XRWS         ? ¸Ý  › «/ ü   ext_01.cat ext_01.dat healing_turret_support_64.txt readme.txt assets/fx/weaponFx/bullet_healing_turret_m.xml 2434 1792243383 d5f17b91c9bc6e208fba11d37486ed49
assets/fx/weaponFx/bullet_healing_turret_m_data.ani 752 1792243383 cb0427c942e44a97f28a1a86dcafb653
assets/fx/weaponFx/bullet_healing_turret_m_data/bullet_s_mk1-lod0.xmf 1143 1792243383 4363cc0e57344f9962262448aa704e38
assets/fx/weaponFx/macros/bullet_healing_turret_m_macro.xml 526 1792243383 a4f46d193bf23326b27c97ee0bab86b8
assets/props/WeaponSystems/healing/macros/turret_healing_arg_l_macro.xml 753 1792243383 7eff272b69d58760701c1954c93005f2
assets/props/WeaponSystems/healing/macros/turret_healing_arg_m_macro.xml 530 1792243383 4fa97d0d95611cbde8503d4a28305d40
assets/props/WeaponSystems/healing/macros/turret_healing_bor_m_macro.xml 555 1792243383 9c65d4fe22925262ab38183b941c5121
assets/props/WeaponSystems/healing/macros/turret_healing_par_m_macro.xml 555 1792243383 2144db9f8818c2d8c3c41b6c49ed9bad
assets/props/WeaponSystems/healing/macros/turret_healing_spl_m_macro.xml 553 1792243383 ab30eef10a9b4bb5b3a2c0cb23c37473
assets/props/WeaponSystems/healing/macros/turret_healing_tel_m_macro.xml 557 1792243383 bfbe287fcf5eff6862ca08cc4214cd1d
assets/props/WeaponSystems/healing/macros/turret_healing_ter_m_macro.xml 524 1792243383 5d8df1cfd4cbe8f8d80748582f318f09
assets/props/WeaponSystems/healing/turret_healing_arg_m.xml 12840 1792243383 5c9f54418cb09db026fa1d5b08c09f26
assets/props/WeaponSystems/healing/turret_healing_bor_m.xml 13576 1792243383 d4ba847736105fe8257964848320d9ec
assets/props/WeaponSystems/healing/turret_healing_par_m.xml 12906 1792243383 b3c0e5d5266991d67a2c32f2ab4d6913
assets/props/WeaponSystems/healing/turret_healing_spl_m.xml 8857 1792243383 e470de497e73942c2a99959ba8b9b907
assets/props/WeaponSystems/healing/turret_healing_tel_m.xml 14708 1792243383 cd927646c44a52174a3df1d3b044a181
assets/props/WeaponSystems/healing/turret_healing_ter_m.xml 8708 1792243383 8abccccb6f1a9773b78f686320dbb68c
assets/units/size_xl/ship_arg_xl_resupplier_01.xml 1622 1792243383 e3b7fd4c65e40509e244f9e485a83f42
assets/units/size_xl/ship_par_xl_resupplier_01.xml 1622 1792243383 648ed6b636fb04973659394b5a1c67eb
assets/units/size_xl/ship_par_xl_resupplier_02.xml 1622 1792243383 82197e3c5d212d9017527fab04c88bdb
assets/units/size_xl/ship_tel_xl_resupplier_01.xml 1818 1792243383 ac82d4e068f0881569806e3fb0123eb7
extensions/ego_dlc_boron/assets/units/size_xl/ship_bor_xl_resupplier_01.xml 2418 1792243383 8aa805688d5b86da44e6bfbb3935c733
extensions/ego_dlc_split/assets/units/size_xl/ship_spl_xl_resupplier_01.xml 2406 1792243383 3bafe18fd006d934d609bb1942216803
extensions/ego_dlc_terran/assets/units/size_xl/ship_ter_xl_resupplier_01.xml 2784 1792243383 606f2b8aab9073ef7de415b8727b0649
index/components.xml 949 1792243383 3acc512c022c48f634b3d97c5085e7b9
index/macros.xml 1230 1792243383 ffad13b66e43c82779f51197501366cb
libraries/gamestarts.xml 1884 1792245404 4cb165ad1890b4ed6152c9b50b985804
libraries/material_library.xml 1291 1792243383 cb2d71195c1f30064fd9f0a8324fe55d
libraries/wares.xml 5509 1792243383 dbec32efcbc34d3a8974bc60431352f0
md/healing_turret.xml 10336 1792245404 666e317b286668a50fcbe22c97f02e16
md/healing_turret_remote.xml 8957 1792245055 003d38356b16575d885c09d00cedfbba
md/healing_turret_start.xml 41675 1792245404 fbc4ff1d0040089dc5bdcc1e5e288b2e
t/0001.xml 900 1792243383 8dd75eea9ea7b9459c526e18d6d8b19b
ui.xml 215 1792243383 7c6b97e14b080381ea15774800fa1f11
ui/healing_turret_support.lua 7180 1792245153 7a501b675b083ba1d1fdc06fc68263b2
<?xml version='1.0' encoding='UTF-8'?>
<components>
  <component name="bullet_healing_turret_m" class="bullet">
    <source geometry="extensions/healing_turret/assets/fx/weaponFx/bullet_healing_turret_m_data"/>
    <layers>
      <layer>
        <lights>
          <omni name="xu_omni_01" shadow="0" r="54" g="255" b="54" intensity="3" specularintensity="1" range="5" shadowrange="5" lighteffect="1" trigger="0"/>
        </lights>
      </layer>
    </layers>
    <connections>
      <connection name="space" tags="bullet"/>
      <connection name="connection_laser01" tags="laser ">
        <offset>
          <position x="0" y="0" z="0.006603815"/>
        </offset>
      </connection>
      <connection name="position" tags="position" value="1"/>
      <connection name="Connection03006" tags="animation part textureanimation ">
        <animations>
          <animation name="loop" start="1" end="31"/>
        </animations>
        <parts>
          <part name="bullet_s_mk1">
            <lods>
              <lod index="0">
                <materials>
                  <material id="1" ref="healing_turret.beam"/>
                </materials>
              </lod>
            </lods>
            <size>
              <max x="4.555552746543884" y="4.600450087278365" z="0.5"/>
              <center x="-0.5842006925636292" y="-0.634917066375351" z="0.5"/>
            </size>
            <uv_animations>
              <uv_animation rotaroundcenter="1" mapchannel="1">
                <uv_property name="u_offset" controller="linear_float">
                  <key frame="1" value="-0.03333334"/>
                  <key frame="31" value="-1"/>
                </uv_property>
              </uv_animation>
              <uv_animation rotaroundcenter="1" mapchannel="2">
                <uv_property name="u_offset" controller="linear_float">
                  <key frame="1" value="0.05"/>
                  <key frame="31" value="1.5"/>
                </uv_property>
              </uv_animation>
              <uv_animation rotaroundcenter="1" mapchannel="3">
                <uv_property name="u_offset" controller="linear_float">
                  <key frame="1" value="0.06666667"/>
                  <key frame="31" value="2"/>
                </uv_property>
              </uv_animation>
            </uv_animations>
          </part>
        </parts>
      </connection>
    </connections>
  </component>
</components>
   ð         bullet_s_mk1 01 l                                               loop nce active ctive                                                              DD„?        bullet_s_mk1_core 01                                            loop t_activating ating                                                             «ªª>        bullet_s_mk1_glow 01                                            loop t_active ctive                                                                 «ªª>               €   €         ‰ˆ=                                                                                                           €             DD„?                                                                                                    XUMF @ ¼ˆ  2   6          0Ž¿ð‰"¿   ?Ç‘@à6“@   ?  „€                             æ  2   4                                                               
      
  ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ           æ            Q   6                      €H@    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ    ÿÿÿÿ        6   healing_turret.beam                                                                                                             xœc`€�ûú¯ëþ3Ô×3´û4¨	Zhëxwÿ‹¿VvVÜn¶+ûÏÀpªbÉ�¥wÙ0õlëñ8êÖ3Am†ž¥µp=
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Ö“å�‚Õ?äèA	=Áz¨È þ–TO
X�Jg“DO‹#²ž­:—Óµ˜z6‚õt˜é‚õ(Êcè¹½KÖ¦ç?DÏÅ·`=ÆÆÍ(z`Àz'ºž…`= ·�ô€Ü–”=—l=ä¸mT8~ z ñ³? = ø¡Ô?”Øƒ©‡pÚ»švˆkRÒ(%y�·‘c�P�P8 Ø3lHÈlnçhYå¬& v[ÄŽ ¬ùª÷ í�ê)‹äëÙÜè�Õ?÷�åè|`9Š©g#X6·‘£ç.PÏ\p�îŸ�`ÿ@ÊÄª…X¼¬Â_î�“È‰Srô(Bõ`úg"Ø?Ã�Ä0 %íÀ )õ)9õ69zÈI£”„¸n„×YÄÕ�¤”£ä”×”èÁôÏF° uð¬õ)a  I:‚óxœÆE‚P  ÀQ,TÀV°»¸ÿåøo6CC3ˆÐÒÖÑëé£°ÄØÄT*“›™[XZYÛØÚ)”öŽNÎ.®nîž^Þ>¾~þ*5«Úâ<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="bullet_healing_turret_m_macro" class="bullet">
    <component ref="bullet_healing_turret_m"/>
    <properties>
      <bullet speed="2.997925e+08" lifetime="0.12" range="10000" amount="1" barrelamount="1" icon="weapon_beam_mk1" angle="0" maxhits="1" ricochet="0" scale="1" attach="1"/>
      <reload time="0.1"/>
      <damage value="0" shield="0" hull="0" repair="0"/>
      <weapon system="turret_shortrange"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_arg_l_macro" class="turret">
    <component ref="turret_arg_l_laser_01_mk1"/>
    <properties>
      <identification name="{20105,5004}" basename="{20105,5001}" shortname="{20105,5005}" makerrace="argon" description="{20105,5002}" mk="1"/>
      <bullet class="bullet_arg_turret_l_laser_01_mk1_macro"/>
      <rotationspeed max="26"/>
      <rotationacceleration max="40"/>
      <hull max="4000" threshold="0.2"/>
      <effects>
        <sefx_damage_low ref="surfacemodule_damage_l_low"/>
        <sefx_damage_medium ref="surfacemodule_damage_l_medium"/>
        <sefx_damage_high ref="surfacemodule_damage_l_high"/>
      </effects>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_arg_m_macro" class="turret">
    <component ref="turret_healing_arg_m"/>
    <properties>
      <identification name="{901333,10}" basename="{901333,10}" shortname="{901333,10}" makerrace="argon" description="{901333,2}" mk="1"/>
      <bullet class="bullet_healing_turret_m_macro"/>
      <rotationspeed max="120"/>
      <rotationacceleration max="180"/>
      <hull max="1000" threshold="0.2" integrated="0"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_bor_m_macro" class="turret">
    <component ref="turret_healing_bor_m"/>
    <properties>
      <identification name="{901333,15}" basename="{901333,15}" shortname="{901333,15}" makerrace="boron" description="{901333,2}" mk="1"/>
      <bullet class="bullet_healing_turret_m_macro"/>
      <rotationspeed max="120"/>
      <rotationacceleration max="180"/>
      <reload rate="1"/>
      <hull max="1200" threshold="0.2" integrated="0"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_par_m_macro" class="turret">
    <component ref="turret_healing_par_m"/>
    <properties>
      <identification name="{901333,11}" basename="{901333,11}" shortname="{901333,11}" makerrace="paranid" description="{901333,2}" mk="1"/>
      <bullet class="bullet_healing_turret_m_macro"/>
      <rotationspeed max="40"/>
      <rotationacceleration max="60"/>
      <hull max="900" threshold="0.2" integrated="0"/>
      <weapon angle="0"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_spl_m_macro" class="turret">
    <component ref="turret_healing_spl_m"/>
    <properties>
      <identification name="{901333,13}" basename="{901333,13}" shortname="{901333,13}" makerrace="split" description="{901333,2}" mk="1"/>
      <bullet class="bullet_healing_turret_m_macro"/>
      <rotationspeed max="40"/>
      <rotationacceleration max="60"/>
      <hull max="800" threshold="0.2" integrated="0"/>
      <weapon angle="0"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_tel_m_macro" class="turret">
    <component ref="turret_healing_tel_m"/>
    <properties>
      <identification name="{901333,12}" basename="{901333,12}" shortname="{901333,12}" makerrace="teladi" description="{901333,2}" mk="1"/>
      <bullet class="bullet_healing_turret_m_macro"/>
      <rotationspeed max="120"/>
      <rotationacceleration max="180"/>
      <hull max="1000" threshold="0.2" integrated="0"/>
      <weapon angle="0"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<macros>
  <macro name="turret_healing_ter_m_macro" class="turret">
    <component ref="turret_healing_ter_m"/>
    <properties>
      <identification name="{901333,14}" basename="{901333,14}" shortname="{901333,14}" makerrace="terran" description="{901333,2}" mk="1"/>
      <bullet class="bullet_healing_turret_m_macro"/>
      <rotationspeed max="50"/>
      <rotationacceleration max="75"/>
      <hull max="1000"/>
      <weapon angle="0"/>
    </properties>
  </macro>
</macros>
<?xml version='1.0' encoding='utf-8'?>
<components>
  <component name="turret_healing_arg_m" class="turret">
    <source geometry="assets\props\WeaponSystems\energy\turret_arg_m_beam_02_mk1_data"/>
    <layers>
      <layer>
        <waypoints/>
        <lights/>
      </layer>
    </layers>
    <connections>
      <connection name="container" tags="contents" value="0"/>
      <connection name="position" tags="position" value="1"/>
      <connection name="Connection01" tags="part animation  ">
        <offset/>
        <animations>
          <animation name="turret_inactive" start="0" end="0"/>
          <animation name="turret_activating" start="0" end="45"/>
          <animation name="turret_active" start="50" end="50"/>
          <animation name="turret_deactivating" start="55" end="100"/>
          <animation name="gun_firing" start="50" end="55"/>
        </animations>
        <parts>
          <part name="part_socket" wreck="part_socket_wreck">
            <lods>
              <lod index="0">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
              <lod index="1">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
              <lod index="2">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
              <lod index="3">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
            </lods>
            <size>
              <max x="7.796589" y="1.519545" z="7.886265"/>
              <center x="0" y="1.519605" z="0"/>
            </size>
            <size_raw>
              <max x="7.796589" y="1.519545" z="7.886265"/>
              <center x="0" y="1.519605" z="0"/>
            </size_raw>
            <lights>
              <arealight name="XU AreaLight01" areax="0" areay="0" radius="0.6" r="255" g="0" b="0" lighteffect="1" range="15" spotattenuation="0" specularintensity="1" trigger="1" intensity="0">
                <lightanimations>
                  <lightanimation name="intensity" controller="linear_float">
                    <key frame="0" value="0"/>
                    <key frame="40" value="1"/>
                    <key frame="60" value="1"/>
                    <key frame="100" value="0"/>
                  </lightanimation>
                </lightanimations>
                <offset>
                  <position x="-3.912449E-03" y="2.274159" z="6.64856"/>
                  <quaternion qx="-0" qy="-0" qz="-1" qw="-7.54979E-08"/>
                </offset>
              </arealight>
              <arealight name="XU AreaLight002" areax="0" areay="0" radius="0.6" r="255" g="0" b="0" lighteffect="1" range="15" spotattenuation="0" specularintensity="1" trigger="1" intensity="0">
                <lightanimations>
                  <lightanimation name="intensity" controller="linear_float">
                    <key frame="0" value="0"/>
                    <key frame="40" value="1"/>
                    <key frame="60" value="1"/>
                    <key frame="100" value="0"/>
                  </lightanimation>
                </lightanimations>
                <offset>
                  <position x="-3.912449E-03" y="2.274159" z="-6.688355"/>
                  <quaternion qx="-0" qy="-0" qz="-1" qw="-7.54979E-08"/>
                </offset>
              </arealight>
            </lights>
          </part>
        </parts>
        <waypoints/>
      </connection>
      <connection name="Connection02" tags="part animation textureanimation nocollision forceoutline detail_xl iklink " parent="part_socket">
        <animations/>
        <parts>
          <part name="anim_lights">
            <lods>
              <lod index="0">
                <materials>
                  <material id="1" ref="p1effects.p1_gradient_colour"/>
                </materials>
              </lod>
            </lods>
            <size>
              <max x="0.8790714" y="0.1091455" z="7.034796"/>
              <center x="0" y="1.472876" z="0"/>
            </size>
            <size_raw>
              <max x="0.8790714" y="1.363731" z="7.034796"/>
              <center x="0" y="1.472876" z="0"/>
            </size_raw>
            <uv_animations>
              <uv_animation mapchannel="1">
                <uv_property name="u_offset" controller="linear_float">
                  <key frame="0" value="0"/>
                  <key frame="35" value="0.67"/>
                  <key frame="65" value="0.67"/>
                  <key frame="100" value="0"/>
                </uv_property>
              </uv_animation>
            </uv_animations>
          </part>
        </parts>
      </connection>
      <connection name="Connection03" tags="part iklink nocollision forceoutline " parent="part_socket">
        <restrictions>
          <restriction type="rotation_y"/>
        </restrictions>
        <offset>
          <position x="0" y="3.464102" z="0"/>
        </offset>
        <parts>
          <part name="detail_xl_rotator">
            <lods>
              <lod index="0">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
              <lod index="1">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
              <lod index="2">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
              <lod index="3">
                <materials>
                  <material id="1" ref="generic.generic_p1_hulltexture"/>
                </materials>
              </lod>
            </lods>
            <size>
              <max x="0.8214164" y="3.161145" z="1.667675"/>
              <center x="-1.192093E-07" y="0.2687325" z="-0.5061498"/>
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  <replace sel="/components/component[@name='ship_bor_xl_resupplier_01']/connections/connection[@name='con_turret_m_12']/@tags">advanced combat hittable medium missile turret healing_aux</replace>
  <replace sel="/components/component[@name='ship_bor_xl_resupplier_01']/connections/connection[@name='con_turret_m_13']/@tags">advanced combat hittable medium missile turret healing_aux</replace>
  <replace sel="/components/component[@name='ship_bor_xl_resupplier_01']/connections/connection[@name='con_turret_m_14']/@tags">advanced combat hittable medium missile turret healing_aux</replace>
  <replace sel="/components/component[@name='ship_bor_xl_resupplier_01']/connections/connection[@name='con_turret_m_15']/@tags">advanced combat hittable medium missile turret healing_aux</replace>
  <replace sel="/components/component[@name='ship_bor_xl_resupplier_01']/connections/connection[@name='con_turret_m_16']/@tags">advanced combat hittable medium missile turret healing_aux</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_012']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_011']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_010']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_009']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_008']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_007']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_006']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_005']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_004']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_003']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_002']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_spl_xl_resupplier_01']/connections/connection[@name='con_turret_001']/@tags">turret medium standard missile hittable combat healing_aux</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_01']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_02']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_03']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_04']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_05']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_06']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_07']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_08']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_09']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_10']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_11']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_12']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_13']/@tags">turret medium standard missile hittable combat healing_aux</replace>
  <replace sel="/components/component[@name='ship_ter_xl_resupplier_01']/connections/connection[@name='con_turret_14']/@tags">turret medium standard missile hittable combat healing_aux</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<index>
  <entry name="turret_healing_arg_m" value="extensions/healing_turret/assets/props/WeaponSystems/healing/turret_healing_arg_m"/>
  <entry name="turret_healing_par_m" value="extensions/healing_turret/assets/props/WeaponSystems/healing/turret_healing_par_m"/>
  <entry name="turret_healing_tel_m" value="extensions/healing_turret/assets/props/WeaponSystems/healing/turret_healing_tel_m"/>
  <entry name="bullet_healing_turret_m" value="extensions/healing_turret/assets/fx/weaponFx/bullet_healing_turret_m"/>
  <entry name="turret_healing_spl_m" value="extensions/healing_turret/assets/props/WeaponSystems/healing/turret_healing_spl_m"/>
  <entry name="turret_healing_ter_m" value="extensions/healing_turret/assets/props/WeaponSystems/healing/turret_healing_ter_m"/>
  <entry name="turret_healing_bor_m" value="extensions/healing_turret/assets/props/WeaponSystems/healing/turret_healing_bor_m"/>
</index>
<?xml version='1.0' encoding='utf-8'?>
<index>
  <entry name="turret_healing_arg_l_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_arg_l_macro"/>
  <entry name="turret_healing_arg_m_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_arg_m_macro"/>
  <entry name="turret_healing_par_m_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_par_m_macro"/>
  <entry name="turret_healing_tel_m_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_tel_m_macro"/>
  <entry name="bullet_healing_turret_m_macro" value="extensions/healing_turret/assets/fx/weaponFx/macros/bullet_healing_turret_m_macro"/>
  <entry name="turret_healing_spl_m_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_spl_m_macro"/>
  <entry name="turret_healing_ter_m_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_ter_m_macro"/>
  <entry name="turret_healing_bor_m_macro" value="extensions/healing_turret/assets/props/WeaponSystems/healing/macros/turret_healing_bor_m_macro"/>
</index>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/gamestarts">
    <gamestart id="healing_turret_test" name="{901333,30}" description="{901333,31}" image="gamestart_fight" group="1">
      <info>
        <item name="{1021,1}" value="{901333,33}"/>
      </info>
      <type name="{901333,30}"/>
      <location galaxy="xu_ep2_universe_macro" sector="cluster_01_sector001_macro">
        <position x="0" y="40000" z="0"/>
      </location>
      <player macro="character_player_fight_macro" money="1000000000" name="{901333,32}">
        <ship macro="ship_arg_s_fighter_01_a_macro">
          <loadout>
            <macros>
              <engine macro="engine_arg_s_allround_01_mk2_macro" path="../con_engine_01"/>
              <engine macro="engine_arg_s_allround_01_mk2_macro" path="../con_engine_02"/>
              <weapon macro="weapon_gen_s_laser_01_mk1_macro" path="../con_primaryweapon_01"/>
              <weapon macro="weapon_gen_s_laser_01_mk1_macro" path="../con_primaryweapon_02"/>
              <shield macro="shield_arg_s_standard_01_mk1_macro" path="../con_shield_01"/>
            </macros>
            <software>
              <software ware="software_flightassistmk1"/>
              <software ware="software_targetmk1"/>
              <software ware="software_scannerlongrangemk1"/>
              <software ware="software_scannerobjectmk2"/>
            </software>
            <virtualmacros>
              <thruster macro="thruster_gen_s_allround_01_mk3_macro"/>
            </virtualmacros>
          </loadout>
        </ship>
        <inventory>
          <ware ware="inv_timewarp" amount="1"/>
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1"/>
          <ware ware="software_scannerobjectmk3" amount="1"/>
        </inventory>
        <theme paint="painttheme_player_01"/>
      </player>
    </gamestart>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/materiallibrary">
    <collection name="healing_turret">
      <material name="beam" shader="p1_complex_unlit" blendmode="ALPHA8" preview="none">
        <properties>
          <property type="Color" name="diffuse_color" r="255" g="255" b="255" a="255" value="(color 255 255 255)"/>
          <property type="Color" name="color_emissive" r="54" g="255" b="54" a="255" value="(color 54 255 54)"/>
          <property type="Float" name="base_brightness_shift" value="2"/>
          <property type="Float" name="useralphascale" value="1"/>
          <property type="Float" name="angle_fade_speed" value="0"/>
          <property type="Float" name="angle_fade_offset" value="0"/>
          <property type="Float" name="softparticle_range_min" value="0"/>
          <property type="Float" name="softparticle_range_max" value="0.1"/>
          <property type="Float" name="camera_fade_range_near_start" value="-2"/>
          <property type="Float" name="camera_fade_range_near_end" value="1"/>
          <property type="Float" name="camera_fade_range_far_start" value="100000"/>
          <property type="Float" name="camera_fade_range_far_end" value="120000"/>
        </properties>
      </material>
    </collection>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/wares">
    <ware id="turret_healing_arg_l" name="{20105,5004}" description="{20105,5002}" group="turrets" transport="equipment" volume="1" tags="equipment turret deprecated">
      <price min="43277" average="48085" max="52894"/>
      <production time="10" amount="1" method="default" name="{20206,101}">
        <primary>
          <ware ware="advancedelectronics" amount="7"/>
          <ware ware="energycells" amount="99"/>
          <ware ware="turretcomponents" amount="23"/>
        </primary>
      </production>
      <component ref="turret_healing_arg_l_macro"/>
      <restriction licence="generaluseequipment"/>
      <use threshold="0"/>
    </ware>
    <ware id="turret_healing_arg_m" name="{901333,10}" description="{901333,2}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
      <price min="29131" average="32368" max="35604"/>
      <production time="10" amount="1" method="default" name="{20206,101}">
        <primary>
          <ware ware="advancedelectronics" amount="5"/>
          <ware ware="energycells" amount="66"/>
          <ware ware="turretcomponents" amount="15"/>
        </primary>
      </production>
      <component ref="turret_healing_arg_m_macro"/>
      <restriction licence="militaryequipment"/>
      <use threshold="0"/>
      <owner faction="alliance"/>
      <owner faction="antigone"/>
      <owner faction="argon"/>
      <owner faction="buccaneers"/>
    </ware>
    <ware id="turret_healing_par_m" name="{901333,11}" description="{901333,2}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
      <price min="74086" average="82318" max="90549"/>
      <production time="10" amount="1" method="default" name="{20206,101}">
        <primary>
          <ware ware="advancedelectronics" amount="13"/>
          <ware ware="energycells" amount="169"/>
          <ware ware="turretcomponents" amount="39"/>
        </primary>
      </production>
      <component ref="turret_healing_par_m_macro"/>
      <restriction licence="militaryequipment"/>
      <use threshold="0.71"/>
      <owner faction="alliance"/>
      <owner faction="buccaneers"/>
      <owner faction="holyorder"/>
      <owner faction="paranid"/>
      <owner faction="trinity"/>
    </ware>
    <ware id="turret_healing_tel_m" name="{901333,12}" description="{901333,2}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
      <price min="29131" average="32368" max="35604"/>
      <production time="10" amount="1" method="default" name="{20206,101}">
        <primary>
          <ware ware="advancedelectronics" amount="5"/>
          <ware ware="energycells" amount="66"/>
          <ware ware="turretcomponents" amount="15"/>
        </primary>
      </production>
      <component ref="turret_healing_tel_m_macro"/>
      <restriction licence="militaryequipment"/>
      <use threshold="0"/>
      <owner faction="alliance"/>
      <owner faction="ministry"/>
      <owner faction="teladi"/>
    </ware>
  </add>
  <add sel="/wares" silent="true" if="/wares/ware[@id='turret_spl_m_beam_02_mk1']">
    <ware id="turret_healing_spl_m" name="{901333,13}" description="{901333,2}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
      <price min="69923" average="77692" max="85461"/>
      <production time="10" amount="1" method="default" name="{20206,101}">
        <primary>
          <ware ware="advancedelectronics" amount="12"/>
          <ware ware="energycells" amount="160"/>
          <ware ware="turretcomponents" amount="37"/>
        </primary>
      </production>
      <component ref="turret_healing_spl_m_macro"/>
      <restriction licence="militaryequipment"/>
      <use threshold="0.71"/>
      <owner faction="court"/>
      <owner faction="freesplit"/>
      <owner faction="split"/>
    </ware>
  </add>
  <add sel="/wares" silent="true" if="/wares/ware[@id='turret_ter_m_beam_02_mk1']">
    <ware id="turret_healing_ter_m" name="{901333,14}" description="{901333,2}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
      <price min="163157" average="181285" max="199414"/>
      <production time="10" amount="1" method="default" name="{20206,901}">
        <primary>
          <ware ware="computronicsubstrate" amount="8"/>
          <ware ware="energycells" amount="283"/>
          <ware ware="metallicmicrolattice" amount="90"/>
          <ware ware="siliconcarbide" amount="10"/>
        </primary>
      </production>
      <component ref="turret_healing_ter_m_macro"/>
      <restriction licence="militaryequipment"/>
      <use threshold="0.71"/>
      <owner faction="terran"/>
    </ware>
  </add>
  <add sel="/wares" silent="true" if="/wares/ware[@id='turret_bor_m_laser_02_mk1']">
    <ware id="turret_healing_bor_m" name="{901333,15}" description="{901333,2}" group="turrets" transport="equipment" volume="1" tags="equipment turret">
      <price min="23802" average="26447" max="29092"/>
      <production time="10" amount="1" method="default" name="{20206,801}">
        <primary>
          <ware ware="advancedelectronics" amount="4"/>
          <ware ware="energycells" amount="54"/>
          <ware ware="turretcomponents" amount="12"/>
        </primary>
      </production>
      <component ref="turret_healing_bor_m_macro"/>
      <restriction licence="generaluseequipment"/>
      <use threshold="0"/>
      <owner faction="boron"/>
    </ware>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<mdscript name="Healing_Turret">
  <cues>
    <cue name="Controller" namespace="this" checkinterval="1s">
      <conditions>
        <check_value value="player.galaxy"/>
      </conditions>
      <cues>
        <cue name="NativeReady" instantiate="true">
          <conditions>
            <event_ui_triggered screen="'Healing_Turret'" control="'native_ready'"/>
          </conditions>
          <actions>
            <set_value name="Controller.$NativeReadyUntil" exact="player.age+2s"/>
          </actions>
        </cue>
        <cue name="AimAndFire" instantiate="true" checkinterval="500ms">
          <conditions>
            <check_value value="player.sector"/>
          </conditions>
          <actions>
            <do_if value="not Controller.$Targets?">
              <set_value name="Controller.$Targets" exact="table[]"/>
            </do_if>
            <do_if value="not Controller.$SupportConfigured?">
              <set_value name="Controller.$SupportConfigured" exact="table[]"/>
            </do_if>
            <do_if value="not Controller.$LastHeal?">
              <set_value name="Controller.$LastHeal" exact="table[]"/>
            </do_if>
            <set_value name="$Macros" exact="['turret_healing_arg_m_macro','turret_healing_par_m_macro','turret_healing_tel_m_macro','turret_healing_spl_m_macro','turret_healing_ter_m_macro','turret_healing_bor_m_macro']"/>
            <set_value name="$Ready" exact="Controller.$NativeReadyUntil? and player.age lt Controller.$NativeReadyUntil"/>
            <create_list name="$Requests"/>
            <find_ship name="$Ships" space="player.sector" owner="faction.player" class="class.ship_xl" shiptype="shiptype.resupplier" multiple="true" recursive="true" required="false"/>
            <do_for_each name="$Ship" in="$Ships">
              <find_object_component name="$AllTurrets" object="$Ship" class="class.turret" multiple="true" required="false"/>
              <find_ship name="$Candidates" space="$Ship.sector" multiple="true" recursive="true" required="false">
                <match_distance object="$Ship" max="10000m+$Ship.macro.boundingbox.max.length+$Ship.macro.boundingbox.center.length"/>
              </find_ship>
              <do_for_each name="$Turret" in="$AllTurrets">
                <do_if value="$Macros.indexof.{$Turret.macro.id}">
                  <do_if value="Trace.$Weapons?">
                    <add_to_group groupname="Trace.$Weapons" object="$Turret"/>
                  </do_if>
                  <do_if value="$Ready and not Controller.$SupportConfigured.{$Turret}?">
                    <set_weapon_mode weapon="$Turret" weaponmode="weaponmode.defend"/>
                    <set_value name="Controller.$SupportConfigured.{$Turret}" exact="true"/>
                  </do_if>
                  <do_elseif value="not $Ready">
                    <set_weapon_mode weapon="$Turret" weaponmode="weaponmode.holdfire"/>
                    <remove_value name="Controller.$SupportConfigured.{$Turret}"/>
                  </do_elseif>
                  <set_value name="$Target" exact="@Controller.$Targets.{$Turret}"/>
                  <run_actions ref="TargetValid" result="$Valid">
                    <param name="Ship" value="$Ship"/>
                    <param name="Turret" value="$Turret"/>
                    <param name="Target" value="$Target"/>
                  </run_actions>
                  <do_if value="not $Valid">
                    <set_value name="$Target" exact="null"/>
                  </do_if>
                  <do_if value="not $Target.exists">
                    <set_value name="$Nearest" exact="10000m"/>
                    <do_for_each name="$Candidate" in="$Candidates">
                      <do_if value="$Turret.distanceto.{$Candidate} lt $Nearest">
                        <run_actions ref="TargetValid" result="$Valid">
                          <param name="Ship" value="$Ship"/>
                          <param name="Turret" value="$Turret"/>
                          <param name="Target" value="$Candidate"/>
                        </run_actions>
                        <do_if value="$Valid">
                          <set_value name="$Target" exact="$Candidate"/>
                          <set_value name="$Nearest" exact="$Turret.distanceto.{$Candidate}"/>
                        </do_if>
                      </do_if>
                    </do_for_each>
                  </do_if>
                  <set_value name="Controller.$Targets.{$Turret}" exact="$Target"/>
                  <append_to_list name="$Requests" exact="[$Ship,$Turret,$Target]"/>
                </do_if>
              </do_for_each>
            </do_for_each>
            <set_value name="player.entity.$healing_turret_requests" exact="$Requests"/>
            <raise_lua_event name="'Healing_Turret.Support'" param="player.entity"/>
            <do_for_each name="$Old" in="Controller.$Targets.keys.list">
              <do_if value="not $Old.exists">
                <remove_value name="Controller.$Targets.{$Old}"/>
                <remove_value name="Controller.$SupportConfigured.{$Old}"/>
                <remove_value name="Controller.$LastHeal.{$Old}"/>
              </do_if>
            </do_for_each>
          </actions>
        </cue>
      </cues>
    </cue>
    <library name="TargetValid" purpose="run_actions">
      <params>
        <param name="Ship"/>
        <param name="Turret"/>
        <param name="Target"/>
      </params>
      <actions>
        <do_if value="not $Ship.isoperational or $Ship.owner != faction.player or not $Ship.isclass.ship_xl or $Ship.type != shiptype.resupplier or $Ship.sector != player.sector or not $Ship.isphysicsready or $Ship.dock or $Ship.isconstruction or $Ship.travel.active or $Ship.attention lt attention.visible or not $Turret.isoperational">
          <return value="false"/>
        </do_if>
        <do_if value="not $Target.isoperational or $Target == $Ship or $Target.isconstruction or $Target.dock or $Target.sector != $Ship.sector or $Target.maxhull lt 1hp or $Target.hullpercentage ge 100 or $Ship.hasrelation.enemy.{$Target} or not ($Target.owner == $Ship.owner or $Ship.hasrelation.friend.{$Target}) or $Turret.distanceto.{$Target} ge [10000m,$Turret.maxfirerange].min">
          <return value="false"/>
        </do_if>
        <set_value name="$SightOffset" exact="position.[0m,5.425042m,0m]"/>
        <set_value name="$MinimumPitch" exact="-10deg"/>
        <do_if value="$Turret.macro.id == 'turret_healing_spl_m_macro'">
          <set_value name="$SightOffset" exact="position.[0m,5.286525m,-0.001457572m]"/>
        </do_if>
        <do_elseif value="$Turret.macro.id == 'turret_healing_bor_m_macro'">
          <set_value name="$SightOffset" exact="position.[0m,1.696513m,-0.5556629m]"/>
          <set_value name="$MinimumPitch" exact="-7deg"/>
        </do_elseif>
        <set_value name="$Local" exact="$Target.relativeposition.{$Turret}"/>
        <create_position name="$Aim" x="$Local.x-$SightOffset.x" y="$Local.y-$SightOffset.y" z="$Local.z-$SightOffset.z"/>
        <do_if value="$Aim.y lt tan($MinimumPitch)*sqrt($Aim.x^2+$Aim.z^2)">
          <return value="false"/>
        </do_if>
        <check_line_of_sight name="$Visible" object="$Turret" objectoffset="$SightOffset" target="$Target" useaimtarget="true" excludeself="true"/>
        <return value="$Visible"/>
      </actions>
    </library>
    <library name="ApplyHeal" purpose="run_actions">
      <params>
        <param name="Turret"/>
        <param name="Target"/>
      </params>
      <actions>
        <do_if value="not Controller.$LastHeal?">
          <set_value name="Controller.$LastHeal" exact="table[]"/>
        </do_if>
        <set_value name="$Elapsed" exact="0.1s"/>
        <do_if value="Controller.$LastHeal.{$Turret}?">
          <set_value name="$Elapsed" exact="[0s,player.age-Controller.$LastHeal.{$Turret}.{2}].max"/>
          <do_if value="$Elapsed gt 0.25s">
            <set_value name="$Elapsed" exact="0.1s"/>
          </do_if>
        </do_if>
        <set_value name="Controller.$LastHeal.{$Turret}" exact="[$Target,player.age]"/>
        <do_if value="$Elapsed gt 0s and $Target.isoperational and $Target.maxhull ge 1hp and $Target.hullpercentage lt 100">
          <set_object_hull object="$Target" exact="[100f,$Target.hullpercentage+100f*100f*($Elapsed)f/($Target.maxhull)f].min"/>
          <return value="100f*($Elapsed)f"/>
        </do_if>
        <return value="0f"/>
      </actions>
    </library>
    <cue name="Trace" namespace="this" checkinterval="1s">
      <conditions>
        <check_value value="player.galaxy"/>
      </conditions>
      <actions>
        <create_group groupname="$Weapons"/>
      </actions>
      <cues>
        <cue name="Heal" instantiate="true">
          <conditions>
            <event_weapon_fired group="Trace.$Weapons"/>
            <check_value value="event.param.exists and event.param.macro == macro.bullet_healing_turret_m_macro"/>
          </conditions>
          <actions>
            <set_value name="$Turret" exact="event.object"/>
            <set_value name="$Ship" exact="$Turret.container"/>
            <set_value name="$Target" exact="@Controller.$Targets.{$Turret}"/>
            <run_actions ref="TargetValid" result="$Valid">
              <param name="Ship" value="$Ship"/>
              <param name="Turret" value="$Turret"/>
              <param name="Target" value="$Target"/>
            </run_actions>
            <do_if value="$Valid and $Turret.isreadytofire and $Turret.mode != weaponmode.holdfire and Controller.$NativeReadyUntil? and player.age lt Controller.$NativeReadyUntil">
              <run_actions ref="ApplyHeal" result="$Healed">
                <param name="Turret" value="$Turret"/>
                <param name="Target" value="$Target"/>
              </run_actions>
              <do_if value="not Trace.$NextLog? or player.age ge Trace.$NextLog">
                <set_value name="Trace.$NextLog" exact="player.age+5s"/>
                <debug_text filter="error" text="'HEALING_TURRET HEAL source=%1 turret=%2 target=%3 hp=%4'.[$Ship,$Turret,$Target,$Healed]"/>
              </do_if>
            </do_if>
          </actions>
        </cue>
      </cues>
    </cue>
  </cues>
</mdscript>
<?xml version="1.0" encoding="utf-8"?>
<mdscript name="Healing_Turret_Remote">
  <cues>
    <cue name="Controller" namespace="this" checkinterval="1s">
      <conditions><check_value value="player.galaxy"/></conditions>
      <actions><set_value name="$Ships" exact="[]"/><set_value name="$Snapshots" exact="[]"/><set_value name="$States" exact="table[]"/></actions>
      <cues>
        <cue name="Armed" instantiate="true">
          <conditions><event_ui_triggered screen="'Healing_Turret'" control="'remote_ready'"/></conditions>
          <actions><set_value name="Controller.$Armed" exact="if player.entity.$healing_turret_remote_armed? then player.entity.$healing_turret_remote_armed else []"/><set_value name="Controller.$ArmedAt" exact="player.age"/></actions>
        </cue>
        <cue name="Discover" instantiate="true" checkinterval="5s">
          <conditions><check_value value="player.galaxy"/></conditions>
          <actions><find_ship name="Controller.$Ships" space="player.galaxy" owner="faction.player" class="class.ship_xl" shiptype="shiptype.resupplier" multiple="true" recursive="true" required="false"/></actions>
        </cue>
        <cue name="Scan" instantiate="true" checkinterval="500ms">
          <conditions><check_value value="Controller.$Ships?"/></conditions>
          <actions>
            <create_list name="$Snapshots"/><create_list name="$Requests"/>
            <do_for_each name="$Ship" in="Controller.$Ships">
              <run_actions ref="IsRemote" result="$Remote"><param name="Ship" value="$Ship"/></run_actions>
              <do_if value="$Remote">
                <find_object_component name="$Components" object="$Ship" class="class.turret" multiple="true" required="false"/>
                <create_list name="$Turrets"/>
                <do_for_each name="$Turret" in="$Components">
                  <do_if value="['turret_healing_arg_m_macro','turret_healing_par_m_macro','turret_healing_tel_m_macro','turret_healing_spl_m_macro','turret_healing_ter_m_macro','turret_healing_bor_m_macro'].indexof.{$Turret.macro.id}">
                    <append_to_list name="$Turrets" exact="$Turret"/><append_to_list name="$Requests" exact="[$Ship,$Turret]"/>
                  </do_if>
                </do_for_each>
                <find_ship name="$Candidates" space="$Ship.sector" multiple="true" recursive="true" required="false"><match_distance object="$Ship" max="10000m+$Ship.macro.boundingbox.max.length+$Ship.macro.boundingbox.center.length"/></find_ship>
                <append_to_list name="$Snapshots" exact="[$Ship,$Turrets,$Candidates]"/>
              </do_if>
            </do_for_each>
            <set_value name="Controller.$Snapshots" exact="$Snapshots"/>
            <set_value name="player.entity.$healing_turret_remote_weapons" exact="$Requests"/>
            <raise_lua_event name="'Healing_Turret.RemoteWeapons'" param="player.entity"/>
          </actions>
        </cue>
        <cue name="Tick" instantiate="true" checkinterval="100ms">
          <conditions><check_value value="Controller.$Snapshots?"/></conditions>
          <actions>
            <do_for_each name="$Turret" in="Controller.$States.keys.list">
              <set_value name="$Ship" exact="Controller.$States.{$Turret}.$Source"/>
              <run_actions ref="IsRemote" result="$Remote"><param name="Ship" value="$Ship"/></run_actions>
              <do_if value="not $Remote or not $Turret.isoperational or $Turret.container != $Ship"><run_actions ref="Release"><param name="Turret" value="$Turret"/></run_actions></do_if>
            </do_for_each>
            <do_for_each name="$Snapshot" in="Controller.$Snapshots">
              <do_for_each name="$Turret" in="$Snapshot.{2}">
                <run_actions ref="Fire"><param name="Ship" value="$Snapshot.{1}"/><param name="Turret" value="$Turret"/><param name="Candidates" value="$Snapshot.{3}"/></run_actions>
