
requirement same_team {
	allegiance
	
	parms {
		"value"		"friend"
	}
}

requirement is_neutral {
	allegiance
	
	parms {
		"value"		"neutral"
	}
}

requirement is_friend {
	allegiance
	
	parms {
		"value"		"friend"
	}
}

requirement is_enemy {
	allegiance
	
	parms {
		"value"		"enemy"
	}
}

requirement team_strogg {
	team

	parms {
		"value"		"strogg"
	}
}

requirement team_gdf {
	team

	parms {
		"value"		"gdf"
	}
}

requirement ability_technician {
	ability

	parms {
		"value"		"technician"
	}
}

requirement ability_engineer {
	ability

	parms {
		"value"		"engineer"
	}
}

requirement ability_constructor {
	ability

	parms {
		"value"		"constructor"
	}
}

requirement ability_fieldops {
	ability

	parms {
		"value"		"fieldops"
	}
}

requirement ability_oppressor {
	ability

	parms {
		"value"		"oppressor"
	}
}

requirement ability_infiltrator {
	ability

	parms {
		"value"		"infiltrator"
	}
}

requirement ability_covertops {
	ability

	parms {
		"value"		"covertops"
	}
}

requirement ability_healthBoost {
	ability

	parms {
		"value"		"healthBoost"
	}
}

requirement ability_giveAmmo {
	ability

	parms {
		"value"		"giveAmmo"
	}
}

requirement ability_soldier {
	ability

	parms {
		"value"		"soldier"
	}
}

requirement stance_prone {
	property

	parms {
		"property"		"prone"
		"condition"		"=="
		"value"			"1"
	}
}

requirement stance_crouch {
	property

	parms {
		"property"		"crouch"
		"condition"		"=="
		"value"			"1"
	}
}

requirement not_disguised {
	property
	
	parms {
		"property"		"disguised"
		"condition"		"!="
		"value"			"1"
	}
}

requirement inRadar {
	radar
}

requirement otherInRadar {
	radar_other
}

requirement ability_hack {
	ability

	parms {
		"value"			"hack"
	}
}

requirement ability_repair {
	ability

	parms {
		"value"			"repair"
	}
}

requirement ability_construct {
	ability

	parms {
		"value"			"construct"
	}
}

requirement ability_medic {
	ability

	parms {
		"value"			"medic"
	}
}

requirement ability_aggressor {
	ability

	parms {
		"value"			"aggressor"
	}
}

requirement ability_revive {
	ability

	parms {
		"value"			"revive"
	}
}

requirement ability_inside_mcp {
	ability

	parms {
		"value"			"inside_mcp"
	}
}

requirement same_entity {
	property

	parms {
		"property"		"same_entity"
		"condition"		"=="
		"value"			"1"
	}
}

requirement need_revive {
	property

	parms {
		"property"		"need_revive"
		"condition"		"=="
		"value"			"1"
	}
}

requirement other_need_revive {
	property

	parms {
		"use_other"		"1"
		"property"		"need_revive"
		"condition"		"=="
		"value"			"1"
	}
}

requirement want_revive {
	property

	parms {
		"property"		"want_revive"
		"condition"		"=="
		"value"			"1"
	}
}

requirement spectator {
	property

	parms {
		"property"		"spectator"
		"condition"		"=="
		"value"			"1"
	}
}

requirement need_repair {
	property

	parms {
		"property"		"need_repair"
		"condition"		"=="
		"value"			"1"
	}
}

requirement is_your_driver {
	property

	parms {
		"property"		"driver"
		"condition"		"=="
		"value"			"1"
	}
}

requirement alive {
	property

	parms {
		"property"		"health"
		"condition"		">"
		"value"			"0"
	}
}

requirement fieldops_level_1 {
	property
	
	parms {
		"property"		"proficiency"
		"property_type"	"fieldops"
		"condition"		">="
		"value"			"1"
	}
}

requirement covertops_spawn_level_1 {
	property
	
	parms {
		"property"		"spawn_proficiency"
		"property_type"	"covertops"
		"condition"		">="
		"value"			"1"
	}
}

requirement light_weapons_spawn_level_4 {
	property
	
	parms {
		"property"		"spawn_proficiency"
		"property_type"	"weapon_handling"
		"condition"		">="
		"value"			"4"
	}
}

requirement oppressor_level_1 {
	property
	
	parms {
		"property"		"proficiency"
		"property_type"	"fieldops"
		"condition"		">="
		"value"			"1"
	}
}

requirement engineer_level_1 {
	property
	
	parms {
		"property"		"proficiency"
		"property_type"	"engineer"
		"condition"		">="
		"value"			"1"
	}
}

requirement constructor_level_1 {
	property
	
	parms {
		"property"		"proficiency"
		"property_type"	"engineer"
		"condition"		">="
		"value"			"1"
	}
}

requirement ability_transport_player {
	ability

	parms {
		"value"		"transport_player"
	}
}


requirement has_third_eye {
	entity_bin
	
	parms {
		"type"		"projectile_third_eye"
	}
}

requirement vehicle_full {
	property
	
	parms {
		"property"		"vehicle_full"
		"condition"		"=="
		"value"			"1"
	}
}

requirement in_vehicle {
	property
	
	parms {
		"property"		"in_vehicle"
		"condition"		"=="
		"value"			"1"
	}
}

requirement local_in_this_vehicle {
	property
	
	parms {
		"property"		"in_vehicle"
		"property_type" "local_player"
		"condition"		"=="
		"value"			"1"
	}
}

requirement other_in_vehicle {
	property
	
	parms {
		"use_other"		"1"
		"property"		"in_vehicle"
		"condition"		"=="
		"value"			"1"
	}
}

requirement has_defense_turret {
	ability

	parms {
		"value"		"defense_turret"
	}
}

requirement has_fire_support {
	ability

	parms {
		"value"		"fire_support"
	}
}

requirement has_radar {
	ability

	parms {
		"value"		"radar"
	}
}

requirement has_supplies {
	ability

	parms {
		"value"		"supplies"
	}
}

requirement has_landmine {
	ability

	parms {
		"value"		"landmine"
	}
}

requirement same_fireteam {
	property
	
	parms {
		"use_other"		"1"
		"property"		"same_fireteam"
		"condition"		"=="
		"value"			"1"
	}
}
