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	<Tags></Tags>
	<Includes>
		<Include type="all"	source="ART:GBDugOut.w3x" />
		<Include type="all"	source="ART:GBDugOut_ASN.w3x" />
		<Include type="all"	source="ART:GBDugOut_AAN.w3x" />
		<Include type="all"	source="ART:GBDugOut_D2SN.w3x" />
		<Include type="all"	source="ART:GBDugOut_D2AN.w3x" />
		<Include type="all"	source="ART:GBDugOut_D3SN.w3x" />
		<Include type="all"	source="ART:GBDugOut_D3AN.w3x" />
		<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
	</Includes>
	<GameObject
		id="GDIDigInBuilding"
		SelectPortrait="Portrait_GDIDigInBuilding"
		ButtonImage="Portrait_GDIDigInBuilding"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="0"
		BuildCost="=$GDI_DIGIN_BUILDING_PRICE"
		BuildTime="10.0"
		CommandSet="GDIDigInGarrisonCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS GARRISON AUTO_ACQUIRABLE_BY_AI COVER CIVILIAN_BUILDING NOT_SELLABLE CAN_SEE_THROUGH_STRUCTURE AUTO_RALLYPOINT IGNORE_FOR_VICTORY GARRISONABLE_UNTIL_DESTROYED"
		RadarPriority="STRUCTURE"
		EditorName="GDIDigInBuilding"
		Description="Desc:GDIDigInBuilding">
		<DisplayName>Name:GDIDigInBuilding</DisplayName>
		<ArmorSet
			Armor="GDIDigInBuildingArmor"
			DamageFX="FactionStructureDamageFX" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12 BONEGARRISON13 BONEGARRISON14 BONEGARRISON15 BONEGARRISON16">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBDugOut" />
				</ModelConditionState>
				<!-- BUILD UP -->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBDugOut_ASN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBDugOut_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBDugOut_D2SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBDugOut" />
					<Texture
						Original="GBDugOut"
						New="GBDugOutD" />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="GBDugOut_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Small"
						FollowBone="true" />
				</AnimationState>	
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBDugOut_D3AN"
						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="GBDugOut_D2AN"
						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="GBDugOut_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBDugOut_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>											
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<HordeGarrisonContain
				id="ModuleTag_HordeGarrison"
				ObjectStatusOfContained="UNSELECTABLE CAN_ATTACK"
				ContainMax="2"
				EnterSound="GenericBuilding_Garrison"
				ExitSound="GenericBuilding_Ungarrison"
				AllowEnemiesInside="true"
				AllowAlliesInside="true"
				AllowNeutralInside="true"
				AllowOwnPlayerInsideOverride="true"
				ShowPips="true"
				KillPassengersOnDeath="false">
				<PassengerFilter
					Rule="ANY"
					Include="INFANTRY">
					<ExcludeThing>GDIZoneTrooperSquad</ExcludeThing>
					<ExcludeThing>GDIZoneTrooper</ExcludeThing>
					<ExcludeThing>AlienShockTrooperSquad</ExcludeThing>
					<ExcludeThing>AlienRazorDroneSquad</ExcludeThing>
				</PassengerFilter>
				<DieMuxData
					DeathTypes="ALL" />
				<PassengerData
					BonePrefix="BONEGARRISON">
					<Filter
						Rule="NONE"
						Include="INFANTRY" />
				</PassengerData>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISniperSquad"
					ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
				<ExitOffset
					x="0"
					y="-80"
					z="0" />
			</HordeGarrisonContain>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
			<!--xi:include
				href="../../Includes/GenericBuildingRepair.xml" /-->
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="2000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="25.0"
				Height="20.0"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_FoxHole_Select"
				AudioType="voiceSelect" />
			<AudioEntry EvaEvent="BuildingStolen" AudioType="voiceDefectingAway" />
			<AudioEntry EvaEvent="EnemyBuildingCaptured" AudioType="voiceDefectingTowards" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="GDI_BuildingPlaced" AudioType="soundUnderConstruction" />
		</AudioArraySound>
		<EvaEvents
			EvaEventProductionStarted="BuildingConstructionStarted" 
			EvaEventProductionComplete="BuildingConstructionComplete" 
			EvaEventDamagedOwner="StructureUnderAttack" 	
			EvaEventSoldOwner="StructureSold"
			EvaEventRepairingOwner="StructureRepairing"
			EvaEnemyObjectSightedEvent="EnemyCampSighted"
			EvaEventAvailableForProduction="NewConstructionOptions"
			EvaEventPlacementFailed="StructurePlacementFailed" 
			EvaEventCannotBuildDueToFullBuildQueue="StructureCannotBuildDueToFullBuildQueue" 
			EvaEventBuildOnHold="BuildOnHold"
			EvaEventBuildCancelled="BuildCancelled" 
			EvaEventManuallyPoweredOff="BuildingManuallyPoweredDown"
			EvaEventManuallyPoweredOn="BuildingManuallyPoweredUp" />
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="300"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>