              </do_for_each>
            </do_for_each>
          </actions>
        </cue>
      </cues>
    </cue>
    <library name="IsRemote" purpose="run_actions">
      <params><param name="Ship"/></params>
      <actions><return value="$Ship.isoperational and $Ship.owner == faction.player and $Ship.isclass.ship_xl and $Ship.type == shiptype.resupplier and $Ship.sector.exists and not $Ship.isconstruction and not $Ship.dock and not $Ship.travel.active and ['ship_arg_xl_resupplier_01_a_macro','ship_arg_xl_resupplier_01_b_macro','ship_par_xl_resupplier_01_a_macro','ship_par_xl_resupplier_01_b_macro','ship_par_xl_resupplier_02_a_macro','ship_tel_xl_resupplier_01_a_macro','ship_tel_xl_resupplier_01_b_macro','ship_spl_xl_resupplier_01_a_macro','ship_ter_xl_resupplier_01_a_macro','ship_bor_xl_resupplier_01_a_macro'].indexof.{$Ship.macro.id} and ($Ship.sector != player.sector or $Ship.attention lt attention.visible or not $Ship.isphysicsready)"/></actions>
    </library>
    <library name="Release" purpose="run_actions">
      <params><param name="Turret"/></params>
      <actions><do_if value="Controller.$States.{$Turret}?"><do_if value="$Turret.exists and $Turret.mode == weaponmode.holdfire"><set_weapon_mode weapon="$Turret" weaponmode="Controller.$States.{$Turret}.$Mode"/></do_if><remove_value name="Controller.$States.{$Turret}"/></do_if></actions>
    </library>
    <library name="TargetValid" purpose="run_actions">
      <params><param name="Ship"/><param name="Turret"/><param name="Target"/></params>
      <actions><return value="$Target.isoperational and $Target != $Ship and not $Target.isconstruction and not $Target.dock and $Target.sector == $Ship.sector and $Target.maxhull ge 1hp and $Target.hullpercentage lt 100 and not $Ship.hasrelation.enemy.{$Target} and ($Target.owner == $Ship.owner or $Ship.hasrelation.friend.{$Target}) and $Turret.distanceto.{$Target} lt [10000m,$Turret.maxfirerange].min"/></actions>
    </library>
    <library name="Fire" purpose="run_actions">
      <params><param name="Ship"/><param name="Turret"/><param name="Candidates"/></params>
      <actions>
        <run_actions ref="IsRemote" result="$Remote"><param name="Ship" value="$Ship"/></run_actions>
        <do_if value="not $Remote or not $Turret.isoperational or $Turret.container != $Ship"><return/></do_if>
        <do_if value="not md.Healing_Turret.Controller.$LastHeal?"><set_value name="md.Healing_Turret.Controller.$LastHeal" exact="table[]"/></do_if>
        <do_if value="not Controller.$Armed? or not Controller.$Armed.indexof.{$Turret} or not Controller.$ArmedAt? or player.age-Controller.$ArmedAt gt 1s">
          <set_value name="md.Healing_Turret.Controller.$LastHeal.{$Turret}" exact="[null,player.age]"/><return/>
        </do_if>
        <do_if value="not Controller.$States.{$Turret}?">
          <do_if value="$Turret.mode == weaponmode.holdfire"><return/></do_if>
          <set_value name="Controller.$States.{$Turret}" exact="table[$Source=$Ship,$Mode=$Turret.mode,$Target=null]"/>
          <set_value name="md.Healing_Turret.Controller.$LastHeal.{$Turret}" exact="[null,player.age]"/>
        </do_if>
        <set_value name="$State" exact="Controller.$States.{$Turret}"/>
        <do_if value="$Turret.mode != weaponmode.holdfire"><set_value name="$State.$Mode" exact="$Turret.mode"/><set_weapon_mode weapon="$Turret" weaponmode="weaponmode.holdfire"/></do_if>
        <set_value name="$Target" exact="$State.$Target"/>
        <run_actions ref="TargetValid" result="$Valid"><param name="Ship" value="$Ship"/><param name="Turret" value="$Turret"/><param name="Target" value="$Target"/></run_actions>
        <do_if value="not $Valid">
          <set_value name="$Target" exact="null"/><set_value name="$Nearest" exact="[10000m,$Turret.maxfirerange].min"/>
          <do_for_each name="$Candidate" in="$Candidates">
            <run_actions ref="TargetValid" result="$Valid"><param name="Ship" value="$Ship"/><param name="Turret" value="$Turret"/><param name="Target" value="$Candidate"/></run_actions>
            <do_if value="$Valid and $Turret.distanceto.{$Candidate} lt $Nearest"><set_value name="$Target" exact="$Candidate"/><set_value name="$Nearest" exact="$Turret.distanceto.{$Candidate}"/></do_if>
          </do_for_each>
        </do_if>
        <set_value name="$State.$Target" exact="$Target"/>
        <do_if value="not $Target.exists"><set_value name="md.Healing_Turret.Controller.$LastHeal.{$Turret}" exact="[null,player.age]"/><return/></do_if>
        <run_actions ref="md.Healing_Turret.ApplyHeal" result="$Healed"><param name="Turret" value="$Turret"/><param name="Target" value="$Target"/></run_actions>
        <do_if value="$Healed gt 0f and (not Controller.$NextLog? or player.age ge Controller.$NextLog)"><set_value name="Controller.$NextLog" exact="player.age+5s"/><debug_text filter="error" text="'HEALING_TURRET REMOTE source=%1 turret=%2 target=%3 hp=%4 range=10000'.[$Ship,$Turret,$Target,$Healed]"/></do_if>
      </actions>
    </library>
  </cues>
</mdscript>
<?xml version='1.0' encoding='utf-8'?>
<mdscript name="Healing_Turret_Start">
  <cues>
    <cue name="Fleet" namespace="this" checkinterval="1s">
      <conditions>
        <check_value value="player.module == 'healing_turret_test' and player.ship.exists and player.age ge 3s"/>
      </conditions>
      <actions>
        <set_value name="$PlayerLocked" exact="faction.player.isrelationlocked"/>
        <set_faction_relation_locked faction="faction.player" locked="false"/>
        <do_for_each name="$Faction" in="lookup.faction.list">
          <do_if value="$Faction != faction.player and $Faction.isactive">
            <set_value name="$Locked" exact="$Faction.isrelationlocked"/>
            <set_faction_relation_locked faction="$Faction" locked="false"/>
            <set_faction_relation faction="$Faction" otherfaction="faction.player" value="1"/>
            <set_faction_relation faction="faction.player" otherfaction="$Faction" value="1"/>
            <do_if value="$Faction.licence.ceremonyfriend.exists and not faction.player.haslicence.ceremonyfriend.{$Faction}">
              <add_licence licencefaction="$Faction" type="ceremonyfriend"/>
            </do_if>
            <do_if value="$Faction.licence.ceremonyally.exists and not faction.player.haslicence.ceremonyally.{$Faction}">
              <add_licence licencefaction="$Faction" type="ceremonyally"/>
            </do_if>
            <do_if value="$Faction.licence.militaryship.exists and not faction.player.haslicence.militaryship.{$Faction}">
              <add_licence licencefaction="$Faction" type="militaryship"/>
            </do_if>
            <do_if value="$Faction.licence.militaryequipment.exists and not faction.player.haslicence.militaryequipment.{$Faction}">
              <add_licence licencefaction="$Faction" type="militaryequipment"/>
            </do_if>
            <do_if value="$Faction.licence.capitalship.exists and not faction.player.haslicence.capitalship.{$Faction}">
              <add_licence licencefaction="$Faction" type="capitalship"/>
            </do_if>
            <do_if value="$Faction.licence.capitalequipment.exists and not faction.player.haslicence.capitalequipment.{$Faction}">
              <add_licence licencefaction="$Faction" type="capitalequipment"/>
            </do_if>
            <do_if value="$Faction.licence.station_gen_basic.exists and not faction.player.haslicence.station_gen_basic.{$Faction}">
              <add_licence licencefaction="$Faction" type="station_gen_basic"/>
            </do_if>
            <do_if value="$Faction.licence.station_gen_intermediate.exists and not faction.player.haslicence.station_gen_intermediate.{$Faction}">
              <add_licence licencefaction="$Faction" type="station_gen_intermediate"/>
            </do_if>
            <do_if value="$Faction.licence.station_gen_advanced.exists and not faction.player.haslicence.station_gen_advanced.{$Faction}">
              <add_licence licencefaction="$Faction" type="station_gen_advanced"/>
            </do_if>
            <do_if value="$Faction.licence.station_equip_sm.exists and not faction.player.haslicence.station_equip_sm.{$Faction}">
              <add_licence licencefaction="$Faction" type="station_equip_sm"/>
            </do_if>
            <do_if value="$Faction.licence.station_equip_lxl.exists and not faction.player.haslicence.station_equip_lxl.{$Faction}">
              <add_licence licencefaction="$Faction" type="station_equip_lxl"/>
            </do_if>
            <do_if value="$Faction.licence.subgroupfriend.exists and not faction.player.haslicence.subgroupfriend.{$Faction}">
              <add_licence licencefaction="$Faction" type="subgroupfriend"/>
            </do_if>
            <debug_text filter="error" text="'HEALING_TURRET ALLIES faction=%1 relation=%2 ally=%3 promoted=%4'.[$Faction,faction.player.relationto.{$Faction},faction.player.hasrelation.ally.{$Faction},faction.player.haslicence.ceremonyally.{$Faction}]"/>
            <set_faction_known faction="$Faction" known="true"/>
            <set_faction_relation_locked faction="$Faction" locked="$Locked"/>
          </do_if>
        </do_for_each>
        <set_faction_relation_locked faction="faction.player" locked="$PlayerLocked"/>
        <create_list name="$AvailableAuxiliaries"/>
        <set_value name="$OptionalAuxiliaryNames" exact="['ship_spl_xl_resupplier_01_a_macro','ship_ter_xl_resupplier_01_a_macro','ship_bor_xl_resupplier_01_a_macro']"/>
        <do_for_each name="$Macro" in="lookup.macro.list">
          <do_if value="$Macro != null">
            <do_if value="$OptionalAuxiliaryNames.indexof.{$Macro.id}">
              <append_to_list name="$AvailableAuxiliaries" exact="$Macro.id"/>
            </do_if>
          </do_if>
        </do_for_each>
        <generate_loadout result="$Loadouts" faction="faction.argon" macro="macro.ship_arg_xl_resupplier_01_a_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_arg_xl_resupplier_01_a_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.argon" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="-5000" y="40000" z="-4000"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=8'.[$Ship,$Ship.macro]"/>
        </do_if>
        <generate_loadout result="$Loadouts" faction="faction.paranid" macro="macro.ship_par_xl_resupplier_01_b_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_par_xl_resupplier_01_b_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.paranid" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="-1500" y="40000" z="-4000"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=8'.[$Ship,$Ship.macro]"/>
        </do_if>
        <generate_loadout result="$Loadouts" faction="faction.paranid" macro="macro.ship_par_xl_resupplier_02_a_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_par_xl_resupplier_02_a_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.paranid" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="2000" y="40000" z="-4000"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=8'.[$Ship,$Ship.macro]"/>
        </do_if>
        <generate_loadout result="$Loadouts" faction="faction.paranid" macro="macro.ship_par_xl_resupplier_01_a_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_par_xl_resupplier_01_a_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.paranid" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="5500" y="40000" z="-4000"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=8'.[$Ship,$Ship.macro]"/>
        </do_if>
        <generate_loadout result="$Loadouts" faction="faction.teladi" macro="macro.ship_tel_xl_resupplier_01_b_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_tel_xl_resupplier_01_b_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.teladi" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="-5000" y="40000" z="-500"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=9'.[$Ship,$Ship.macro]"/>
        </do_if>
        <generate_loadout result="$Loadouts" faction="faction.teladi" macro="macro.ship_tel_xl_resupplier_01_a_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_tel_xl_resupplier_01_a_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.teladi" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="-1500" y="40000" z="-500"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=9'.[$Ship,$Ship.macro]"/>
        </do_if>
        <generate_loadout result="$Loadouts" faction="faction.argon" macro="macro.ship_arg_xl_resupplier_01_b_macro" level="1" variation="0">
          <quantity level="1" variation="0"/>
        </generate_loadout>
        <create_ship name="$Ship" macro="macro.ship_arg_xl_resupplier_01_b_macro" sector="player.sector">
          <owner exact="faction.player" overridenpc="true"/>
          <pilot>
            <select faction="faction.argon" tags="tag.aipilot"/>
            <skills>
              <skill type="piloting" exact="15"/>
              <skill type="morale" exact="15"/>
            </skills>
          </pilot>
          <loadout loadout="$Loadouts.{1}"/>
          <position x="2000" y="40000" z="-500"/>
        </create_ship>
        <do_if value="$Ship.exists">
          <run_actions ref="EquipAuxiliary">
            <param name="Ship" value="$Ship"/>
          </run_actions>
          <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
          <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
            <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
          </do_if>
          <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
            <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_elseif>
          <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=8'.[$Ship,$Ship.macro]"/>
        </do_if>
        <do_all exact="2" counter="$EscortIndex">
          <generate_loadout result="$Loadouts" faction="faction.argon" macro="macro.ship_arg_m_frigate_01_a_macro" level="1" variation="0">
            <quantity level="1" variation="0"/>
          </generate_loadout>
          <create_ship name="$Escort" macro="macro.ship_arg_m_frigate_01_a_macro" sector="player.sector">
            <owner exact="faction.player" overridenpc="true"/>
            <pilot>
              <select faction="faction.argon" tags="tag.aipilot"/>
              <skills>
                <skill type="piloting" exact="15"/>
                <skill type="morale" exact="15"/>
              </skills>
            </pilot>
            <loadout loadout="$Loadouts.{1}"/>
            <position x="-4000+$EscortIndex*300" y="40500" z="1000"/>
          </create_ship>
          <do_if value="$Escort.exists">
            <set_object_hull object="$Escort" exact="60"/>
            <set_object_commander object="$Escort" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_if>
        </do_all>
        <do_all exact="2" counter="$EscortIndex">
          <generate_loadout result="$Loadouts" faction="faction.paranid" macro="macro.ship_par_m_frigate_01_a_macro" level="1" variation="0">
            <quantity level="1" variation="0"/>
          </generate_loadout>
          <create_ship name="$Escort" macro="macro.ship_par_m_frigate_01_a_macro" sector="player.sector">
            <owner exact="faction.player" overridenpc="true"/>
            <pilot>
              <select faction="faction.paranid" tags="tag.aipilot"/>
              <skills>
                <skill type="piloting" exact="15"/>
                <skill type="morale" exact="15"/>
              </skills>
            </pilot>
            <loadout loadout="$Loadouts.{1}"/>
            <position x="-2500+$EscortIndex*300" y="40500" z="1000"/>
          </create_ship>
          <do_if value="$Escort.exists">
            <set_object_hull object="$Escort" exact="60"/>
            <set_object_commander object="$Escort" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_if>
        </do_all>
        <do_all exact="2" counter="$EscortIndex">
          <generate_loadout result="$Loadouts" faction="faction.teladi" macro="macro.ship_tel_m_frigate_01_a_macro" level="1" variation="0">
            <quantity level="1" variation="0"/>
          </generate_loadout>
          <create_ship name="$Escort" macro="macro.ship_tel_m_frigate_01_a_macro" sector="player.sector">
            <owner exact="faction.player" overridenpc="true"/>
            <pilot>
              <select faction="faction.teladi" tags="tag.aipilot"/>
              <skills>
                <skill type="piloting" exact="15"/>
                <skill type="morale" exact="15"/>
              </skills>
            </pilot>
            <loadout loadout="$Loadouts.{1}"/>
            <position x="-1000+$EscortIndex*300" y="40500" z="1000"/>
          </create_ship>
          <do_if value="$Escort.exists">
            <set_object_hull object="$Escort" exact="60"/>
            <set_object_commander object="$Escort" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
          </do_if>
        </do_all>
        <do_if value="$AvailableAuxiliaries.indexof.{'ship_spl_xl_resupplier_01_a_macro'}">
          <generate_loadout result="$Loadouts" faction="faction.split" macro="macro.ship_spl_xl_resupplier_01_a_macro" level="1" variation="0">
            <quantity level="1" variation="0"/>
          </generate_loadout>
          <create_ship name="$Ship" macro="macro.ship_spl_xl_resupplier_01_a_macro" sector="player.sector">
            <owner exact="faction.player" overridenpc="true"/>
            <pilot>
              <select faction="faction.split" tags="tag.aipilot"/>
              <skills>
                <skill type="piloting" exact="15"/>
                <skill type="morale" exact="15"/>
              </skills>
            </pilot>
            <loadout loadout="$Loadouts.{1}"/>
            <position x="5500" y="40000" z="-500"/>
          </create_ship>
          <do_if value="$Ship.exists">
            <run_actions ref="EquipAuxiliary">
              <param name="Ship" value="$Ship"/>
            </run_actions>
            <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
            <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
              <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
            </do_if>
            <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
              <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
            </do_elseif>
            <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=12'.[$Ship,$Ship.macro]"/>
          </do_if>
          <do_all exact="2" counter="$EscortIndex">
            <generate_loadout result="$Loadouts" faction="faction.split" macro="macro.ship_spl_m_frigate_01_a_macro" level="1" variation="0">
              <quantity level="1" variation="0"/>
            </generate_loadout>
            <create_ship name="$Escort" macro="macro.ship_spl_m_frigate_01_a_macro" sector="player.sector">
              <owner exact="faction.player" overridenpc="true"/>
              <pilot>
                <select faction="faction.split" tags="tag.aipilot"/>
                <skills>
                  <skill type="piloting" exact="15"/>
                  <skill type="morale" exact="15"/>
                </skills>
              </pilot>
              <loadout loadout="$Loadouts.{1}"/>
              <position x="500+$EscortIndex*300" y="40500" z="1000"/>
            </create_ship>
            <do_if value="$Escort.exists">
              <set_object_hull object="$Escort" exact="60"/>
              <set_object_commander object="$Escort" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
            </do_if>
          </do_all>
        </do_if>
        <do_if value="$AvailableAuxiliaries.indexof.{'ship_ter_xl_resupplier_01_a_macro'}">
          <generate_loadout result="$Loadouts" faction="faction.terran" macro="macro.ship_ter_xl_resupplier_01_a_macro" level="1" variation="0">
            <quantity level="1" variation="0"/>
          </generate_loadout>
          <create_ship name="$Ship" macro="macro.ship_ter_xl_resupplier_01_a_macro" sector="player.sector">
            <owner exact="faction.player" overridenpc="true"/>
            <pilot>
              <select faction="faction.terran" tags="tag.aipilot"/>
              <skills>
                <skill type="piloting" exact="15"/>
                <skill type="morale" exact="15"/>
              </skills>
            </pilot>
            <loadout loadout="$Loadouts.{1}"/>
            <position x="-5000" y="40000" z="3000"/>
          </create_ship>
          <do_if value="$Ship.exists">
            <run_actions ref="EquipAuxiliary">
              <param name="Ship" value="$Ship"/>
            </run_actions>
            <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
            <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
              <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
            </do_if>
            <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
              <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
            </do_elseif>
            <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=14'.[$Ship,$Ship.macro]"/>
          </do_if>
          <do_all exact="2" counter="$EscortIndex">
            <generate_loadout result="$Loadouts" faction="faction.terran" macro="macro.ship_ter_m_frigate_01_a_macro" level="1" variation="0">
              <quantity level="1" variation="0"/>
            </generate_loadout>
            <create_ship name="$Escort" macro="macro.ship_ter_m_frigate_01_a_macro" sector="player.sector">
              <owner exact="faction.player" overridenpc="true"/>
              <pilot>
                <select faction="faction.terran" tags="tag.aipilot"/>
                <skills>
                  <skill type="piloting" exact="15"/>
                  <skill type="morale" exact="15"/>
                </skills>
              </pilot>
              <loadout loadout="$Loadouts.{1}"/>
              <position x="2000+$EscortIndex*300" y="40500" z="1000"/>
            </create_ship>
            <do_if value="$Escort.exists">
              <set_object_hull object="$Escort" exact="60"/>
              <set_object_commander object="$Escort" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
            </do_if>
          </do_all>
        </do_if>
        <do_if value="$AvailableAuxiliaries.indexof.{'ship_bor_xl_resupplier_01_a_macro'}">
          <generate_loadout result="$Loadouts" faction="faction.boron" macro="macro.ship_bor_xl_resupplier_01_a_macro" level="1" variation="0">
            <quantity level="1" variation="0"/>
          </generate_loadout>
          <create_ship name="$Ship" macro="macro.ship_bor_xl_resupplier_01_a_macro" sector="player.sector">
            <owner exact="faction.player" overridenpc="true"/>
            <pilot>
              <select faction="faction.boron" tags="tag.aipilot"/>
              <skills>
                <skill type="piloting" exact="15"/>
                <skill type="morale" exact="15"/>
              </skills>
            </pilot>
            <loadout loadout="$Loadouts.{1}"/>
            <position x="-1500" y="40000" z="3000"/>
          </create_ship>
          <do_if value="$Ship.exists">
            <run_actions ref="EquipAuxiliary">
              <param name="Ship" value="$Ship"/>
            </run_actions>
            <set_object_name object="$Ship" name="'Healing - '+$Ship.macro.name"/>
            <do_if value="not md.Healing_Turret_Start.Fleet.$Commander?">
              <set_value name="md.Healing_Turret_Start.Fleet.$Commander" exact="$Ship"/>
            </do_if>
            <do_elseif value="$Ship != md.Healing_Turret_Start.Fleet.$Commander">
              <set_object_commander object="$Ship" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
            </do_elseif>
            <debug_text filter="error" text="'HEALING_TURRET START auxiliary=%1 macro=%2 expected_M=12'.[$Ship,$Ship.macro]"/>
          </do_if>
          <do_all exact="2" counter="$EscortIndex">
            <generate_loadout result="$Loadouts" faction="faction.boron" macro="macro.ship_bor_m_corvette_01_a_macro" level="1" variation="0">
              <quantity level="1" variation="0"/>
            </generate_loadout>
            <create_ship name="$Escort" macro="macro.ship_bor_m_corvette_01_a_macro" sector="player.sector">
              <owner exact="faction.player" overridenpc="true"/>
              <pilot>
                <select faction="faction.boron" tags="tag.aipilot"/>
                <skills>
                  <skill type="piloting" exact="15"/>
                  <skill type="morale" exact="15"/>
                </skills>
              </pilot>
              <loadout loadout="$Loadouts.{1}"/>
              <position x="3500+$EscortIndex*300" y="40500" z="1000"/>
            </create_ship>
            <do_if value="$Escort.exists">
              <set_object_hull object="$Escort" exact="60"/>
              <set_object_commander object="$Escort" commander="md.Healing_Turret_Start.Fleet.$Commander" assignment="assignment.defence"/>
            </do_if>
          </do_all>
        </do_if>
        <do_if value="$Commander.exists">
          <set_object_name object="$Commander" name="'Healing Fleet'"/>
        </do_if>
        <set_value name="$HealingGroupsEquipped" exact="true"/>
        <set_value name="$Ready" exact="true"/>
        <debug_text filter="error" text="'HEALING_TURRET START fleet ready commander=%1'.[$Commander]"/>
      </actions>
    </cue>
    <cue name="RefitHealingGroups" namespace="this" checkinterval="1s">
      <conditions>
        <check_value value="player.module == 'healing_turret_test' and player.ship.exists and Fleet.$Ready? and Fleet.$Ready"/>
      </conditions>
      <actions>
        <do_if value="not Fleet.$HealingGroupsEquipped? and Fleet.$Commander.exists">
          <find_ship name="$Ships" space="player.galaxy" owner="faction.player" class="class.ship_xl" shiptype="shiptype.resupplier" multiple="true" recursive="true" required="false"/>
          <do_for_each name="$Ship" in="$Ships">
            <do_if value="$Ship == Fleet.$Commander or $Ship.commander == Fleet.$Commander">
              <run_actions ref="EquipAuxiliary">
                <param name="Ship" value="$Ship"/>
              </run_actions>
            </do_if>
          </do_for_each>
          <set_value name="Fleet.$HealingGroupsEquipped" exact="true"/>
        </do_if>
      </actions>
    </cue>
    <library name="EquipAuxiliary" purpose="run_actions">
      <params>
        <param name="Ship"/>
      </params>
      <actions>
        <do_if value="not $Ship.isoperational or $Ship.owner != faction.player or not $Ship.isclass.ship_xl or $Ship.type != shiptype.resupplier">
          <return/>
        </do_if>
        <do_if value="$Ship.macro.id == 'ship_arg_xl_resupplier_01_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_back_mid_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_front_mid_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_front_mid_right" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_back_mid_right" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="8"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_arg_m_macro'"/>
        </do_if>
        <do_elseif value="$Ship.macro.id == 'ship_par_xl_resupplier_01_b_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_back_up_right" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_back_down_middle" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_back_up_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_front_up_middle" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="8"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_par_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_par_xl_resupplier_02_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_mid_up_right" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_front_down_middle" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_mid_up_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_front_up_middle" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="8"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_par_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_par_xl_resupplier_01_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_back_up_right" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_back_down_middle" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_back_up_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_par_m_macro" path=".." group="group_front_up_middle" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="8"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_par_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_tel_xl_resupplier_01_b_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_back_top_center" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_center_top_center" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_back_bottom_left" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_back_bottom_right" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_center_bottom_right" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_center_bottom_left" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_front_top_left" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_front_top_right" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_front_down_center" exact="1" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="9"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_tel_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_tel_xl_resupplier_01_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_back_top_center" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_center_top_center" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_back_bottom_left" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_back_bottom_right" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_center_bottom_right" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_center_bottom_left" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_front_top_left" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_front_top_right" exact="1" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_tel_m_macro" path=".." group="group_front_down_center" exact="1" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="9"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_tel_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_arg_xl_resupplier_01_b_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_back_mid_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_front_mid_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_front_mid_right" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_arg_m_macro" path=".." group="group_back_mid_right" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="8"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_arg_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_bor_xl_resupplier_01_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_bor_m_macro" path=".." group="group_front_up_left" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_bor_m_macro" path=".." group="group_front_up_mid" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_bor_m_macro" path=".." group="group_front_down_mid" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_bor_m_macro" path=".." group="group_front_up_right" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_bor_m_macro" path=".." group="group_rear_up_mid" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_bor_m_macro" path=".." group="group_mid_down_mid_01" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="12"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_bor_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_spl_xl_resupplier_01_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_spl_m_macro" path=".." group="group_mid_left_top" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_spl_m_macro" path=".." group="group_front_left_top" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_spl_m_macro" path=".." group="group_front_right_top" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_spl_m_macro" path=".." group="group_mid_right_top" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_spl_m_macro" path=".." group="group_back_mid_mid" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_spl_m_macro" path=".." group="group_front_mid_down" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="12"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_spl_m_macro'"/>
        </do_elseif>
        <do_elseif value="$Ship.macro.id == 'ship_ter_xl_resupplier_01_a_macro'">
          <create_loadout result="$Support">
            <groups>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_cent_cent_down" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_back_cent_up" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_back_right_down" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_cent_right_top" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_back_left_down" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_front_cent_top" exact="2" weaponmode="weaponmode.holdfire"/>
              <turrets macro="turret_healing_ter_m_macro" path=".." group="group_front_mid_down" exact="2" weaponmode="weaponmode.holdfire"/>
            </groups>
          </create_loadout>
          <set_value name="$Expected" exact="14"/>
          <set_value name="$ExpectedMacro" exact="'turret_healing_ter_m_macro'"/>
        </do_elseif>
        <do_else>
          <return/>
        </do_else>
        <apply_loadout object="$Ship" loadout="$Support" flags="turrets turretgroups add remove"/>
        <find_object_component name="$Turrets" object="$Ship" class="class.turret" multiple="true" required="false"/>
        <set_value name="$Healing" exact="0"/>
        <set_value name="$Other" exact="0"/>
        <do_for_each name="$Turret" in="$Turrets">
          <do_if value="$Turret.macro.id == $ExpectedMacro">
            <set_value name="$Healing" operation="add" exact="1"/>
          </do_if>
          <do_else>
            <set_value name="$Other" operation="add" exact="1"/>
          </do_else>
        </do_for_each>
        <debug_text filter="error" text="'HEALING_TURRET EQUIP ship=%1 macro=%2 healing=%3 other=%4 expected=%5'.[$Ship,$Ship.macro,$Healing,$Other,$Expected]"/>
      </actions>
    </library>
  </cues>
</mdscript>
<?xml version='1.0' encoding='utf-8'?>
<language>
  <page id="901333" title="Healing turret" descr="" voice="no">
    <t id="1">Healing turret</t>
    <t id="2">Auxiliary XL support turret. Repairs friendly hulls within 10 km: 100 hull points per second. Requires a clear line of sight.</t>
    <t id="30">Healing Fleet</t>
    <t id="31">Command a fleet of auxiliary ships equipped with racial healing turrets, escorted by damaged M combat ships. Start with 1,000,000,000 credits and friendly relations with every faction.</t>
    <t id="32">Makichika</t>
    <t id="33">1,000,000,000 Cr</t>
    <t id="10">Healing turret M - Argon</t>
    <t id="11">Healing turret M - Paranid</t>
    <t id="12">Healing turret M - Teladi</t>
    <t id="13">Healing turret M - Split</t>
    <t id="14">Healing turret M - Terran</t>
    <t id="15">Healing turret M - Boron</t>
  </page>
</language>
<?xml version='1.0' encoding='utf-8'?>
<addon name="healing_turret">
  <environment type="menus">
    <dependency name="ego_detailmonitor"/>
    <file name="ui/healing_turret_support.lua"/>
  </environment>
</addon>local ffi = require("ffi")
ffi.cdef[[
    uint64_t GetPlayerID(void);
    bool IsWeaponArmed(uint64_t weapon);
    size_t GetNumUpgradeSlots(uint64_t ship, const char* macro, const char* kind);
    uint64_t GetUpgradeSlotCurrentComponent(uint64_t ship, const char* kind, size_t slot);
    void SetWeaponMode(uint64_t weapon, const char* mode);
    bool IsFactionHostileToFaction(const char* faction, const char* other);
    bool IsFactionInRelationRangeToFaction(const char* faction, const char* other, const char* range);
]]
local C = ffi.C
local healingMacros = {
    ["turret_healing_arg_m_macro"] = true,
    ["turret_healing_par_m_macro"] = true,
    ["turret_healing_tel_m_macro"] = true,
    ["turret_healing_spl_m_macro"] = true,
    ["turret_healing_ter_m_macro"] = true,
    ["turret_healing_bor_m_macro"] = true,
}
local native
local attempted = false
local nextTrace = 0
local nextPayloadTrace = 0
local function initialize()
    if attempted then return native ~= nil end
    attempted = true
    local ok, result = pcall(function()
        if GetUISafeModeOption() then error("native support requires the existing unprotected UI mode") end
        if not package or type(package.loadlib) ~= "function" then error("Lua C module loader unavailable") end
        local loader, reason = package.loadlib(".\\extensions\\healing_turret\\bin\\healing_turret_support.dll", "luaopen_healing_turret_support")
        if not loader then
            loader, reason = package.loadlib(".\\extensions\\healing_turret\\healing_turret_support_64.txt", "luaopen_healing_turret_support")
        end
        if not loader then error("native module load failed: " .. tostring(reason)) end
        local library = loader()
        if type(library) ~= "table" or type(library.Initialize) ~= "function"
            or type(library.SetTarget) ~= "function" or type(library.Statistics) ~= "function" then
            error("invalid native module interface")
        end
        local status = library.Initialize()
        if status ~= 1 then error("native initialization refused: " .. tostring(status)) end
        return library
    end)
    if ok then
        native = result
        DebugError("HEALING_TURRET NATIVE initialized")
    else
        DebugError("HEALING_TURRET NATIVE unavailable: " .. tostring(result))
    end
    return native ~= nil
end

