_SonicEmitter</defName>
		<label>Sonic Emitter</label>
		<thingClass>Building_TurretGun</thingClass>
		<size>(2,2)</size>
		<graphicData>
			<texPath>things/building/GDI/Defense/SonicEmitter/SonicEmitter_base</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
			<damageData>
				<rect>(0.2,0.2,0.6,0.6)</rect>
			</damageData>
		</graphicData>
		<uiIconPath>things/building/GDI/Defense/SonicEmitter/SonicEmitter_turret</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<stealable>false</stealable>
		<rotatable>false</rotatable>
		<statBases>
			<MaxHitPoints>950</MaxHitPoints>
			<Flammability>0.50</Flammability>
			<WorkToBuild>9500</WorkToBuild>
			<Mass>250</Mass>
			<Beauty>-50</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>2</explosiveRadius>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.6</chanceNeverExplodeFromDamage>
			</li>
			<li Class="CompProperties_Forbiddable"/>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>1250</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>4</glowRadius>
				<glowColor>(200,200,255)</glowColor>
			</li>
		</comps>
		<description>The sonic emitter, this heavy weapon clears anything in it's path.</description>
		<passability>PassThroughOnly</passability>
		<pathCost>50</pathCost>
		<fillPercent>0.4</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<costList>
			<GDI_ReinforcedPlate>25</GDI_ReinforcedPlate>
			<GDI_SonicCore>1</GDI_SonicCore>
		</costList>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<specialDisplayRadius>25</specialDisplayRadius>
		<building>
			<ai_combatDangerous>false</ai_combatDangerous>
			<turretGunDef>Gun_SonicEmitter</turretGunDef>
			<turretBurstCooldownTime>3</turretBurstCooldownTime>
			<turretTopgraphicPath>things/building/GDI/Defense/SonicEmitter/SonicEmitter_turret</turretTopgraphicPath>
		</building>
		<researchPrerequisites>
			<li>GunTurrets</li>
			<li>GDIResearch_AdvancedSecurity</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BaseHumanGun">
		<defName>Gun_SonicEmitter</defName>
		<label>sonic emitter gun</label>
		<graphicData>
			<texPath>things/building/GDI/Defense/SonicEmitter/SonicEmitter_turret</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
		</graphicData>
		<menuHidden>true</menuHidden>
		<description>pew pew</description>
		<soundInteract>InteractRifle</soundInteract>
		<canBeSpawningInventory>false</canBeSpawningInventory>
		<tradeability>Never</tradeability>
		<destroyOnDrop>true</destroyOnDrop>
		<statBases>
			<AccuracyTouch>0.9</AccuracyTouch>
			<AccuracyShort>0.7</AccuracyShort>
			<AccuracyMedium>0.4</AccuracyMedium>
			<AccuracyLong>0.2</AccuracyLong>
			<RangedWeapon_Cooldown>0.75</RangedWeapon_Cooldown>
		</statBases>
		<weaponTags>
			<li>TurretGun</li>
		</weaponTags>
		<verbs>
			<li>
				<verbClass>Verb_Shoot</verbClass>
				<hasStandardCommand>true</hasStandardCommand>
				<projectileDef>Bullet_Emitter</projectileDef>
				<warmupTime>0.5</warmupTime>
				<range>25</range>
				<burstShotCount>15</burstShotCount>
				<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
				<soundCast>ShotSonicEmitter</soundCast>
				<soundCastTail>GunTail_Light</soundCastTail>
				<muzzleFlashScale>20</muzzleFlashScale>
			</li>
		</verbs>
	</ThingDef>

	<ThingDef ParentName="BaseBullet">
		<defName>Bullet_Emitter</defName>
		<label>emitter bullet</label>
		<graphicData>
			<texPath>things/projectile/Weapons/Sonic</texPath>
			<graphicClass>Graphic_Random</graphicClass>
		</graphicData>
		<projectile>
			<damageDef>Crush</damageDef>
			<damageAmountBase>8</damageAmountBase>
			<speed>15</speed>
		</projectile>
	</ThingDef>
	
