// Combat Log Messages (see also specialabilities.xt for dynamically loaded messages)
//																	Variables (refer to object names unless otherwise noted)=======================	
// Name						Knowledge	Style		Text							actor1?	actor2?	%1-------------	%2-------------	%3-------------	notes----------	
GAME_INIT					GLOBAL		WHITE		"Link established..."					// -	-							first text line automatically added to log
FACTION_SPOTTED_ENEMY_NEW			GLOBAL		RED		"New contact: [race]"					// y	-							
FACTION_SPOTTED_ENEMY				GLOBAL		RED		"Confirmed visual: [race]"				// y	-							
ENTITY_TRIGGERS_PROXIMITY			ACTION		DRED		"[name] triggers @ %1."					// y	-	item						
ENTITY_KNOCKBACK_STUMBLE			ACTION		DSKY		"[name] stumbles under the force of the blow."		// y	-							bludgeoning melee attack result
ENTITY_ATTACKS_MELEE_GENERIC_HOSTILE		ACTION		RED		"[name] swings [poss] %1."				// y	-	item						
ENTITY_ATTACKS_MELEE_GENERIC_NEUTRAL		ACTION		SKY		"[name] swings [poss] %1."				// y	-	item						
ENTITY_ATTACKS_MELEE_GENERIC_FRIENDLY		ACTION		GREEN		"[name] swings [poss] %1."				// y	-	item						
ENTITY_ATTACKS_SNAP_HOSTILE			ACTION		RED		"[name] quickly fires [poss] %1."			// y	-	item						
ENTITY_ATTACKS_SNAP_NEUTRAL			ACTION		SKY		"[name] quickly fires [poss] %1."			// y	-	item						
ENTITY_ATTACKS_SNAP_FRIENDLY			ACTION		GREEN		"[name] quickly fires [poss] %1."			// y	-	item						
ENTITY_ATTACKS_BURST_HOSTILE			ACTION		RED		"[name] repeatedly fires [poss] %1."			// y	-	item						
ENTITY_ATTACKS_BURST_NEUTRAL			ACTION		SKY		"[name] repeatedly fires [poss] %1."			// y	-	item						
ENTITY_ATTACKS_BURST_FRIENDLY			ACTION		GREEN		"[name] repeatedly fires [poss] %1."			// y	-	item						
ENTITY_ATTACKS_AIMED_HOSTILE			ACTION		RED		"[name] fires a carefully aimed shot from [poss] %1."	// y	-	item						
ENTITY_ATTACKS_AIMED_NEUTRAL			ACTION		SKY		"[name] fires a carefully aimed shot from [poss] %1."	// y	-	item						
ENTITY_ATTACKS_AIMED_FRIENDLY			ACTION		GREEN		"[name] fires a carefully aimed shot from [poss] %1."	// y	-	item						
ENTITY_ATTACKS_BERSERK_BURST_HOSTILE		ACTION		RED		"[name] fires [poss] %1 wildly."			// y	-	item						
ENTITY_ATTACKS_BERSERK_BURST_NEUTRAL		ACTION		SKY		"[name] fires [poss] %1 wildly."			// y	-	item						
ENTITY_ATTACKS_BERSERK_BURST_FRIENDLY		ACTION		GREEN		"[name] fires [poss] %1 wildly."			// y	-	item						
ENTITY_ATTACKS_BERSERK_SNAP_HOSTILE		ACTION		RED		"[name] fires a wild shot from [poss] %1."		// y	-	item						
ENTITY_ATTACKS_BERSERK_SNAP_NEUTRAL		ACTION		SKY		"[name] fires a wild shot from [poss] %1."		// y	-	item						
ENTITY_ATTACKS_BERSERK_SNAP_FRIENDLY		ACTION		GREEN		"[name] fires a wild shot from [poss] %1."		// y	-	item						
ENTITY_ATTACKS_SPECIAL_MELEE_HOSTILE		ACTION		RED		"[name] %1."						// y	-	text		item				only used if item specifies special melee attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_MELEE_NEUTRAL		ACTION		SKY		"[name] %1."						// y	-	text		item				only used if item specifies special melee attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_MELEE_FRIENDLY		ACTION		GREEN		"[name] %1."						// y	-	text		item				only used if item specifies special melee attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_SNAP_HOSTILE		ACTION		RED		"[name] %1."						// y	-	text		item				only used if item specifies special snap attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_SNAP_NEUTRAL		ACTION		SKY		"[name] %1."						// y	-	text		item				only used if item specifies special snap attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_SNAP_FRIENDLY		ACTION		GREEN		"[name] %1."						// y	-	text		item				only used if item specifies special snap attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BURST_HOSTILE		ACTION		RED		"[name] %1."						