local function friendly(ship, target)
    if not IsComponentOperational(target) or IsSameComponent(ship, target) then return false end
    local owner = GetComponentData(ship, "owner")
    local other = GetComponentData(target, "owner")
    if not owner or not other or C.IsFactionHostileToFaction(owner, other) then return false end
    return owner == other or C.IsFactionInRelationRangeToFaction(owner, other, "friend")
        or C.IsFactionInRelationRangeToFaction(owner, other, "ally")
        or C.IsFactionInRelationRangeToFaction(owner, other, "member")
end

local auxiliaryMacros = {
    ["ship_arg_xl_resupplier_01_a_macro"] = true,
    ["ship_arg_xl_resupplier_01_b_macro"] = true,
    ["ship_bor_xl_resupplier_01_a_macro"] = true,
    ["ship_par_xl_resupplier_01_a_macro"] = true,
    ["ship_par_xl_resupplier_01_b_macro"] = true,
    ["ship_par_xl_resupplier_02_a_macro"] = true,
    ["ship_spl_xl_resupplier_01_a_macro"] = true,
    ["ship_tel_xl_resupplier_01_a_macro"] = true,
    ["ship_tel_xl_resupplier_01_b_macro"] = true,
    ["ship_ter_xl_resupplier_01_a_macro"] = true,
}
local function installedHealingTurret(ship, turret)
    if not ship or ship == 0 or not turret or turret == 0 then return false end
    if not IsComponentOperational(ship) or not GetComponentData(ship, "isplayerowned")
        or not auxiliaryMacros[GetComponentData(ship, "macro")]
        or not IsComponentOperational(turret)
        or not healingMacros[GetComponentData(turret, "macro")] then return false end
    local shipid, turretid = ConvertIDTo64Bit(ship), ConvertIDTo64Bit(turret)
    for slot = 1, tonumber(C.GetNumUpgradeSlots(shipid, "", "turret")) do
        local component = ConvertStringTo64Bit(tostring(C.GetUpgradeSlotCurrentComponent(shipid, "turret", slot)))
        if component ~= 0 and IsSameComponent(turret, component) then return true, shipid, turretid end
    end
    return false
end