	<!-- Juggernaut Turret -->
	
	<ThingDef ParentName="BuildingBase">
		<defName>GDISecurity_Juggernaut</defName>
		<label>Juggernaut Artillery</label>
		<thingClass>Building_TurretGun</thingClass>
		<size>(3,3)</size>
		<graphicData>
			<texPath>things/building/GDI/Defense/Juggernaut/JuggernautTower_base</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(3,3)</drawSize>
			<damageData>
				<rect>(0.38,0.2,0.56375,0.8)</rect>
				<cornerTL>Damage/Corner</cornerTL>
			</damageData>
		</graphicData>
		<uiIconPath>things/building/GDI/Defense/Juggernaut/JuggunautTower_Turret</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<stealable>false</stealable>		
		<passability>PassThroughOnly</passability>
		<pathCost>50</pathCost>
		<fillPercent>0.4</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<tickerType>Normal</tickerType>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<costList>
			<GDI_ReinforcedPlate>50</GDI_ReinforcedPlate>
			<Component>15</Component>
		</costList>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>6</explosiveRadius>
				<explosiveDamageType>Bomb</explosiveDamageType>
			</li>
			<li Class="CompProperties_Forbiddable"/>
			<li Class="CompProperties_Mannable">
				<manWorkType>Violent</manWorkType>
			</li>
		</comps>
		<statBases>
			<MaxHitPoints>450</MaxHitPoints>
			<Flammability>1.0</Flammability>
			<WorkToBuild>5500</WorkToBuild>
			<Mass>300</Mass>
			<Beauty>-20</Beauty>
		</statBases>
		<building>
			<turretShellDef>JuggernautShell</turretShellDef>
			<turretBurstwarmupTime>4.0</turretBurstwarmupTime>
			<turretBurstCooldownTime>28.0</turretBurstCooldownTime>
			<buildingTags>
				<li>Artillery</li>
			</buildingTags>
			
			<ai_combatDangerous>false</ai_combatDangerous>
			<turretGunDef>Gun_Juggernaut</turretGunDef>
			<turretTopgraphicPath>things/building/GDI/Defense/Juggernaut/JuggunautTower_Turret</turretTopgraphicPath>
		</building>
		<placeWorkers>
			<li>PlaceWorker_NotUnderRoof</li>
		</placeWorkers>
		<researchPrerequisites>
			<li>GDIResearch_AdvancedSecurity</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BaseArtilleryWeapon">
		<defName>Gun_Juggernaut</defName>
		<label>juggernaut gun</label>
		<description>Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged.</description>		
		<graphicData>
			<texPath>things/building/GDI/Defense/Juggernaut/JuggunautTower_Turret</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<weaponTags>
			<li>Artillery_BaseDestroyer</li>
		</weaponTags>
		<comps>
			<li>
				<compClass>CompEquippable</compClass>
			</li>
		</comps>
		<verbs>
			<li>
				<verbClass>Verb_Shoot</verbClass>
				<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
				<hasStandardCommand>true</hasStandardCommand>
				<projectileDef>Bullet_JuggernautBomb</projectileDef>
				<warmupTime>12</warmupTime>
				<forcedMissRadius>6</forcedMissRadius>
				<minRange>50</minRange>
				<range>600</range>
				<burstShotCount>3</burstShotCount>
				<soundCast>ShotJuggernaut</soundCast>
				<muzzleFlashScale>16</muzzleFlashScale>
				<targetParams>
					<canTargetLocations>true</canTargetLocations>
				</targetParams>
			</li>
		</verbs>
	</ThingDef>
	
	<ThingDef ParentName="BaseBullet">
		<defName>Bullet_JuggernautBomb</defName>
		<label>explosive mortar shell</label>
		<graphicData>
			<texPath>things/projectile/Weapons/Bullet_Mortar</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<thingClass>Projectile_Explosive</thingClass>
		<projectile>
			<damageDef>Bomb</damageDef>
			<damageAmountBase>55</damageAmountBase>
			<speed>39</speed>
			<explosionRadius>4.5</explosionRadius>
			<flyOverhead>true</flyOverhead>
			<soundHitThickRoof>ArtilleryHitThickRoof</soundHitThickRoof>
			<soundExplode>MortarBomb_Explode</soundExplode>
			<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
			<soundAmbient>MortarRound_Ambient</soundAmbient>
		</projectile>
	</ThingDef>
		