// y	-	text		item				only used if item specifies special burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BURST_NEUTRAL		ACTION		SKY		"[name] %1."						// y	-	text		item				only used if item specifies special burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BURST_FRIENDLY		ACTION		GREEN		"[name] %1."						// y	-	text		item				only used if item specifies special burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_AIMED_HOSTILE		ACTION		RED		"[name] %1."						// y	-	text		item				only used if item specifies special aimed attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_AIMED_NEUTRAL		ACTION		SKY		"[name] %1."						// y	-	text		item				only used if item specifies special aimed attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_AIMED_FRIENDLY		ACTION		GREEN		"[name] %1."						// y	-	text		item				only used if item specifies special aimed attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BERSERK_BURST_HOSTILE	ACTION		RED		"[name] %1."						// y	-	text		item				only used if item specifies special berserk burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BERSERK_BURST_NEUTRAL	ACTION		SKY		"[name] %1."						// y	-	text		item				only used if item specifies special berserk burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BERSERK_BURST_FRIENDLY	ACTION		GREEN		"[name] %1."						// y	-	text		item				only used if item specifies special berserk burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BERSERK_SNAP_HOSTILE	ACTION		RED		"[name] %1."						// y	-	text		item				only used if item specifies special snap burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BERSERK_SNAP_NEUTRAL	ACTION		SKY		"[name] %1."						// y	-	text		item				only used if item specifies special snap burst attack text (which *can* use actor1 vars)
ENTITY_ATTACKS_SPECIAL_BERSERK_SNAP_FRIENDLY	ACTION		GREEN		"[name] %1."						// y	-	text		item				only used if item specifies special snap burst attack text (which *can* use actor1 vars)
ENTITY_THROWS_ITEM				ACTION		DGREEN		"[name] throws @ %1."					// y	-	item						
ENTITY_HIT_BY_MELEE_HOSTILE			ACTION		PURPLE		"[name] struck by the %1."				// y	-	item						
ENTITY_HIT_BY_MELEE_NEUTRAL			ACTION		PURPLE		"[name] struck by the %1."				// y	-	item						
ENTITY_HIT_BY_MELEE_FRIENDLY			ACTION		PURPLE		"[name] struck by the %1."				// y	-	item						
ENTITY_HIT_BY_MELEE_EX_HOSTILE			ACTION		PURPLE		"[name] %1."						// y	-	text						only used if item specifies special melee "hit by" text (which *can* use actor1 vars)
ENTITY_HIT_BY_MELEE_EX_NEUTRAL			ACTION		PURPLE		"[name] %1."						// y	-	text						only used if item specifies special melee "hit by" text (which *can* use actor1 vars)
ENTITY_HIT_BY_MELEE_EX_FRIENDLY			ACTION		PURPLE		"[name] %1."						// y	-	text						only used if item specifies special melee "hit by" text (which *can* use actor1 vars)
ENTITY_HIT_BY_PROJECTILE_HOSTILE		ACTION		PURPLE		"[name] hit by @ %1."					// y	-	projectile					
ENTITY_HIT_BY_PROJECTILE_NEUTRAL		ACTION		PURPLE		"[name] hit by @ %1."					// y	-	projectile					
ENTITY_HIT_BY_PROJECTILE_FRIENDLY		ACTION		PURPLE		"[name] hit by @ %1."					// y	-	projectile					
ENTITY_HIT_BY_PROJECTILE_EX_HOSTILE		ACTION		PURPLE		"[name] %1."						// y	-	text						only used if item specifies special projectile "hit by" text (which *can* use actor1 vars)
ENTITY_HIT_BY_PROJECTILE_EX_NEUTRAL		ACTION		PURPLE		"[name] %1."						// y	-	text						only used if item specifies special projectile "hit by" text (which *can* use actor1 vars)
ENTITY_HIT_BY_PROJECTILE_EX_FRIENDLY		ACTION		PURPLE		"[name] %1."						// y	-	text						only used if item specifies special projectile "hit by" text (which *can* use actor1 vars)
ENTITY_HIT_BY_EXPLOSION_HOSTILE			ACTION		PURPLE		"The %1 hits [name]."					// y	-	explosion					
ENTITY_HIT_BY_EXPLOSION_NEUTRAL			ACTION		PURPLE		"The %1 hits [name]."					// y	-	explosion					