local function onTargets(_, entity)
    if not entity or entity == 0 then return end
    local player = ConvertStringTo64Bit(tostring(C.GetPlayerID()))
    if not IsSameComponent(entity, player) then return end
    local requests = GetNPCBlackboard(entity, "$healing_turret_requests")
    if type(requests) ~= "table" then
        local now = getElapsedTime()
        if now >= nextPayloadTrace or nextPayloadTrace - now > 5 then
            nextPayloadTrace = now + 5
            DebugError("HEALING_TURRET BRIDGE invalid_payload type=" .. type(requests))
        end
        return
    end
    if #requests == 0 then return end
    if not initialize() then return end
    for _, row in ipairs(requests) do
        if type(row) == "table" and row[1] and row[2] then
            local ship, turret, target = row[1], row[2], row[3]
            local installed, shipid, turretid = installedHealingTurret(ship, turret)
            if installed then
                local targetid = 0
                if target and target ~= 0 and friendly(ship, target) then targetid = ConvertIDTo64Bit(target) end
                if native.SetTarget(tostring(shipid), tostring(turretid), tostring(targetid)) ~= 1 then
                    C.SetWeaponMode(turretid, "holdfire")
                    DebugError("HEALING_TURRET NATIVE registration refused")
                end
            end
        end
    end
    AddUITriggeredEvent("Healing_Turret", "native_ready")
    local now = getElapsedTime()
    if now >= nextTrace or nextTrace - now > 5 then
        nextTrace = now + 5
        local assigned, cleared, rejected = native.Statistics()
        DebugError("HEALING_TURRET NATIVE assigned=" .. tostring(assigned)
            .. " cleared=" .. tostring(cleared) .. " rejected=" .. tostring(rejected))
    end
end
RegisterEvent("Healing_Turret.Support", onTargets)
DebugError("HEALING_TURRET LUA loaded")