	<!-- Inhibition -->
	
	<ThingDef ParentName="BuildingBase">
		<defName>SonicInhibitorSmall</defName>
		<label>Sonic Inhibitor(s)</label>
		<description>A device designed to destroy Tiberium and prevent further growth. Due to the experimental nature of the device, it requires direct line of sight to the Tiberium to function. This small version has a smaller radius.</description>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<designationCategory>Tiberium</designationCategory>
		<graphicData>
			<texPath>things/building/GDI/Defense/SonicInhibition/Inhibitor_small</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,3)</drawSize>
			<shadowData>
				<volume>(0.5,0.5,0.5)</volume>
				<offset>(0,0,0)</offset>
			</shadowData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<statBases>
			<MaxHitPoints>250</MaxHitPoints>
			<WorkToBuild>2500</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-13</Beauty>
		</statBases>
		<drawerType>MapMeshAndRealTime</drawerType>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<fillPercent>0.65</fillPercent>
		<costList>
			<GDI_ReinforcedPlate>5</GDI_ReinforcedPlate>
			<Component>2</Component>
			<GDI_SonicCore>1</GDI_SonicCore>
		</costList>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>3</glowRadius>
				<glowColor>(200,200,255,0)</glowColor>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>125</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
			</li>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="TiberiumRimFactions.CompProperties_SonicInhibition">
				<compClass>TiberiumRimFactions.ThingComp_SonicInhibition</compClass>
				<radius>6</radius>
				<damageShutdownPercent>0.6</damageShutdownPercent>
			</li>
		</comps>
		<tickerType>Rare</tickerType>
		<placeWorkers>
			<li>TiberiumRimFactions.PlaceWorker_TiberiumInhibitorAll</li>
		</placeWorkers>
		<rotatable>false</rotatable>
		<researchPrerequisites>
			<li>GDIResearch_SonicTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BuildingBase">
		<defName>SonicInhibitorTall</defName>
		<label>Sonic Inhibitor(t)</label>
		<description>A device designed to destroy Tiberium and prevent further growth. Due to the experimental nature of the device, it requires direct line of sight to the Tiberium to function. This tall version has a bigger radius.</description>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<designationCategory>Tiberium</designationCategory>
		<graphicData>
			<texPath>things/building/GDI/Defense/SonicInhibition/Inhibitor_tall</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,3)</drawSize>
			<shadowData>
				<volume>(0.5,0.5,0.5)</volume>
				<offset>(0,0,0)</offset>
			</shadowData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<statBases>
			<MaxHitPoints>500</MaxHitPoints>
			<WorkToBuild>2500</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-13</Beauty>
		</statBases>
		<drawerType>MapMeshAndRealTime</drawerType>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<fillPercent>0.65</fillPercent>
		<costList>
			<GDI_ReinforcedPlate>20</GDI_ReinforcedPlate>
			<Component>10</Component>
			<GDI_SonicCore>2</GDI_SonicCore>
		</costList>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>3</glowRadius>
				<glowColor>(200,200,255,0)</glowColor>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>200</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
			</li>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="TiberiumRimFactions.CompProperties_SonicInhibition">
				<compClass>TiberiumRimFactions.ThingComp_SonicInhibition</compClass>
				<radius>15</radius>
				<damageShutdownPercent>0.6</damageShutdownPercent>
			</li>
		</comps>
		<tickerType>Rare</tickerType>
		<placeWorkers>
			<li>TiberiumRimFactions.PlaceWorker_TiberiumInhibitorAll</li>
		</placeWorkers>
		<rotatable>false</rotatable>
		<researchPrerequisites>
			<li>GDIResearch_SonicTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BuildingBase">
		<defName>Decrystallizer</defName>
		<label>Tiberium Soil Decrystallizer</label>
		<description>Very slowly removes Tiberium from infected ground, converting any Tiberium ground into decrystallized soil that can be used again. Does not affect contaminated water. Requires power.</description>
		<size>(1,1)</size>
		<graphicData>
			<texPath>things/building/GDI/Defense/SonicInhibition/Decrystallizer</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,3)</drawSize>
			<shadowData>
				<volume>(0.25, 0.5, 0.25)</volume>
				<offset>(0,0,-0.1)</offset>
			</shadowData>
			<damageData>
				<rect>(0.2,0.2,0.6,0.6)</rect>
			</damageData>
		</graphicData>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>3</glowRadius>
				<glowColor>(200,200,255,0)</glowColor>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>false</startElectricalFires>
				<basePowerConsumption>175</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
			</li>
			<li Class="TiberiumRimFactions.CompProperties_Decrystallizer">
				<radius>15</radius>
				<daysToRadius>5</daysToRadius>
			</li>
		</comps>
		<tickerType>Rare</tickerType>
		<altitudeLayer>Building</altitudeLayer>
		<statBases>
			<MaxHitPoints>150</MaxHitPoints>
			<WorkToBuild>2500</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-12</Beauty>
		</statBases>
		<fillPercent>0.15</fillPercent>
		<building>
			<ai_chillDestination>false</ai_chillDestination>
		</building>
		<costList>
			<Uranium>10</Uranium>
			<GDI_ReinforcedPlate>10</GDI_ReinforcedPlate>
			<Component>5</Component>
			<GDI_SonicCore>1</GDI_SonicCore>
		</costList>
		<specialDisplayRadius>12</specialDisplayRadius>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<pathCost>30</pathCost>
		<designationCategory>Tiberium</designationCategory>
		<rotatable>false</rotatable>
		<researchPrerequisites>
			<li>GDIResearch_SonicTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BuildingBase">
		<defName>SonicFence</defName>
		<label>Sonic Inhibitor Fence</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<graphicData>
			<texPath>things/building/GDI/Defense/SonicInhibition/Fence_Sonic</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<linkType>Basic</linkType>
			<linkFlags>
				<li>Custom9</li>
			</linkFlags>
		</graphicData>
		<building>
			<isEdifice>true</isEdifice>
			<ai_chillDestination>false</ai_chillDestination>
		</building>
		<blueprintGraphicData>
			<texPath>things/building/GDI/Defense/SonicInhibition/Fence_Sonic_BluePrint</texPath>
		</blueprintGraphicData>
		<uiIconPath>things/building/GDI/Defense/SonicInhibition/SonicFenceIcon</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<pathCost>999</pathCost>
		<pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>
		<passability>PassThroughOnly</passability>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>0.65</fillPercent>
		<statBases>
			<MaxHitPoints>125</MaxHitPoints>
			<WorkToBuild>180</WorkToBuild>
			<Flammability>1.0</Flammability>
		</statBases>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<description>This fence allows you to cut off Tiberium spread. Requires power.</description>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<costList>
			<GDI_ReinforcedPlate>2</GDI_ReinforcedPlate>
			<Uranium>2</Uranium>
			<Component>1</Component>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>7</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="TiberiumRimFactions.CompProperties_SonicInhibition">
				<compClass>TiberiumRimFactions.ThingComp_SonicInhibition</compClass>
				<radius>1</radius>
				<damageShutdownPercent>0.8</damageShutdownPercent>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>1</glowRadius>
				<glowColor>(200,200,255)</glowColor>
			</li>
		</comps>
		<tickerType>Rare</tickerType>
		<placeWorkers>
			<li>TiberiumRimFactions.PlaceWorker_TiberiumInhibitorAll</li>
		</placeWorkers>
		<filthLeaving>SandbagRubble</filthLeaving>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<staticSunShadowHeight>0.20</staticSunShadowHeight>
		<constructEffect>ConstructDirt</constructEffect>
		<repairEffect>ConstructDirt</repairEffect>
		<researchPrerequisites>
			<li>GDIResearch_SonicTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
	<!-- Firestorm -->
	
