// AUTODOC generated file
//
// Note that a * means that a tag can be used more than once

//Squad Type as defined in the proxysquad file
TYPE

//A tag to identify the squad
NAME

//The string ID index used for this squad
ID

//the name of the unit icon file
ICONID

//* the sound type followed by up to 3 samples which can be used for it
SFX

//The base filename of the main unit asset files
ASSETFILENAME

//A side which can use these units
MADEBY

//Cost in points of this unit
COST

//Amount this unit will twist when they die.  Units with turrets only twist their turret.
DEATHANGLE

//Not a real value, just a marker, everything below is a required attrib
REQUIRED

//The speed of the unit
SPEED

//The distance the unit can see (in tiles)
LOS

//The distance the unit can see (in tiles) units that are in cover
COVERLOS

//The number of APs this unit has per turn
AP

//Flags controlling what/how this unit can see or be seen. combination of:  1 = can see through cover
VIEWFLAGS

//Multiplier for movement cost for this unit
MOVECOST

//Size control for the icon above a unit
ICONSIZE

//Height control for the icon above a unit
ICONHEIGHT

//How many men in this unit
MANCOUNT

//Does this unit block tiles when it dies.  If not, it can pass through blocked units when moving.
BLOCKING

//Offset of the actual facing a unit needs to fire.  180 means it fires backwards from the turret/body
FIREDIRECTIONOFFSET

//Rate a unit turns around
TURNRATE

//AP multiplier when moving on seasonal terrain (%)
SEASONALMULTIPLIER

