<?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:NSNMSiloCL.w3x" />
		<Include
			type="all"
			source="ART:NSNMSiloCL_D2.w3x" />
		<Include
			type="all"
			source="ART:NSNMSiloCL_D3.w3x" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseCivilianStructureNoGarrisonDestructible.xml" />
	</Includes>
	<GameObject
		id="NOD_Silo0CL"
		inheritFrom="BaseCivilianStructureNoGarrisonDestructible"		
		EditorName="NOD_Silo_CoverLeft"
		Browser="REGION NOD_Structures STRUCTURE">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="false"
				AffectedByStealth="false"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NSNMSiloCL" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NSNMSiloCL_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NSNMSiloCL_D2" />
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NSNMSiloCL" />
					<Texture
						Original="NSNMSilo1"
						New="NSNMSilo1D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NSNMSiloCL_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="NSNMSiloCL_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="NSNMSiloCL_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="NSNMSiloCL_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
					
				</AnimationState>
			</ScriptedModelDraw>

			
		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_Production" />
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_NODFaction"
				AddConditionFlags="USER_2">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AlienFaction"
				AddConditionFlags="USER_3">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<CommandSetUpgrade
				id="ModuleTag_SwapCommandSet"
				CommandSet="GarrisonableNeutralFortifiedBuildingCommandSet"
				Permanent="true">
				<TriggeredBy>Upgrade_FortifyBuilding</TriggeredBy>
			</CommandSetUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowForceField"
				ShowSubObjects="ARMOR"
				Permanent="true">
				<TriggeredBy>Upgrade_FortifyBuilding</TriggeredBy>
			</SubObjectsUpgrade>
			<AttributeModifierUpgrade
				id="ModuleTag_AddAttributes"
				AttributeModifier="FortifiedBuilding_Bonus"
				Permanent="true">
				<TriggeredBy>Upgrade_FortifyBuilding</TriggeredBy>
			</AttributeModifierUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModulTag_AIForLua"
				AILuaEventsList="NeutralGarrisonableBuildingFunctions" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="6000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape 
     Type= "BOX"
     MajorRadius = "14.1685"
     MinorRadius = "12.6254"
     Height = "19.0784"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.1355"
        y = "-136.886"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "24.2689"
     MinorRadius = "11.0823"
     Height = "34.7901"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.416065"
        y = "-114.301"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "38.5777"
     MinorRadius = "17.1145"
     Height = "50.2211"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.135498"
        y = "-87.2263"
        z = "0.0" />
</Shape>
<Shape 
     Type= "BOX"
     MajorRadius = "46.5738"
     MinorRadius = "20.2007"
     Height = "57.2353"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "-0.00478363"
        y = "-51.0334"
        z = "0.0" />
</Shape>
		</Geometry>

	</GameObject>
</AssetDeclaration>