	<ThingDef ParentName="BuildingBase" Name="GDIFirestormWall">
		<defName>GDI_FirestormWall_FSW</defName>
		<label>Firestorm Wall Segment</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<description>A segment of the Firestorm system.</description>
		<graphicData>
			<texPath>things/building/GDI/Defense/Firestorm/Wall_Firestorm_off</texPath>
			<graphicClass>Graphic_single</graphicClass>
			<linkType>CornerFiller</linkType>
			<linkFlags>
				<li>Custom5</li>
			</linkFlags>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
				<edgeTop>Damage/Edge</edgeTop>
				<edgeBot>Damage/Edge</edgeBot>
				<edgeLeft>Damage/Edge</edgeLeft>
				<edgeRight>Damage/Edge</edgeRight>
			</damageData>
		</graphicData>
		<costList>
			<GDI_ReinforcedPlate>5</GDI_ReinforcedPlate>
		</costList>
		<uiIconPath>things/building/GDI/Defense/Firestorm/FirestormWallIcon</uiIconPath>
		<statBases>
			<MaxHitPoints>250</MaxHitPoints>
			<WorkToBuild>300</WorkToBuild>
			<Flammability>0.0</Flammability>
		</statBases>
		<comps>
			<li Class="TiberiumRimFactions.CompProperties_FirestormWall"/>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>false</startElectricalFires>
				<basePowerConsumption>15</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<transmitsPower>true</transmitsPower>
			</li>
		</comps>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<altitudeLayer>Floor</altitudeLayer>
		<passability>Standable</passability>
		<blockWind>false</blockWind>
		<castEdgeShadows>false</castEdgeShadows>
		<fillPercent>0.5</fillPercent>
		<coversFloor>true</coversFloor>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<tickerType>Normal</tickerType>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<holdsRoof>false</holdsRoof>
		<designationCategory>Tiberium</designationCategory>
		<staticSunShadowHeight>0.0</staticSunShadowHeight>
		<blockLight>false</blockLight>
		<canOverlapZones>false</canOverlapZones>
		<building>
			<isInert>true</isInert>
			<ignoreNeedsPower>false</ignoreNeedsPower>
			<ai_chillDestination>false</ai_chillDestination>
		</building>
		<researchPrerequisites>
		  <li>GDIResearch_FirestormTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BuildingBase">
		<defName>GDI_FirestormDummy_FSW</defName>
		<thingClass>Building</thingClass>
		<label>Firestorm Segment</label>
		<graphicData>
			<texPath>things/building/GDI/Defense/Firestorm/Wall_Firestorm_on</texPath>
			<graphicClass>Graphic_single</graphicClass>
			<linkType>CornerFiller</linkType>
			<linkFlags>
				<li>Custom5</li>
			</linkFlags>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
				<edgeTop>Damage/Edge</edgeTop>
				<edgeBot>Damage/Edge</edgeBot>
				<edgeLeft>Damage/Edge</edgeLeft>
				<edgeRight>Damage/Edge</edgeRight>
			</damageData>
		</graphicData>
		<comps>
			<li Class="TiberiumRimFactions.CompProperties_FirestormWall"/>
			<li Class="CompProperties_Glower">
				<glowRadius>5</glowRadius>
				<glowColor>(200,200,255,0)</glowColor>
			</li>
		</comps>
		<altitudeLayer>Floor</altitudeLayer>
		<rotatable>false</rotatable>
		<destroyable>false</destroyable>
		<useHitPoints>false</useHitPoints>
		<tickerType>Normal</tickerType>
		<selectable>true</selectable>
		<description>Powered Firestorm Segment, it is recommended that absolutely nothing steps on it.</description>
		<neverMultiSelect>true</neverMultiSelect>
		<neverOverlapFloors>true</neverOverlapFloors>
		<blockPlants>true</blockPlants>
		<building>
			<isEdifice>false</isEdifice>
			<claimable>false</claimable>
			<deconstructible>false</deconstructible>
		</building>
	</ThingDef>
	
