//-------------------------------------------------------------------
//
//  This code is copyright 2001 by G5 Software.
//  Any unauthorized usage, either in part or in whole of this code
//  is strictly prohibited. Violators WILL be prosecuted to the
//  maximum extent allowed by law.
//
//-------------------------------------------------------------------

class CBaseCoverMesh_1
{
  string MeshFile = "Models/B_Base_3.mesh";
  string SkinFile = "Models/B_Base_3.skin";
}

class CBaseCoverMesh_2
{
  string MeshFile = "Models/B_Base_4.mesh";
  string SkinFile = "Models/B_Base_4.skin";
}

class CBaseCoverStateControl extends CUnitLifeControl
{
  void CBaseCoverStateControl()
  {
    CUnitLifeControl(500.0);
    m_DestroyPause = 7.5;
    m_ExplosionId  = "EXPLID_ItemExplosion";
  }
}

// Building without ground control (for use in villages)
class CBaseBaseCover_1 extends CBuilding, CUnitWithStateControl
{
  void CBaseBaseCover_1()
  {
    InitializeModelAsStatic("CBaseCoverMesh_1");
    CUnitWithStateControl("CBaseCoverStateControl");
    Core_RemoveClassificator(CLASSIFICATOR_OBSTACLE);
  }
}

class CBaseBaseCover_2 extends CBuilding, CUnitWithStateControl
{
  void CBaseBaseCover_2()
  {
    InitializeModelAsStatic("CBaseCoverMesh_2");
    CUnitWithStateControl("CBaseCoverStateControl");
    Core_RemoveClassificator(CLASSIFICATOR_OBSTACLE);
  }
}

// Single game object
class CMountedBaseCover_1 extends CBaseBaseCover_1
{
  void CMountedBaseCover_1()
  {
    InitializeGroundControl();
  }
}

class CMountedBaseCover_2 extends CBaseBaseCover_2
{
  void CMountedBaseCover_2()
  {
    InitializeGroundControl();
  }
}