local function onRemoteWeapons(_, entity)
    if not entity or entity == 0 then return end
    local player = ConvertStringTo64Bit(tostring(C.GetPlayerID()))
    if not IsSameComponent(entity, player) then return end
    local requests = GetNPCBlackboard(entity, "$healing_turret_remote_weapons")
    local armed = {}
    if type(requests) == "table" and #requests > 0 and initialize() then
        for _, row in ipairs(requests) do
            if type(row) == "table" then
                local installed, _, turretid = installedHealingTurret(row[1], row[2])
                if installed and C.IsWeaponArmed(turretid) then armed[#armed+1] = row[2] end
            end
        end
    end
    SetNPCBlackboard(entity, "$healing_turret_remote_armed", armed)
    AddUITriggeredEvent("Healing_Turret", "remote_ready")
end
RegisterEvent("Healing_Turret.RemoteWeapons", onRemoteWeapons)
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H‹•Ø   è—Rÿÿ�HƒÄ ]ÃÌ@SUHƒì(H‹êH‹M0èÌÿÿƒ}  uHH‹�Ø   �;csmàu9ƒ{u3�{  “t�{ !“t	�{ "“uH‹K(èÝ$ÿÿ…Àt²H‹ËèO$ÿÿ�è©&ÿÿH‹MpH‰H èœ&ÿÿH‹MxH‰H(HƒÄ(][ÃÌÌÌÌÌÌÌÌÌÌÌÌÌ@UHƒì H‹êL�M D‹…ð   H‹U(èsRÿÿ�HƒÄ ]ÃÌ@SUHƒì(H‹êH‹MHèÿÿƒ}  uEH‹](�;csmàu9ƒ{u3�{  “t�{ !“t	�{ "“uH‹K(è,$ÿÿ…Àt²H‹Ëèž#ÿÿ�èø%ÿÿH‹MxH‰H èë%ÿÿH‹�€   H‰H(èÛ%ÿÿ‹M0‰HxHƒÄ(][ÃÌÌÌÌÌÌÌÌÌÌÌÌÌÌ@UHƒì H‹êèB$ÿÿ�HƒÄ ]ÃÌ@UHƒì H‹êèœ%ÿÿƒx0 ~è‘%ÿÿÿH0HƒÄ ]ÃÌÌÌÌÌÌÌÌ@UHƒì0H‹êè$ÿÿ�HƒÄ0]ÃÌ@UHƒì0H‹êè\%ÿÿƒx0 ~èQ%ÿÿÿH0HƒÄ0]ÃÌÌÌÌÌÌÌÌ@UHƒì H‹ê3ÉHƒÄ ]éŸtÿÿÌ@UHƒì H‹ê3ÉHƒÄ ]é‰tÿÿÌ@UHƒì H‹êH‹MH‹	HƒÄ ]éotÿÿÌ@UHƒì H‹êH‹3É�8csmà”Á‰M ‹E HƒÄ ]ÃÌ@UHƒì H‹ê¹   HƒÄ ]é2tÿÿÌ@UHƒì H‹ê¹   HƒÄ ]étÿÿÌ@UHƒì H‹ê€}p t¹   èÿsÿÿ�HƒÄ ]ÃÌ@UHƒì H‹êH‹MHH‹	HƒÄ ]éu°ÿÿÌ@UHƒì H‹êH‹�˜   ‹	HƒÄ ]éÀsÿÿÌ@UHƒì H‹êH‹MX‹	HƒÄ ]é¦sÿÿÌ@UHƒì H‹ê¹   HƒÄ ]é�sÿÿÌ@UHƒì H‹êH‹MH‹	HƒÄ ]é·ÎÿÿÌ@UHƒì0H‹ê‹M`HƒÄ0]é ÎÿÿÌ@UHƒì H‹ê¹   HƒÄ ]éCsÿÿÌ@UHƒì0H‹êH‹M@HƒÄ0]éÃ¯ÿÿÌÌÌÌÌÌÌ@UHƒì H‹êH‹3É�8  À”Á‹ÁHƒÄ ]ÃÌHƒì(H�]¿  èÐèþÿH‹A¿  H‹AHÇ     H‹	H…Ét H‰\$ �H‹º@   èCÿþÿH‹ËH…ÛuëH‹\$ H‹¿  º@   HƒÄ(é!ÿþÿ                                                                                                                                                                                                                                                                                                                                                                                                 bÚ     ðÜ     ÜÜ     ÊÜ     ´Ü     ¨Ü     ”Ü     „Ü     vÜ     jÜ     XÜ     j×     x×     „×     ’×     ¬×     Ä×     Þ×     ö×     Ø     Ø     0Ø     DØ     ZØ     lØ     ŠØ     œØ     ¶Ø     ÌØ     âØ     üØ      Ù     4Ù     FÙ     `Ù     nÙ     †Ù     –Ù     ¦Ù     ²Ù     ÀÙ     ÎÙ     ØÙ     èÙ      Ú     Ú     6Ú     NÚ     pÚ     „Ú     ’Ú     ®Ú     ºÚ     ÎÚ     âÚ     öÚ     Û     Û     *Û     >Û     NÛ     `Û     jÛ     vÛ     ‚Û     ”Û     ¦Û     ¼Û     ÒÛ     ìÛ     Ü     Ü     (Ü     :Ü     JÜ             ~Ö     žÖ     ²Ö     ÄÖ     ØÖ     `Ö             ×     &×     :×     J×     øÖ     ×             °8 €   °8 €   Ð€   ð€   ð€           0€             €                   Ðö €   Ú €    €                   ˜â €   Ô€   PÛ €                                             €?                  €?                  €?     ±€   ð €   P" €   Unknown exception       X²€   ð €   P" €   x±€   ð €   P" €   bad array new length    ship_arg_xl_resupplier_01_a_macro       ship_arg_xl_resupplier_01_b_macro       ship_bor_xl_resupplier_01_a_macro       ship_par_xl_resupplier_01_a_macro       ship_par_xl_resupplier_01_b_macro       ship_par_xl_resupplier_02_a_macro       ship_spl_xl_resupplier_01_a_macro       ship_tel_xl_resupplier_01_a_macro       ship_tel_xl_resupplier_01_b_macro       ship_ter_xl_resupplier_01_a_macro       turret_healing_arg_m_macro      turret_healing_par_m_macro      turret_healing_tel_m_macro      turret_healing_spl_m_macro      turret_healing_ter_m_macro      turret_healing_bor_m_macro      f s _ p a l a d i n _ s u p p o r t . d l l     PaladinSupportOwnsHook  S H A 2 5 6     unordered_map/set too long      invalid hash bucket count    @F   _            ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ 	ÿÿÿÿÿÿÿ
 !"#ÿÿÿÿÿÿ
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       ¨A€   
       ¸A€          ÈA€          ØA€   	       äA€          ðA€   	        B€   	       B€   	        B€          (B€   
       8B€          HB€   	       54€           TB€          `B€          hB€          lB€          pB€          tB€          xB€          |B€          €B€          ˆB€          ”B€          ˜B€          œB€           B€          ¤B€          ¨B€          ¬B€          °B€          ´B€          ¸B€          ¼B€          ÀB€          ÄB€          ÈB€          ÌB€          ÐB€          ÔB€          ØB€          ÜB€          àB€          äB€          èB€          ìB€          ðB€          ôB€          øB€          üB€           C€          C€          C€          C€          C€   	        C€   	       0C€          8C€          HC€          `C€          pC€          ˆC€          ¨C€          ÈC€          èC€          D€          (D€   #       PD€          pD€           ˜D€          ¸D€   &       àD€           E€          E€          E€           E€          0E€   #       TE€          `E€   	       pE€          €E€           E€          ÀE€   %       èE€   $       F€   %       8F€   +       hF€          ˆF€           °F€   "       ØF€   (       G€   *       8G€          XG€          hG€          €G€          54€           �G€          ¨G€          ÈG€          àG€           H€          54€           ˜B€          ¬B€          àB€          ØB€          ¸B€          `C€           H€          __based(        __cdecl __stdcall       __thiscall      __fastcall      __vectorcall    __preserve_none __clrcall   __eabi      __swift_1       __swift_2       __swift_3       __ptr64 __restrict      __unaligned     restrict(    new         delete =   >>  <<  !   ==  !=  []      operator    ->  *   ++  --  -   +   &   ->* /   %   <   <=  >   >=  ,   ()  ~   ^   |   &&  ||  *=  +=  -=  /=  %=  >>= <<= &=  |=  ^=  `vftable'       `vbtable'       `vcall' `typeof'        `local static guard'    `string'        `vbase destructor'      `vector deleting destructor'    `default constructor closure'   `scalar deleting destructor'    `vector constructor iterator'   `vector destructor iterator'    `vector vbase constructor iterator'     `virtual displacement map'      `eh vector constructor iterator'        `eh vector destructor iterator' `eh vector vbase constructor iterator'  `copy constructor closure'      `udt returning' `EH `RTTI       `local vftable' `local vftable constructor closure'  new[]       delete[]       `omni callsig'  `placement delete closure'      `placement delete[] closure'    `managed vector constructor iterator'   `managed vector destructor iterator'    `eh vector copy constructor iterator'   `eh vector vbase copy constructor iterator'     `dynamic initializer for '      `dynamic atexit destructor for '        `vector copy constructor iterator'      `vector vbase copy constructor iterator'        `managed vector copy constructor iterator'      `local static thread guard'     operator ""     operator co_await       operator<=>      Type Descriptor'        Base Class Descriptor at (      Base Class Array'       Class Hierarchy Descriptor'     Complete Object Locator'       `anonymous namespace'     €?      À             À           –  À           �  À           Ž  À           �  À           �  À           ‘  À           ’  À           “  À           ´ À           µ À                         	       "“                   ˆÆ            "“   ¤Æ            °Æ 0          m s c o r e e . d l l   CorExitProcess  "“   ¤Æ                            "“   ¤Æ            xÇ (          Ô™ €            š €           TÏ €   ÌÏ €   š €   š €   ˆž €   ìž €    Ð €   PÐ €           `š €   l¥ €   °¥ €   „Ò €   ÀÒ €   8Å €   š €   \Á €                   š €           ¨š €           hš €   š €   š €   è™ €   š €          €       €ÿÿÿÿÿÿß?ÿÿÿÿÿÿß?   €   €   €   €ÿÿÿ>ÿÿÿ>ÿÿÿ>ÿÿÿ>                                 	               	      
                                                !      5      A      C      P      R      S      W      Y      l      m       p      r   	   €   
   �   
   ‚   	   ƒ      „      ‘   )   ž      ¡      ¤      §      ·      Î      ×      Y  *        ¨L€   ¸L€   ÈL€   ØL€   j a - J P       z h - C N       k o - K R       z h - T W                            ÿ   ÿ   ÿ   ÿ   ÐM€   N€   PN€   ˆN€   ÀN€    O€   PO€   °O€    P€   @P€   €P€   ÀP€    Q€   @Q€   �Q€   ðQ€   @R€   �R€   ¨R€   ÀR€   ØR€   ðR€   8S€           a p i - m s - w i n - c o r e - d a t e t i m e - l 1 - 1 - 1   a p i - m s - w i n - c o r e - f i b e r s - l 1 - 1 - 2       a p i - m s - w i n - c o r e - f i l e - l 1 - 2 - 4   a p i - m s - w i n - c o r e - f i l e - l 1 - 2 - 2   a p i - m s - w i n - c o r e - f i l e - l 2 - 1 - 4           a p i - m s - w i n - c o r e - l o c a l i z a t i o n - l 1 - 2 - 1           a p i - m s - w i n - c o r e - l o c a l i z a t i o n - o b s o l e t e - l 1 - 2 - 0         a p i - m s - w i n - c o r e - p r o c e s s t h r e a d s - l 1 - 1 - 2       a p i - m s - w i n - c o r e - s t r i n g - l 1 - 1 - 0       a p i - m s - w i n - c o r e - s y n c h - l 1 - 2 - 0         a p i - m s - w i n - c o r e - s y s i n f o - l 1 - 2 - 1     a p i - m s - w i n - c o r e - w i n r t - l 1 - 1 - 0         a p i - m s - w i n - c o r e - x s t a t e - l 2 - 1 - 0       a p i - m s - w i n - r t c o r e - n t u s e r - w i n d o w - l 1 - 1 - 0     a p i - m s - w i n - s e c u r i t y - s y s t e m f u n c t i o n s - l 1 - 1 - 0             e x t - m s - w i n - n t u s e r - d i a l o g b o x - l 1 - 1 - 0             e x t - m s - w i n - n t u s e r - w i n d o w s t a t i o n - l 1 - 1 - 0     a d v a p i 3 2         k e r n e l 3 2         k e r n e l b a s e     n t d l l               a p i - m s - w i n - a p p m o d e l - r u n t i m e - l 1 - 1 - 2     u s e r 3 2     a p i - m s -   e x t - m s -          AreFileApisANSI       FlsGetValue2          LCMapStringEx         LocaleNameToLCID       AppPolicyGetProcessTerminationMethod            ÀV€   ÄV€   ÈV€   ÌV€   ÐV€   ÔV€   ØV€   ÜV€   äV€   ðV€   øV€   W€   W€    W€   ,W€   0W€   4W€   8W€   <W€   @W€   DW€   HW€   LW€   PW€   TW€   XW€   `W€   hW€   tW€   |W€   <W€   „W€   ŒW€   ”W€    W€   °W€   ¸W€   ÈW€   ÔW€   ØW€   àW€   ðW€   X€          X€    X€   (X€   0X€   8X€   @X€   HX€   PX€   `X€   pX€   €X€   ˜X€   °X€   ÀX€   ØX€   àX€   èX€   ðX€   øX€    Y€   Y€   Y€   Y€    Y€   (Y€   0Y€   8Y€   HY€   `Y€   pY€   øX€   €Y€   �Y€    Y€   °Y€   ÈY€   ØY€   ðY€   Z€   Z€   Z€   0Z€   XZ€   pZ€   Sun Mon Tue Wed Thu Fri Sat Sunday  Monday      Tuesday Wednesday       Thursday    Friday      Saturday    Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec     January February    March   April   June    July    August      September       October November        December    AM  PM      MM/dd/yy        dddd, MMMM dd, yyyy     HH:mm:ss        S u n   M o n   T u e   W e d   T h u   F r i   S a t   S u n d a y     M o n d a y     T u e s d a y   W e d n e s d a y       T h u r s d a y         F r i d a y     S a t u r d a y         J a n   F e b   M a r   A p r   M a y   J u n   J u l   A u g   S e p   O c t   N o v   D e c   J a n u a r y   F e b r u a r y         M a r c h       A p r i l       J u n e         J u l y         A u g u s t     S e p t e m b e r       O c t o b e r   N o v e m b e r         D e c e m b e r     A M     P M         M M / d d / y y         d d d d ,   M M M M   d d ,   y y y y   H H : m m : s s         e n - U S                                                                                                                                                                                                                                                                                         ( ( ( ( (                                     H                „ „ „ „ „ „ „ „ „ „        � � � � � �                           ‚ ‚ ‚ ‚ ‚ ‚                                                                                                                                                                                                                                                                                           €�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ 	
 !"#$%&'()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ 	
 !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ       Àn€          Èn€          Ðn€          Øn€          èn€          ðn€          øn€           o€   	       o€   
       o€          o€           o€          (o€          0o€          8o€          @o€          Ho€          Po€          Xo€          `o€          ho€          po€          xo€          €o€          ˆo€          �o€          ˜o€           o€          ¨o€          °o€           ¸o€   !       Ào€   "       Èo€   #       Ðo€   $       Øo€   %       ào€   &       èo€   '       ðo€   )       øo€   *        p€   +       p€   ,       p€   -       p€   /        p€   6       (p€   7       0p€   8       8p€   9       @p€   >       Hp€   ?       Pp€   @       Xp€   A       `p€   C       hp€   D       pp€   F       xp€   G       €p€   I       ˆp€   J       �p€   K       ˜p€   N        p€   O       ¨p€   P       °p€   V       ¸p€   W       Àp€   Z       Èp€   e       Ðp€          Øp€         àp€         ðp€          q€         ØL€         q€          q€         0q€         @q€   	      pZ€         Pq€         `q€         pq€         €q€         �q€          q€         ¨L€         ÈL€         °q€         Àq€         Ðq€         àq€         ðq€          r€         r€          r€         0r€         @r€         Pr€         `r€          pr€   !      €r€   "      �r€   #       r€   $      °r€   %      Àr€   &      Ðr€   '      àr€   )      ðr€   *       s€   +      s€   ,       s€   -      8s€   /      Hs€   2      Xs€   4      hs€   5      xs€   6      ˆs€   7      ˜s€   8      ¨s€   9      ¸s€   :      Ès€   ;      Øs€   >      ès€   ?      øs€   @      t€   A      t€   C      (t€   D      @t€   E      Pt€   F      `t€   G      pt€   I      €t€   J      �t€   K       t€   L      °t€   N      Àt€   O      Ðt€   P      àt€   R      ðt€   V       u€   W      u€   Z       u€   e      0u€   k      @u€   l      Pu€   �      `u€         pu€         ¸L€         €u€   	      �u€   
       u€         °u€         Àu€         Ðu€         àu€         ðu€          v€         v€   ,      (v€   ;      @v€   >      Pv€   C      `v€   k      xv€         ˆv€         ˜v€         ¨v€   	      ¸v€   
      Èv€         Øv€         èv€   ;       w€   k      w€          w€         0w€         @w€   	      Pw€   
      `w€         pw€         €w€   ;      �w€          w€         °w€         Àw€   	      Ðw€   
      àw€         ðw€          x€   ;      x€         (x€   	      8x€   
      Hx€         Xx€         hx€   ;      €x€         �x€   	       x€   
      °x€         Àx€   ;      Øx€          èx€   	       øx€   
       y€   ;       y€   $      (y€   	$      8y€   
$      Hy€   ;$      Xy€   (      hy€   	(      xy€   
(      ˆy€   ,      ˜y€   	,      ¨y€   
,      ¸y€   0      Èy€   	0      Øy€   
0      èy€   4      øy€   	4      z€   
4      z€   8      (z€   
8      8z€   <      Hz€   
<      Xz€   @      hz€   
@      xz€   
D      ˆz€   
H      ˜z€   
L      ¨z€   
P      ¸z€   |      Èz€   |      Øz€   a r     b g     c a     z h - C H S     c s     d a     d e     e l     e n     e s     f i     f r     h e     h u     i s     i t     j a     k o     n l     n o     p l     p t     r o     r u     h r     s k     s q     s v     t h     t r     u r     i d     u k     b e     s l     e t     l v     l t     f a     v i     h y     a z     e u     m k     a f     k a     f o     h i     m s     k k     k y     s w     u z     t t     p a     g u     t a     t e     k n     m r     s a     m n     g l     k o k   s y r   d i v           a r - S A       b g - B G       c a - E S       c s - C Z       d a - D K       d e - D E       e l - G R       f i - F I       f r - F R       h e - I L       h u - H U       i s - I S       i t - I T       n l - N L       n b - N O       p l - P L       p t - B R       r o - R O       r u - R U       h r - H R       s k - S K       s q - A L       s v - S E       t h - T H       t r - T R       u r - P K       i d - I D       u k - U A       b e - B Y       s l - S I       e t - E E       l v - L V       l t - L T       f a - I R       v i - V N       h y - A M       a z - A Z - L a t n     e u - E S       m k - M K       t n - Z A       x h - Z A       z u - Z A       a f - Z A       k a - G E       f o - F O       h i - I N       m t - M T       s e - N O       m s - M Y       k k - K Z       k y - K G       s w - K E       u z - U Z - L a t n     t t - R U       b n - I N       p a - I N       g u - I N       t a - I N       t e - I N       k n - I N       m l - I N       m r - I N       s a - I N       m n - M N       c y - G B       g l - E S       k o k - I N     s y r - S Y     d i v - M V     q u z - B O     n s - Z A       m i - N Z       a r - I Q       d e - C H       e n - G B       e s - M X       f r - B E       i t - C H       n l - B E       n n - N O       p t - P T       s r - S P - L a t n     s v - F I       a z - A Z - C y r l     s e - S E       m s - B N       u z - U Z - C y r l     q u z - E C     a r - E G       z h - H K       d e - A T       e n - A U       e s - E S       f r - C A       s r - S P - C y r l     s e - F I       q u z - P E     a r - L Y       z h - S G       d e - L U       e n - C A       e s - G T       f r - C H       h r - B A       s m j - N O     a r - D Z       z h - M O       d e - L I       e n - N Z       e s - C R       f r - L U       b s - B A - L a t n     s m j - S E     a r - M A       e n - I E       e s - P A       f r - M C       s r - B A - L a t n     s m a - N O     a r - T N       e n - Z A       e s - D O       s r - B A - C y r l     s m a - S E     a r - O M       e n - J M       e s - V E       s m s - F I     a r - Y E       e n - C B       e s - C O       s m n - F I     a r - S Y       e n - B Z       e s - P E       a r - J O       e n - T T       e s - A R       a r - L B       e n - Z W       e s - E C       a r - K W       e n - P H       e s - C L       a r - A E       e s - U Y       a r - B H       e s - P Y       a r - Q A       e s - B O       e s - S V       e s - H N       e s - N I       e s - P R       z h - C H T     s r     Øp€   B       (p€   ,        ‰€   q       Àn€           0‰€   Ø       @‰€   Ú       P‰€   ±       `‰€           p‰€   �       €‰€   Ï       �‰€   Õ        ‰€   Ò       °‰€   ©       À‰€   ¹       Ð‰€   Ä       à‰€   Ü       ð‰€   C        Š€   Ì       Š€   ¿        Š€   È       p€   )       0Š€   ›       HŠ€   k       Ðo€   !       `Š€   c       Èn€          pŠ€   D       €Š€   }       �Š€   ·       Ðn€          ¨Š€   E       èn€          ¸Š€   G       ÈŠ€   ‡       ðn€          ØŠ€   H       øn€          èŠ€   ¢       øŠ€   ‘       ‹€   I       ‹€   ³       (‹€   «       Ðp€   A       8‹€   ‹        o€          H‹€   J       o€          X‹€   £       h‹€   Í       x‹€   ¬       ˆ‹€   É       ˜‹€   ’       ¨‹€   º       ¸‹€   Å       È‹€   ´       Ø‹€   Ö       è‹€   Ð       ø‹€   K       Œ€   À       Œ€   Ó       o€   	       (Œ€   Ñ       8Œ€   Ý       HŒ€   ×       XŒ€   Ê       hŒ€   µ       xŒ€   Á       ˆŒ€   Ô       ˜Œ€   ¤       ¨Œ€   ­       ¸Œ€   ß       ÈŒ€   “       ØŒ€   à       èŒ€   »       øŒ€   Î       �€   á       �€   Û       (�€   Þ       8�€   Ù       H�€   Æ       ào€   #       X�€   e       p€   *       h�€   l       øo€   &       x�€   h       o€   
       ˆ�€   L       8p€   .       ˜�€   s        o€          ¨�€   ”       ¸�€   ¥       È�€   ®       Ø�€   M       è�€   ¶       ø�€   ¼       ¸p€   >       Ž€   ˆ       €p€   7       Ž€          (o€          (Ž€   N       @p€   /       8Ž€   t       ˆo€          HŽ€   ¯       XŽ€   Z       0o€          hŽ€   O       p€   (       xŽ€   j       Ào€          ˆŽ€   a       8o€          ˜Ž€   P       @o€          ¨Ž€   •       ¸Ž€   Q       Ho€          ÈŽ€   R       0p€   -       ØŽ€   r       Pp€   1       èŽ€   x       ˜p€   :       øŽ€   ‚       Po€          Àp€   ?       �€   ‰       �€   S       Xp€   2       (�€   y       ðo€   %       8�€   g       èo€   $       H�€   f       X�€   Ž        p€   +       h�€   m       x�€   ƒ       °p€   =       ˆ�€   †        p€   ;       ˜�€   „       Hp€   0       ¨�€   �       ¸�€   w       È�€   u       Ø�€   U       Xo€          è�€   –       ø�€   T       �€   —       `o€          �€   �       xp€   6       (�€   ~       ho€          8�€   V       po€          H�€   W       X�€   ˜       h�€   Œ       x�€   Ÿ       ˆ�€   ¨       xo€          ˜�€   X       €o€          ¨�€   Y       ¨p€   <       ¸�€   …       È�€   §       Ø�€   v       è�€   œ       �o€          ø�€   [       Øo€   "       ‘€   d       ‘€   ¾       (‘€   Ã       8‘€   °       H‘€   ¸       X‘€   Ë       h‘€   Ç       ˜o€          x‘€   \       Øz€   ã       ˆ‘€   Â        ‘€   ½       ¸‘€   ¦       Ð‘€   ™        o€          è‘€   š       ø‘€   ]       `p€   3       ’€   z       Èp€   @       ’€   Š       ˆp€   8       (’€   €       �p€   9       8’€   �       ¨o€          H’€   ^       X’€   n       °o€          h’€   _       pp€   5       x’€   |       Èo€           ˆ’€   b       ¸o€          ˜’€   `       hp€   4       ¨’€   ž       À’€   {        p€   '       Ø’€   i       è’€   o       ø’€          “€   â       “€   �       (“€   ¡       8“€   ²       H“€   ª       X“€   F       h“€   p       a f - z a       a r - a e       a r - b h       a r - d z       a r - e g       a r - i q       a r - j o       a r - k w       a r - l b       a r - l y       a r - m a       a r - o m       a r - q a       a r - s a       a r - s y       a r - t n       a r - y e       a z - a z - c y r l     a z - a z - l a t n     b e - b y       b g - b g       b n - i n       b s - b a - l a t n     c a - e s       c s - c z       c y - g b       d a - d k       d e - a t       d e - c h       d e - d e       d e - l i       d e - l u       d i v - m v     e l - g r       e n - a u       e n - b z       e n - c a       e n - c b       e n - g b       e n - i e       e n - j m       e n - n z       e n - p h       e n - t t       e n - u s       e n - z a       e n - z w       e s - a r       e s - b o       e s - c l       e s - c o       e s - c r       e s - d o       e s - e c       e s - e s       e s - g t       e s - h n       e s - m x       e s - n i       e s - p a       e s - p e       e s - p r       e s - p y       e s - s v       e s - u y       e s - v e       e t - e e       e u - e s       f a - i r       f i - f i       f o - f o       f r - b e       f r - c a       f r - c h       f r - f r       f r - l u       f r - m c       g l - e s       g u - i n       h e - i l       h i - i n       h r - b a       h r - h r       h u - h u       h y - a m       i d - i d       i s - i s       i t - c h       i t - i t       j a - j p       k a - g e       k k - k z       k n - i n       k o k - i n     k o - k r       k y - k g       l t - l t       l v - l v       m i - n z       m k - m k       m l - i n       m n - m n       m r - i n       m s - b n       m s - m y       m t - m t       n b - n o       n l - b e       n l - n l       n n - n o       n s - z a       p a - i n       p l - p l       p t - b r       p t - p t       q u z - b o     q u z - e c     q u z - p e     r o - r o       r u - r u       s a - i n       s e - f i       s e - n o       s e - s e       s k - s k       s l - s i       s m a - n o     s m a - s e     s m j - n o     s m j - s e     s m n - f i     s m s - f i     s q - a l       s r - b a - c y r l     s r - b a - l a t n     s r - s p - c y r l     s r - s p - l a t n     s v - f i       s v - s e       s w - k e       s y r - s y     t a - i n       t e - i n       t h - t h       t n - z a       t r - t r       t t - r u       u k - u a       u r - p k       u z - u z - c y r l     u z - u z - l a t n     v i - v n       x h - z a       z h - c h s     z h - c h t     z h - c n       z h - h k       z h - m o       z h - s g       z h - t w       z u - z a       "“                   øÎ °                ðÿ              ð              øÿ                       ÿ                             ÿÿÿÿÿÿ              ð                        å&{ËÛ?            xËÛ?        5•q(7©¨>           PDÓ?        %>bÞ?ï>               @              ð?              à?                             `?              à?        UUUUUUÕ?              Ð?        š™™™™™É?        UUUUUUÅ?             ø�À        ý                    °?              î?              ñ?                       ÿÿÿÿÿÿÿ        æTUUUUµ?        ÔÆº™™™‰?        ŸQñ#Ib?        ðÿ]È4€<?            ÿÿÿÿ                     C O N O U T $              �ž½[?   pÔ¯k?   `•¹t?    v”{?    M4�?   P›„?   Àqþ‡?   €�^‹?   ðj»Ž?    ƒ
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8  Q8  _<  ¯<  Fv   x  °ˆ  Ãˆ  ›�  à�  xš  ÊŸ  š   Ø¥  ô¥  ä§  ¨  Åº  »  î¿  	Á  0Á  ¦Ë  ?Ì  §Ì  íÌ  &Í  €Í  àÍ  Î  úÎ  ŒÏ  õÖ  (×  ¸×  ÊØ  Ù  Ù   Ù  ¤Ù  â  ‘â  Ðâ  þâ  ã  ã  +ã  :ã  Iã  kã  ~ã  &å  Qå  „å  ©å  ºå  Êå  Úå  êå  æ  !æ  
 ž
 «
 ¼
 	 | û 3 8 [& ƒ& —& ã& ê& ñ& ' 3' U' ¡' ¨' ¯' Ê' Ô' Û' ß' ë' õ' ( ( !( )( @( G( Í* Ð*  *  0  à1  `V  °ˆ  @    Š  `  ˆž  ˆo  0 �	   % €         €   .text$di    €  @ .text$mn    À `   .text$mn$00      .text$mn$21 @% à  .text$x  , _   .text$yd     0 Ð  .idata$5    Ð2 8   .00cfg  3    .CRT$XCA    3    .CRT$XCU    3    .CRT$XCZ     3    .CRT$XIA    (3    .CRT$XIC    @3    .CRT$XIZ    H3    .CRT$XPA    P3    .CRT$XPX    `3    .CRT$XPXA   h3    .CRT$XPZ    p3    .CRT$XTA    x3    .CRT$XTZ    €3 |  .rdata  �¯ p  .rdata$00    ± |  .rdata$r    |´ ì  .rdata$voltmd   h¶ X  .rdata$zzzdbg   À¹    .rtc$IAA    È¹    .rtc$IZZ    Ð¹    .rtc$TAA    Ø¹    .rtc$TZZ    à¹ h  .xdata  HÐ è  .xdata$x    0Ò   .edata  @Ó <   .idata$2    |Ó    .idata$3    �Ó Ð  .idata$4    `Ö    .idata$6     à P
  .data   Pê ø   .data$r Hë (   .data$rs    pë ¤  .bss       ˆ  .pdata        .fptable                                                                             20
 