	<ThingDef Class="TiberiumRimFactions.ThingDef_FirestormTextures" ParentName="BuildingBase">
		<defName>GDI_FirestormCenter</defName>
		<label>Firestorm Operations Center</label>
		<thingClass>TiberiumRimFactions.Building_FirestormTexture</thingClass>
		<description>This specialized facility registers all Firestorm-Segments placed by this Faction. When enough power is available the Firestorm-System can be activated anytime and will last for a day, completely cutting off any intruders.</description>
		<graphicData>
			<texPath>things/building/GDI/Defense/Firestorm/Firestorm_off</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(6,6)</drawSize>
			<shadowData>
				<volume>(1.4, 0.5, 1.4)</volume>
				<offset>(0,0,-0.1)</offset>
			</shadowData>
		</graphicData>
		<secondaryGraphicPath>things/building/GDI/Defense/Firestorm/Firestorm_on</secondaryGraphicPath>
		<costList>
			<GDI_ReinforcedPlate>50</GDI_ReinforcedPlate>
			<Component>20</Component>
			<GDI_SonicCore>5</GDI_SonicCore>
		</costList>
		<comps>
			<li Class="TiberiumRimFactions.CompProperties_FirestormCenter"/>
			<li Class="CompProperties_Glower">
				<glowRadius>15</glowRadius>
				<glowColor>(200,200,255,0)</glowColor>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>false</startElectricalFires>
				<basePowerConsumption>1500</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Flickable"/>				
		</comps>
		<altitudeLayer>Building</altitudeLayer>
		<tickerType>Normal</tickerType>
		<statBases>
			<MaxHitPoints>350</MaxHitPoints>
			<WorkToBuild>4500</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>25</Beauty>
		</statBases>
		<drawerType>MapMeshAndRealTime</drawerType>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<fillPercent>0.40</fillPercent>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<pathCost>25</pathCost>
		<designationCategory>Tiberium</designationCategory>
		<rotatable>false</rotatable>
		<canOverlapZones>false</canOverlapZones>
		<size>(5,5)</size>
		<placeWorkers>
			<li>TiberiumRimFactions.PlaceWorker_FireStormWalls</li>
			<li>TiberiumRimFactions.PlaceWorker_FirestormCenter</li>
		</placeWorkers>
		<researchPrerequisites>
			<li>GDIResearch_FirestormTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
</ThingDefs>