ENTITY_HIT_BY_EXPLOSION_FRIENDLY		ACTION		PURPLE		"The %1 hits [name]."					// y	-	explosion					
ENTITY_HIT_BY_PROP				ACTION		SKY		"[name] struck by @ %1."				// y	-	prop						
ENTITY_HIT_BY_ENTITY				ACTION		SKY		"[name] lands on {name}."				// y	y							
ENTITY_UNDAMAGED_BY_SA				ACTION		GRAY		"[name] unharmed."					// y	-							
ENTITY_UNDAMAGED_BY_MELEE			ACTION		GRAY		"[name] unharmed."					// y	-							
ENTITY_UNDAMAGED_BY_PROJECTILE			ACTION		GRAY		"[name] unscathed."					// y	-							
ENTITY_UNDAMAGED_BY_EXPLOSION			ACTION		GRAY		"[name] unscathed."					// y	-							
ENTITY_UNDAMAGED_BY_FALL			ACTION		DGRAY		"[name] lands safely."					// y	-							
ENTITY_UNDAMAGED_BY_PROP			ACTION		DGRAY		"[name] shrugs it off."					// y	-							
ENTITY_FIRE_STARTED				ACTION		ORANGE		"[name] catches fire."					// y	-							
ENTITY_FIRE_INTENSIFIES				ACTION		ORANGE		"The flames on [name] intensify."			// y	-							
ENTITY_FIRE_DAMAGED				ACTION		ORANGE		"[name] is burned."					// y	-							applies to units both on fire, and those burned while standing in fire
ENTITY_FIRE_SNUFFED				ACTION		DORANGE		"The flames on [name] are snuffed out."			// y	-							
ENTITY_CRITICAL_WOUND_LIGHT			PLAYER		DPURPLE		"[name] critically wounded."				// y	-							1 wound
ENTITY_CRITICAL_WOUND_MEDIUM			PLAYER		DPURPLE		"[name] suffers critical wounds."			// y	-							2 wounds
ENTITY_CRITICAL_WOUND_HEAVY			PLAYER		DPURPLE		"[name] suffers serious critical wounds."		// y	-							3 wounds
ENTITY_KNOCKED_UNCONSCIOUS			ACTION		YELLOW		"[name] is knocked unconscious."			// y	-							sudden, cause generally damage/impact
ENTITY_FALLS_UNCONSCIOUS			ACTION		YELLOW		"[name] falls unconscious."				// y	-							gradual, cause generally smoke/wounds
ENTITY_REGAINS_CONSCIOUSNESS			ACTION		YELLOW		"[name] regains consciousness."				// y	-							
ENTITY_PANICS					ACTION		PURPLE		"[name] has panicked."					// y	-							for non-player-controlled units, only shown if they flee (i.e., not shown for freeze panic)
ENTITY_BERSERKS					ACTION		PURPLE		"[name] has gone berserk."				// y	-
ENTITY_RETURNS_TO_FACTION			ACTION		PURPLE		"[name] returns to %1 side."				// y	-	faction
ENTITY_DIES_GENERIC				ACTION		DPURPLE		"[name] dies."						// y	-							
ENTITY_DIES_MELEE				ACTION		DPURPLE		"[name] %1."						// y	-	text						only used if item specifies special death text for melee (otherwise generic)
ENTITY_DIES_PROJECTILE				ACTION		DPURPLE		"[name] %1."						// y	-	text						only used if item specifies special death text for particle (otherwise generic)
ENTITY_DIES_EXPLOSION				ACTION		DPURPLE		"[name] %1."						// y	-	text						only used if explosion specifies special death text (otherwise generic)
ENTITY_DIES_CRITICAL_WOUNDS			ACTION		DPURPLE		"[name] succumbs to critical wounds."			// y	-							
ENTITY_DIES_FIRE				ACTION		DPURPLE		"[name] burns to death."				// y	-							
ENTITY_FALLS					ACTION		DSKY		"[name] falls."						// y	-							
ENTITY_CONSTRICTED_FAIL				ACTION		DGREEN		"Insufficient room for [name] to mutate."		// y	-							for terrain constriction during SA MUTATE to larger Ent
ENTITY_CONSTRICTED_DIE				ACTION		DPURPLE		"[name] constricted to death."				// y	-							for terrain constriction during SA MUTATE to larger Ent
ARMOR_EQUIPPED					ACTION		DGREEN		"[name] puts on [poss] %1."				// y	-	armor						for single-turn completion
ARMOR_EQUIPPING_START				ACTION		DGREEN		"[name] begins putting on [poss] %1."			// y	-	armor						
ARMOR_EQUIPPING_END				ACTION		DGREEN		"[name] finishes putting on [poss] %1."			// y	-	armor						
ARMOR_EQUIPPED_EX				ACTION		DGREEN		"%1."							// y	-	text		armor				only used if armor specifies special "fast equip" text (which *can* use actor1 vars)
ARMOR_EQUIPPING_START_EX			ACTION		DGREEN		"%1."							// y	-	text		armor				only used if armor specifies special "equip start" text (which *can* use actor1 vars)