4 
2p ‚   2p! 4 p  �  ü¹ !   p  �  ü¹  Bp`  ! ä
 4 �  ¿  (º ! ô T	 ¿    4º !   ¿    4º !   ô  ä
  T	  4 �  ¿  (º !   �  ¿  (º  4	 2à!
 
t d @  z  ¤º !   @  z  ¤º !   t  d @  z  ¤º  B  àI   » (	» » P% .`%  °        B  ! 4  , J,  » !    , J,  »   àp`0P  ! ô' Ô& Ä% °  ¸  L» 1  t  d   P  P/     ! 4    O  |» !      O  |» $  p`P0P/  @   d
 4 RpàI  ì» 8ù» ü» ¼   ¼ €p% )   
 
2P Rð	àÀp`P0àI  8¼ (A¼ N¼ 
à  @:à  @MÍÁ    ! 4 @  G  X¼ ! t  G  ”  `¼ !   G  ”  `¼ !   @  G  X¼  d 4 2p 
4 
rpP/  8    R0	 "  0K     .  Š.   % Š.   P  	 	Bp`P0  @ @t T 4 2`      
 
Bàp`0  0K     ž2  3  À%     i3  t3  À%      2P
 
4 
Rp0K     ¸3  Ú3  à%     ¬3  ð3  ú%     4  4  à%     4  4  ú%     	 4 ràp`0K     _4  @5  & @5   RP	 	àp`!Ÿ ŸT 4 Ð5  Û5  ð½ !   T Ð5  Û5  ð½           
 
4 
2p! d T �:  ®:  4¾ !   �:  ®:  4¾  d 4 ’p p`P0 p`0   4 2ð
àp`P T 2ðà	Àp`! 4 À?  ú?  ¤¾ !   À?  ú?  ¤¾  
 P/  Ð    b	àÀp`P0  ! ô ð@  :A  ì¾ !   ô ð@  :A  ì¾ !   ð@  :A  ì¾   P/  Ð   
 T 4 RàÐÀp`! ô  B  yB  H¿ !    B  yB  H¿ 	 	‚p`P0   T 4 ²àp`	 Âp0  0K     ™<  µ<   ' µ<   rpP0	 Âp0  0K     I<  e<  P& e<         	 ‚ðàÐÀ	p`P0  	 ‚  0K     ‰M  ˜M  À' ˜M   BP0  ! 4 ðN  ÿN   » !   ðN  ÿN   »  t 4 B  ! d �P  ðP  lÀ !   �P  ðP  lÀ ! 4 PO  _O   » !   4 PO  _O   » !   PO  _O   » ! 4 R  +R   » !   R  +R   » !   4 R  +R   » . .t  #T 4   ! d �S  õS  Á !   �S  õS  Á  àp`P0   d	 4 Rp T 4 2p! d p…  ž…  hÁ !   p…  ž…  hÁ # #rðàÐÀp`00K     †|  }  ð) }  D|  A}  *     “}  ™}  *     	  ð
àÐÀp`0  0K     $v  Fv  €( Fv  $v  ¾v  ¡(     %	   ð
àÐÀp`0  €    “€  ø€  0* ø€  Ó  I�  F*     ó   	  ð
àÐÀp`0  0K     Ox   x  0)  x  Ox  y  U)     “y  ™y  0)  x  “y  ™y  U)      ‚
Ð`  ! ô t 0‚  M‚  ÌÂ ! ä Ä T 4 M‚  i‚  ØÂ !   M‚  i‚  ØÂ !   0‚  M‚  ÌÂ  r00K     vs  ¨s  `(      rP
 
BàpP0  ! d
 pl  Êl  XÃ !   d
 pl  Êl  XÃ !   pl  Êl  XÃ ! d
  m  ûm  XÃ !   d
  m  ûm  XÃ !    m  ûm  XÃ 	 Rðàp`00K     `V  ”W     ÊW  °W  ÊW     ÊW  	 Rðàp`00K     AX  uY     «Y  ‘Y  «Y     «Y  	 d 4 2p0K     çY  cZ     sZ  	 d 4 2p0K     ¨Z  $[     4[   ¢	ðàp`P0    	ðàp`P0¿ ¿Ä   ð	àÐp`P0  P/  à   '
 - ðà	ÐÀp`0PP/  X    ðàÐ`! 4 Ä t T  f  Õf  Å !    f  Õf  Å !   Ä  t  T  4  f  Õf  Å $ * ð	àÐ`P  P/  (  ! 4) Ä' t(  i  Zi  dÅ !    i  Zi  dÅ !   Ä'  t(  4)  i  Zi  dÅ ! t ð‡   ˆ  à¹ !   ð‡   ˆ  à¹       `p       
 
4 
2p 200K     ‹  7‹  p*      2P
 
4 
2p0K     e‹  ”‹  †*      2P d T 4 2p R0`I  I Ÿ�  ÿÿÿÿ 4 ’
P`I  @I ÿÿÿÿ°N      çŽ      	 R00K     ¡�  ï�  ¶* :Ž   4 2p0K     e�  n�  œ*      4 Rð
àp`P t d
 T	 4 2ðàÀ b  `I  �I  4 2p
 t d
 T	 4 Rà rP b  `I  ¸I X™      
 d
 T	 4 2ðàp 4 2p0K     õ•  ÿ•  œ*      4 2p0K     1–  ;–  œ*      B  p    *œ  1œ     1œ  ! 4 €�  ��  ü¹ !   €�  ��  ü¹             20 4 Rp`I  �I  R0`I  �I 
 
20	 	’P	 	rP 4 2p0K     ½Ÿ  ÍŸ  œ*      4 2p0K     =   S   œ*      4 2p0K     …   µ   œ*      4 2p0K     ýŸ     œ*      b  .	 dÄ 4Ã ¾ àpP  P/  à   d
 T	 4 Rp d 4 2p 4 ÒP t d T 4  20
 
20
 4 ’ðàÐ
Àp`P d T 4
 rp d T 4 RðàÐÀp+	 d à	ÐÀp`0P  P/    + tX 4W T P  P/  �  %
 T 4 rðàÀp`P/  8    r0 d 4 2pp    õÀ  3Á  Ú*     %	 %dS %4R %N àpP  + tô 4ó ð P  P/  p   4 2p0K     …¹  »  œ*      d 4
 rp 4 p  
 t d T 4
 rà    d T 4 2p d T 4 ’p d T 4
 2ðàÐÀp B   200K     –Ò  ­Ò  ó*      t d T 4  à  
 t	 d T 4 2à B  
 d 4 rðàÐÀp0K     …Õ  CÖ  +     ¥Ö  ½Ö  +      4 2p0K     ÚÓ  óÓ  œ*      t 4 ²P rP 4 2p0K     æÖ  T×  -+      4 ²àp`0K     ˆ×  1Ø  H+     
 t
 d	 4 2ðàÐ
 d T 4
 Rðàp d T 4 RðàÐÀp d	 4 Rp0K     ;â  sâ  e+      B  
 
4 
2p0K     yæ  ‹æ  +     ! ‰ ðàÐÀP/    !) )t… d† T‡ 4ˆ  ç  ²ç  ôÌ !    ç  ²ç  ôÌ 
 t	 d T 4 2à d 4 p   b  P/      
 
4
 
rp-5t d 4 3²
ðàÐÀP  P/  X    d 4 Òp-Ut d 4 S²
ðàÐÀP  P/  X    B  
 
4 
2p t d 4 2à d 4 2p t
 d	 4 Rð0K     ëù  2ú  ó*      b   4 2p0K     éû  Cü  ˜+     	 Âðà	ÐÀp`0P  
 Ä t 4 rðàÐ0K     ’ Ô ²+      t	 d 4 2à3 %4$  ðà
ÐÀp`P    x“ Ó       Þþ  ÿÿÿÿ-	 T�4ŽŠàp`  P/  @  1 T–4”ŽðàÀp`  P/  `   d
 4	 Rp0K     ò	 |
 É+      2
0 T 4 2` B  	 	B   d	 4 Rp 4	 Rp0K       - â+          ¢   4 2p0K     Ù  ˜+      0	
 
