<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
		<Include type="all"	source="ART:TBCntrlPnt.w3x" />
		<Include type="all"	source="ART:TBCntrlPnt_D2.w3x" />
		<Include type="all"	source="ART:TBCntrlPnt_D3.w3x" />
	</Includes>
	<GameObject
		id="ControlPoint"
		Side="Neutral"
		EditorSorting="STRUCTURE"
		CommandSet="EmptyCommandSet"
		KindOf="ALWAYS_VISIBLE STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE NEUTRAL_TECH CAPTURABLE UNATTACKABLE NEVER_CULL_FOR_MP"
		RadarPriority="STRUCTURE"
		EditorName="ControlPoint">
		<DisplayName>Name:ControlPoint</DisplayName>
		<ArmorSet
			Armor="StructureArmor"
			DamageFX="GenericStructureDamageFX"/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="TBCntrlPnt" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="TBCntrlPnt_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="TBCntrlPnt_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="TBCntrlPnt" />
					<Texture
						Original="TBContorlPoint"
						New="TBContorlPointD" />						
				</ModelConditionState>	

<!-- This needs to be a different draw module -->
<!--
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableShowSubObjectPermanently( "100" )
						CurDrawableShowSubObjectPermanently( "75" )
						CurDrawableShowSubObjectPermanently( "50" )
						CurDrawableShowSubObjectPermanently( "25" )
					</Script>
				</AnimationState>
				<AnimationState
					ConditionsYes="CAPTURE_100"
					ParseCondStateType="PARSE_NORMAL">
					<Script>
						CurDrawableShowSubObjectPermanently( "100" )
						CurDrawableShowSubObjectPermanently( "75" )
						CurDrawableShowSubObjectPermanently( "50" )
						CurDrawableShowSubObjectPermanently( "25" )
					</Script>
				</AnimationState>
				<AnimationState
					ConditionsYes="CAPTURE_75"
					ParseCondStateType="PARSE_NORMAL">
					<Script>
						CurDrawableHideSubObjectPermanently( "100" )
						CurDrawableShowSubObjectPermanently( "75" )
						CurDrawableShowSubObjectPermanently( "50" )
						CurDrawableShowSubObjectPermanently( "25" )
					</Script>
				</AnimationState>
				<AnimationState
					ConditionsYes="CAPTURE_50"
					ParseCondStateType="PARSE_NORMAL">
					<Script>
						CurDrawableHideSubObjectPermanently( "100" )
						CurDrawableHideSubObjectPermanently( "75" )
						CurDrawableShowSubObjectPermanently( "50" )
						CurDrawableShowSubObjectPermanently( "25" )
					</Script>
				</AnimationState>
				<AnimationState
					ConditionsYes="CAPTURE_25"
					ParseCondStateType="PARSE_NORMAL">
					<Script>
						CurDrawableHideSubObjectPermanently( "100" )
						CurDrawableHideSubObjectPermanently( "75" )
						CurDrawableHideSubObjectPermanently( "50" )
						CurDrawableShowSubObjectPermanently( "25" )
					</Script>
				</AnimationState>
				<AnimationState
					ConditionsYes="CAPTURE_0"
					ParseCondStateType="PARSE_NORMAL">
					<Script>
						CurDrawableHideSubObjectPermanently( "100" )
						CurDrawableHideSubObjectPermanently( "75" )
						CurDrawableHideSubObjectPermanently( "50" )
						CurDrawableHideSubObjectPermanently( "25" )
					</Script>
				</AnimationState>
-->				
				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="TBCntrlPnt_D3"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="TBCntrlPnt_D2"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="TBCntrlPnt_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="TBCntrlPnt_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>				
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<StructureCollapseUpdate
				id="ModuleTag_Collapse"
				MinCollapseDelay="0"
				MaxCollapseDelay="0"
				CollapseDamping="0.5"
				MaxShudder="0.6"
				MinBurstDelay="250"
				MaxBurstDelay="800"
				BigBurstFrequency="4"
				DestroyObjectWhenDone="true"
				CollapseHeight="155">
				<Die
					DeathTypes="ALL" />
			</StructureCollapseUpdate>
      <SubObjectsUpgrade
				id="ModuleTag_GDICapture"
				ShowSubObjects="TB_CP_GDI LIGHTSF01"
				HideSubObjects="TB_CP_ALN TB_CP_NOD" 
				Permanent="true">
        <TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_NODCapture"
				ShowSubObjects="TB_CP_NOD LIGHTSF01"
				HideSubObjects="TB_CP_ALN TB_CP_GDI" 
				Permanent="true">
        <TriggeredBy>Upgrade_NODFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_AlienCapture"
				ShowSubObjects="TB_CP_ALN LIGHTSF01"
				HideSubObjects="TB_CP_GDI TB_CP_NOD" 
				Permanent="true">
        <TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_SteelTalonsCapture"
				ShowSubObjects="TB_CP_GDI LIGHTSF01"
				HideSubObjects="TB_CP_ALN TB_CP_NOD" 
				Permanent="true">
        <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_BlackHandCapture"
				ShowSubObjects="TB_CP_NOD LIGHTSF01"
				HideSubObjects="TB_CP_ALN TB_CP_GDI" 
				Permanent="true">
        <TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_Reaper17Capture"
				ShowSubObjects="TB_CP_ALN LIGHTSF01"
				HideSubObjects="TB_CP_GDI TB_CP_NOD" 
				Permanent="true">
        <TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_ZOCOMCapture"
				ShowSubObjects="TB_CP_GDI LIGHTSF01"
				HideSubObjects="TB_CP_ALN TB_CP_NOD" 
				Permanent="true">
        <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_MarkedOfKaneCapture"
				ShowSubObjects="TB_CP_NOD LIGHTSF01"
				HideSubObjects="TB_CP_ALN TB_CP_GDI" 
				Permanent="true">
        <TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
      </SubObjectsUpgrade>
      <SubObjectsUpgrade
				id="ModuleTag_Traveler59Capture"
				ShowSubObjects="TB_CP_ALN LIGHTSF01"
				HideSubObjects="TB_CP_GDI TB_CP_NOD" 
				Permanent="true">
        <TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
      </SubObjectsUpgrade>
    </Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIForLua"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="ControlPointFunctions"/>
		</AI>
		<Body>
			<ImmortalBody
				id="ModuleTag_ImmortalBody"
				MaxHealth="1.0"/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="25.0"
				Height="75.0"
				ContactPointGeneration="INFANTRY"/>
		</Geometry>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="200" />
	</GameObject>

</AssetDeclaration>