ARMOR_EQUIPPING_END_EX				ACTION		DGREEN		"%1."							// y	-	text		armor				only used if armor specifies special "equip end" text (which *can* use actor1 vars)
ARMOR_REMOVED					ACTION		DGREEN		"[name] removes [poss] %1."				// y	-	armor						for single-turn completion
ARMOR_REMOVING_START				ACTION		DGREEN		"[name] begins removing [poss] %1."			// y	-	armor						
ARMOR_REMOVING_END				ACTION		DGREEN		"[name] finishes removing [poss] %1."			// y	-	armor						
ARMOR_REMOVED_EX				ACTION		DGREEN		"%1."							// y	-	text		armor				only used if armor specifies special "fast remove" text (which *can* use actor1 vars)
ARMOR_REMOVING_START_EX				ACTION		DGREEN		"%1."							// y	-	text		armor				only used if armor specifies special "remove start" text (which *can* use actor1 vars)
ARMOR_REMOVING_END_EX				ACTION		DGREEN		"%1."							// y	-	text		armor				only used if armor specifies special "remove end" text (which *can* use actor1 vars)
ITEM_GET					PLAYER		DGREEN		"[name] picks up %1."					// y	-	item						
ITEM_DROP					ACTION		DGREEN		"[name] drops [poss] %1."				// y	-	item						also used for dropping when panicked
ITEM_PRIMED					PLAYER		DGREEN		"[name] primes [poss] %1."				// y	-	item						
ITEM_PRIMED_COUNT				PLAYER		DGREEN		"[name] primes [poss] %1 to %2."			// y	-	item		#				
ITEM_PREP_DETONATOR				PLAYER		DGREEN		"[name] prepares a detonator for [poss] %1."		// y	-	explosive					
ITEM_USE_DETONATOR				PLAYER		DGREEN		"[name] activates [poss] %1 detonator."			// y	-	explosive					
ITEM_LOADED					PLAYER		DGREEN		"[name] loads [poss] %1 with %2."			// y	-	item		ammo				
ITEM_LOADED_EX					PLAYER		DGREEN		"%1."							// y	-	text		item		ammo		only used if item specifies special load text (which *can* use actor1 vars)
ITEM_UNLOADED					PLAYER		DGREEN		"[name] unloads [poss] %1."				// y	-	item		ammo				
ITEM_UNLOADED_EX				PLAYER		DGREEN		"%1"							// y	-	text		item		ammo		only used if item specifies special unload text (which *can* use actor1 vars)
ITEM_EXPLODES					POS		YELLOW		"%1 explodes."						// -	-	item						grenades, proxies, etc
ITEM_EXPLODES_EX				POS		YELLOW		"%1 %2."						// -	-	item		text				only used if explosion specifies special "explosion" text
OBJECT_DESTROYED_WEAPON				POS		DGRAY		"%1 destroyed."						// -	-	object						"object" usually refers to props, but may also refer to cells (essentially terrain)
OBJECT_DESTROYED_SMASH				ACTION		GRAY		"[name] smashes through %1."				// y	-	object						
OBJECT_DESTROYED_FALL				POS		DGRAY		"%1 falls, destroyed on impact."			// -	-	object						
OBJECT_DESTROYED_CRUSHED			POS		DGRAY		"%1 crushed."						// -	-	object						
OBJECT_DESTROYED_BURNED				POS		DGRAY		"%1 consumed by flames."				// -	-	object						
OBJECT_DESTROYED_SHATTERED			POS		DGRAY		"%1 shattered."						// -	-	object						
OBJECT_SURVIVED_MELEE_0				POS		DGRAY		"%1 completely unaffected."				// -	-	object						impossible (0% chance) to destroyed object with that attack
OBJECT_SURVIVED_MELEE_15			POS		DGRAY		"%1 unlikely to give way."				// -	-	object						<= 15%
OBJECT_SURVIVED_MELEE_66			POS		DGRAY		"%1 might give way."					// -	-	object						<= 66%
OBJECT_SURVIVED_MELEE_ETC			POS		DGRAY		"%1 almost gives way."					// -	-	object						all others
TEMP_CATACLYSM_MESSAGE				GLOBAL		WHITE		"%1"							// -	-	text
TEMP_ARM_CIVILIAN				GLOBAL		GREEN		"[name] takes %1 from {name}."				// y	y	item
TEMP_AI_EQUIP_WEAPON				ACTION		GREEN		"[name] pulls out [poss] %1."				// y	-	item
// Color Scheme Concepts:
//  white	game messages
//  (brighter)	more important events
//  gray	less important events
//  green	basic actions
//  purple	action results on entity
//  yellow	explosion/consciousness-related
//  sky		neutral/physical-related
//  orange	fire-related
//  red		hostiles and their attacks