4 
2p0K      =  , =  2àp`P0  p          Pê     ÿÿÿÿ                          Ð      �Ð                    °Ð ØÐ HÐ                     xê     ÿÿÿÿ       0                 ¨ê     ÿÿÿÿ       ð                  Ð       Ñ                    ØÐ HÐ                 Ðê     ÿÿÿÿ       à*                  Ð      €Ñ                     Ñ 8Ñ HÐ                     øê     ÿÿÿÿ       P*                  Ð      èÑ                     Ò HÐ                  ë     ÿÿÿÿ       Àt                          ÿÿÿÿ    ŠÒ          XÒ lÒ €Ò €"   %  P%  `&  @)  ¥Ò ÄÒ áÒ ÿÒ Ó       healing_turret_support.dll HealingTurretSupportInitialize HealingTurretSupportOwnsHook HealingTurretSupportSetTarget HealingTurretSupportStatistics luaopen_healing_turret_support    ðÕ         ìÖ `2 (Ö         \× ˜2 �Ó         Ù  0                     bÚ     ðÜ     ÜÜ     ÊÜ     ´Ü     ¨Ü     ”Ü     „Ü     vÜ     jÜ     XÜ     j×     x×     „×     ’×     ¬×     Ä×     Þ×     ö×     Ø     Ø     0Ø     DØ     ZØ     lØ     ŠØ     œØ     ¶Ø     ÌØ     âØ     üØ      Ù     4Ù     FÙ     `Ù     nÙ     †Ù     –Ù     ¦Ù     ²Ù     ÀÙ     ÎÙ     ØÙ     èÙ      Ú     Ú     6Ú     NÚ     pÚ     „Ú     ’Ú     ®Ú     ºÚ     ÎÚ     âÚ     öÚ     Û     Û     *Û     >Û     NÛ     `Û     jÛ     vÛ     ‚Û     ”Û     ¦Û     ¼Û     ÒÛ     ìÛ     Ü     Ü     (Ü     :Ü     JÜ             ~Ö     žÖ     ²Ö     ÄÖ     ØÖ     `Ö             ×     &×     :×     J×     øÖ     ×             ) BCryptOpenAlgorithmProvider  BCryptCloseAlgorithmProvider   BCryptCreateHash  % BCryptHashData   BCryptFinishHash   BCryptDestroyHash bcrypt.dll   lua_type   lua_tolstring   lua_createtable  lua_pushcclosure   lua_setfield   lua_pushnumber  lua51_64.dll  é CreateFileW ¬ReadFile    CloseHandle íReleaseSRWLockExclusive îReleaseSRWLockShared    AcquireSRWLockExclusive  AcquireSRWLockShared  @GetTickCount64  VirtualProtect  ¤GetModuleFileNameW  ¨GetModuleHandleW  §GetModuleHandleExW  àGetProcAddress  »SetUnhandledExceptionFilter GetStartupInfoW „QueryPerformanceCounter EGetCurrentProcessId IGetCurrentThreadId  GetSystemTimeAsFileTime �InitializeSListHead KERNEL32.dll  RtlPcToFileHeader ›RaiseException  RtlLookupFunctionEntry  RtlUnwindEx ¡InterlockedFlushSList �GetLastError  {SetLastError  ÅFlsAlloc  ÇFlsGetValue ÉFlsSetValue ÆFlsFree VEncodePointer ZEnterCriticalSection  óLeaveCriticalSection  šInitializeCriticalSectionEx 2DeleteCriticalSection DGetCurrentProcess ‰ExitProcess ÛTerminateProcess  ×FreeLibrary »IsProcessorFeaturePresent HeapAlloc RtlCaptureContext RtlVirtualUnwind  ³IsDebuggerPresent þUnhandledExceptionFilter  ƒHeapFree   FindClose ¦FindFirstFileExW  ·FindNextFileW ÁIsValidCodePage ÞGetACP  ÉGetOEMCP  íGetCPInfo GetCommandLineA GetCommandLineW &MultiByteToWideChar OWideCharToMultiByte eGetEnvironmentStringsW  ÖFreeEnvironmentStringsW ùLoadLibraryExW  çLCMapStringW  çGetProcessHeap  GetStdHandle  }GetFileType GetStringTypeW  ˆHeapSize  †HeapReAlloc –SetStdHandle  ËFlushFileBuffers  cWriteFile ,GetConsoleOutputCP  (GetConsoleMode  lSetFilePointerEx  bWriteConsoleW                                                                                                                                                                                                                                                                 ÿÿÿÿ                                                            2¢ß-™+                                                          Í] ÒfÔÿÿu˜                          ÿÿÿÿÿÿÿÿÿÿÿÿ                           ÿÿÿÿ                                                                                                                                                                                                                                                                                                                                          abcdefghijklmnopqrstuvwxyz      ABCDEFGHIJKLMNOPQRSTUVWXYZ                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   abcdefghijklmnopqrstuvwxyz      ABCDEFGHIJKLMNOPQRSTUVWXYZ                                                                                                                                                 ¤  `‚y‚!       ¦ß      ¡¥      �Ÿàü    @~€ü    ¨  Á£Ú£                        �þ      @þ      µ  Á£Ú£                        �þ      Aþ      ¶  Ï¢ä¢ å¢è¢[                 �þ      @~¡þ    Q  QÚ^Ú  _ÚjÚ2                 �ÓØÞàù  1~�þ    €[€                                                                ˆç€                           ˆç€                           ˆç€                           ˆç€                           ˆç€                                            è€                    ^€   €_€    T€                                                    æ€   àà€   C                                                                                                                                                                                                                                                                          þÿÿÿ    8é€   ðö€   ðö€   ðö€   ðö€   ðö€   ðö€   ðö€   ðö€   ðö€   <é€   ôö€   ôö€   ôö€   ôö€   ôö€   ôö€   ôö€   .   .                                                                                                                                                                                                           þÿÿÿÿÿÿÿ        ¸8€           .?AVexception@std@@     ¸8€           .?AVbad_array_new_length@std@@  ¸8€           .?AVbad_alloc@std@@     ¸8€           .?AVlogic_error@std@@   ¸8€           .?AVlength_error@std@@  ¸8€           .?AVbad_exception@std@@ ¸8€           .?AVtype_info@@                                                                                                                                                            w  ðº €  <  ¼ @  G  X¼ G  ”  `¼ ”  Å  t¼ Å  Ð  ˆ¼ Ð  ä  ˜¼ ð  ,  à¹ 0  l  à¹    Ò  à¹    h  à¹ p  �  ü¹ �  º  º º  Ì  º ð  2  è¹ @  z  ¤º z  b  °º b  ~  Èº ~  „  Øº �  ¿  (º ¿    4º   <  Lº <  M  dº M  s  tº s  €  ”º €     ô¹    O  |» O  €  ˜» €  ¤  ¬» °  ¸  L» ¸  B"  `» €"  %  ¼» P%  Q&  Ô»  &  Ã'  ¨¼ Ð'  ù'  à¹  (  –(  à¹  (  :)  ¸¼ @)  Ó)  à¹ P*  Œ*  à¹ �*  ×*  Ì¼ à*  +  à¹  +  C+  ô¹ P+  ”+  à¹ °+  ÷+   »  ,  <,   » @,  ¹,   » À,  é,   » ð,  -   » -  Y-  ü¼ `-  ”-   »  -  ´-   » À-  û-   »  .  ‘.  Ô¼  .  Å.  à¹ Ð.  û.  à¹  /  @/  à¹ P/  m/   » p/  I1  ½ `1  ®1   ½ À1  Þ1  (½ à1  2  à¹ 2  f2   » p2  u3  ,½ €3  4  l½  4  V5  À½ `5  �5  ¨¼  5  À5  ô¹ Ð5  Û5  ð½ Û5  7  ü½ 7  x8  ¾ À8  9  Ì¼ À9  Û9   » ð9  2:  è¹ @:  ‚:  è¹ �:  ®:  4¾ ®:  ;  @¾ ;  %;  X¾ 0;  i;  à¹ p;  <  h¾  <  p<  Ø¿ p<  À<  ¨¿ À<  Ð=  x¾ Ð=  6>  ¨¼ P>  ~?  �¾ €?  ´?   » À?  ú?  ¤¾ ú?  ž@  ¸¾ ž@  ³@  Ì¾ ð@  :A  ì¾ :A  B   ¿ B  B  ¿ B  B  (¿  B  yB  H¿ yB  EC  `¿ EC  ˜C  t¿  C  ÎD  Ü¾ ÐD  DF  8¿ PF  8H  „¾ @H  zH  à¹ €H  ÓH  è¹ àH  òH   »  I  I   »  I  8I  à¹ @I  XI  à¹ `I  ÑI  „¿ àI  šJ  ”¿  J  ÉJ   » ÐJ  äJ   » ðJ   K   »  K  K   »  K  0K   » 0K  JM  À PM  ½M  À ÐM  N  à¹ @N  ¥N  è¹ °N  ºN   » ðN  ÿN   » ÿN  O  HÀ O  !O  \À PO  _O   » _O  �O   À �O  ¢O  ´À ¢O  §O  ÈÀ °O  ‚P  è¹ �P  ðP  lÀ ðP  GQ  |À GQ  aQ  �À pQ  ÒQ   » àQ  R   » R  +R   » +R  wR  ØÀ wR  |R  ìÀ |R  ‹R  üÀ ‹R  ‘R  üÀ  R  ÉR  à¹ àR  S  è¹  S  ‰S  à¹ �S  õS  Á õS  vT  $Á vT  ŽT  8Á �T  ùT  à¹  U  èU  HÁ ðU  ÐW  ØÃ ÐW  ±Y  Ä ÀY  yZ  HÄ €Z  :[  pÄ @[  ç`  ÀÄ ð`   f  äÄ  f  Õf  Å Õf  Üh  Å Üh  ëh  4Å ëh  ñh  DÅ  i  Zi  dÅ Zi  Il  €Å Il  el  œÅ el  kl  ¬Å pl  Êl  XÃ Êl  Im  hÃ Im  †m  |Ã †m  •m  �Ã  m  ûm  XÃ ûm  zn   Ã zn  »n  ´Ã »n  Ên  ÈÃ Ðn  ùp  ˜Ä  q  Ys  ¬Ä ps  Âs  0Ã Àt  üt  à¹ 0u  <w  èÁ @w  šy  lÂ 0{  ½{  à¹ À{  ð{  è¹ ð{  Ÿ}  œÁ  }  �  (Â €�  í�  è¹ 0‚  M‚  ÌÂ M‚  i‚  ØÂ i‚  ƒ  ðÂ ƒ  3ƒ  Ã 3ƒ  9ƒ   Ã @ƒ  Áƒ  ü¼ �„  h…  XÁ p…  ž…  hÁ ž…  E‡  xÁ E‡  U‡  ŒÁ `‡  ç‡  è¹ ð‡   ˆ  à¹  ˆ  /ˆ  ÈÅ /ˆ  7ˆ  ÜÅ pˆ  ‹ˆ   À �ˆ  ‘ˆ   À  ˆ  ¡ˆ   À 0‰  p‰   » p‰  š‰   »  ‰  Æ‰   » Ð‰  Š   » ÀŠ  óŠ  Æ ‹  G‹  Æ P‹  ©‹  8Æ Ü‹  G�  dÆ H�  €�  ØÆ €�  @Ž  ¸Æ @Ž  $�  �Æ $�  Q�  à¹ T�  »�  xÆ è�  ¬‘  Ç ¬‘  ’  à¹ ’  ‘“  üÆ ”“  þ“  à¹  ”  •  HÇ •  Q•  <Ç T•  n•   » p•  Š•   » Œ•  Ï•  ,Ç Ø•  –  ˜Ç –  O–  ¼Ç P–  þ—  €Ç  ˜  ™  €Ç  ™  c™  hÇ Œ™  Ô™  `Ç è™  š   » š   š   »  š  ]š  à¹ hš  ¨š  à¹ ¨š  ›   » $›  8›   » 8›  H›   » H›  }›   » €›  �›   » �›  Æ›  <Ç È›  œ  è¹ œ  7œ  àÇ @œ  
�  ¨¼ �  b�   » €�  ��  ü¹ ��  Ø�   È Ø�  ç�  È ð�  fž  ¨¼ ˆž  Ðž  à¹ ìž  #Ÿ  à¹ @Ÿ  žŸ  0È  Ÿ  ßŸ  tÈ àŸ     àÈ     e   ˜È h   Ç   ¼È È   ˜¡  dÈ ˜¡  ¸¡  \È ¸¡  ­¢  lÈ °¢  e£  ¨¼ h£  Ï£  è¹ Ð£  ¤  LÈ  ¤  9¤   » <¤  ~¤  ,Ç €¤  ¥  8È ¥  k¥  8È l¥  °¥   » °¥  Õ¥   » ¦  ;¦  à¹ <¦  ¦¦  @É ¨¦  ô¦  ¨¼ ô¦  m¨  É x¨  ©  PÉ ©  Ê©  ,É Ì©  í©  É ð©  7ª   » 8ª  «  \É «  =«  à¹ @«  b«  à¹ d«  ‡«   » ˆ«  ««   » °«  %¬  pÉ 0¬  l¬  xÉ œ¬  ž­  ,É  ­  ²®  ˜É ´®  à°  €É à°  \²  ¬É \²  ªµ  ÈÉ ¬µ  G¶  ¨¼ H¶  ³¶  ¨¼ ´¶   ·  ¨¼ (·  A¸  ˜É D¸  h¹  èÉ h¹  "»  ˆÊ $»  ¤»  $Ê ¤»  ¼  è¹  ¼  B¾  lÊ D¾  ³À  TÊ ´À  [Á  ,Ê \Á  ¼Á   » ¼Á  ØÁ   » ØÁ  ¯Ä  Ê °Ä  #Å  ¬Ê 8Å  ]Å   » ðÅ  ÎÆ  ¼Ê ÐÆ  ÖÇ  ÈÊ ÀÊ  UË  äÊ hË  Í  Ë  Í  |Í  à¹ |Í  ÆÍ   » üÍ  îÎ  øÊ ðÎ  RÏ  è¹ TÏ  ‡Ï   » ˆÏ  ÊÏ   » ÌÏ  Ð  à¹  Ð  <Ð  (Ë xÐ  uÑ  PË xÑ  �Ò  lË „Ò  ¿Ò  0Ë ÀÒ  Ó  è¹ Ó  ‚Ó  ¨¼ „Ó  ¿Ó  è¹ ÀÓ  Ô  ÌË Ô  6Ô  „Ë XÔ  ¾Ö  ŒË ÈÖ  g×  Ì h×  IØ  ,Ì LØ  ¯Ø   Ì °Ø  <Ù  dÆ <Ù  Ú  ðË Ú  PÛ  TÌ PÛ  ®Û  à¹ ÈÛ  ùÛ  à¹ üÛ  1Ü  à¹ 4Ü  eÜ  à¹ hÜ  �Ü  à¹  Ü  Þ  HÇ PÞ  úß  lÌ üß  Fà  $Ê Hà  ôá  „Ì ôá  â   » â  Šâ   Ì ˜â  Æâ  „Ë àâ  ã  ÈÌ ˜ã  å  dÆ 8å  oå  \È ˜å  @æ   » @æ  ®æ  ÐÌ °æ  ç  è¹  ç  ²ç  ôÌ ²ç  ˜ê  Í ˜ê  ¸ê  ,Í Àê  3ì  <Í Pì  êì  dÍ ðì  ¨ð  TÍ °ð  Dñ  tÍ Dñ  àò  €Í àò  5ö  ¸Í 8ö  Îö  ¨Í Ðö  äö   » ðö  )÷  àÍ @÷  º÷  èÍ ô÷  šø  €Ç œø  Fù  dÆ Hù  ˜ù  Î ˜ù  @ú  Î �ú  Oû  ôÍ Pû  Ëû   » Ìû  Wü  LÎ Xü  íü  DÎ ðü  ¥ ÌÎ ¨ R ¸Î T _  Ï `   Ï € þ  Ï   4 ˆÎ 4 Ö	 pÎ Ø	 ˜
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Created by Makichika.

Subscribe, enable the extension and restart X4. No other mods or DLC required.
Windows64, supported X4 Foundations9.00 build, Protected UI Mode OFF are required.
Game updates can require an updated native module. The build/UI guards remain active.
The native PE module is supplied loose as healing_turret_support_64.txt.
Keep its filename unchanged beside content.xml; it is loaded explicitly by Lua.

Fit racial Healing turret M variants to vanilla XL auxiliary/resupply ships.
10km range, configured100HP/s per turret, small hull-repair ticks, no shields or
self repair. Detailed simulation uses clear line of sight. Out-of-sector/low-attention hull
repair is simulated separately at the same range/rate, without physical beams.
Optional new-game start Healing Fleet supplies auxiliaries and damaged M escorts.
Existing/new saves supported by design; remove custom turrets and keep a backup
before unsubscribing. Pause may interrupt beam visuals. See Workshop for details.
<?xml version="1.0" encoding="UTF-8"?>
<content id="" name="" author="Makichika" version="100" date="2026-10-17" save="0" description="" lastupdate="">
  <dependency version="900"/>
  <dependency id="ego_dlc_boron" optional="true" name="Kingdom End"/>
  <dependency id="ego_dlc_split" optional="true" name="Split Vendetta"/>
  <dependency id="ego_dlc_terran" optional="true" name="Cradle of Humanity"/>
</content>
