; CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
; >
; Carryall = Can it tote vehicles around (def=no)?
; Landable = Can this aircraft land on the map (def=no)?
; PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
; PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
; RollAngle = Amount that the aircraft rolls when turning (def=30.0)
; >
; Adjacent = distance allowed to place from other buildings (def=1)
; BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY! Use this, not the phantom IsBase
; Barrel = Use barrel explosion logic when it is destroyed (def=no)?
; Bib = Does the building have a bib built in (def=no)?
; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
; DockUnload = When a unit docks with this building should it unload (def=no)?
; Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
; Fake = Is this a fake structure (def=no)?
; FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
; Power = power output [positive for output, negative for drain] (def=0)
; Powered = Does it require power to function (def=no)?
; Radar = Does this building give radar to owning player (def=no)?
; Repairable = Can it be repaired (def=yes)?
; RevealToAll=yes Means that when built or captured, a radar event is generated (def=no)
; UnitReload = Does this building reload units if they dock with it (def=no)?
; UnitRepair = Does this building repair units if they dock with it (def=no)?
; Unsellable = Cannot sell this building (even if it can be built)?
; Wall = Is this a wall type structure [special rules apply] (def=no)?
; WaterBound = Is this building placed on water only (def=no)?
; Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
; ShipYard = This building is a ship yard or sub pen
; SAM = This building is a SAM launcher
; ConstructionYard = This building is a construction yard
; Refinery = This building is a tiberium/ore refinery
; WeaponsFactory = This building is a weapons factory
; CloakGenerator = Does this building cloak objects around it?
; LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.
; LightIntensity = This building radiates this amount of light (def = 0).
; LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
; LightRedTint = The red tint of this buildings light (def=1.0)
; LightGreenTint = The green tint of this buildings light (def=1.0)
; LightBlueTint = The blue tint of this buildings light (def=1.0)
; InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
; PowersUpBuilding = Building that can be upgraded by attaching this building to it
; PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.
; Hospital = Can this building heal infantry (def = no) ?
; Armory = Is this building an armory
; PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).
; Weeder = Is this a weed collection facility (def=no)?
; TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
;
; WST 6/23/99. Below are new zbuffer adjustment for units
; ZFudgeCliff // fudge for units behind cliffs showing through rocks
; ZFudgeColumn // fudge for units behind bridge overpass support columns
; ZFudgeTunnel // fudge for unit behind tunnel entrances
; ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
;
;These are the fields needed for buildings to take part in Urban Combat
;Sight=2 ;since the building will be 'captured' it needs to be able to look
;ClickRepairable=no ;It can be repaired with an engineer but not with the wrench tool once 'captured'
;CanBeOccupied=yes ;Basic UC flag
;MaxNumberOccupants=10 ;Twiddle number
;DistributedFire=yes ;To shoot all within range equally
;CanOccupyFire=yes ;These two can't be global since types are read in before globals. Please keep order as well
;
;Selectable=yes ;Or else you can never get the guys back out