<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:GBWing2.W3X" />
		<Include
			type="all"
			source="ART:GBWing2_D1.w3x" />
		<Include
			type="all"
			source="ART:GBWing2_D2.w3x" />
		<Include
			type="all"
			source="ART:GBWing2_D3.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseCivilianStructureNoGarrisonDestructible.xml" />
	</Includes>
	<GameObject
		id="GDI_Wing2"
		inheritFrom="BaseCivilianStructureNoGarrisonDestructible"
		SelectPortrait="Portrait_GDIWing2"
		ButtonImage="Portrait_GDIWing2"
		EditorName="GDI_Wing2"
		KindOf="SELECTABLE STRUCTURE PRELOAD IMMOBILE CAN_CAST_REFLECTIONS  COVER KEEP_CLASSIFIED_WHEN_DEAD IGNORE_FOR_VICTORY CIVILIAN_BUILDING NOT_SELLABLE"
		Browser="REGION GDI_STRUCTURES STRUCTURE">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:SonicAirAttackJet</DisplayName>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				AffectedByStealth="false"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBWing2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBWing2_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBWing2_D2" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIImpFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIImpSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIImpDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIImpFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIImpSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIImpDist"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBWing2_D1" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIImpSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIImpSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBWing2_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="GBWing2_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="GBWing2_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBWing2_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
			<xi:include
				href="../../Includes/GarrisonFlagArmorDraw.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:CommonArmorDraws/child::*)" />
		</Draws>
		<Behaviors>
<!--
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="8s">
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
-->			
			<FXListBehavior
				id="ModuleTag_FXList"
				xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Medium" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_GDIMammothExplode" />
				<Event
					Index="onDeath"
					ForceUseDoFXObj="true"
					FX="FX_ScorchMedium" />
			</FXListBehavior>	
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="8000.0" />
		</Body>
    <Geometry
			IsSmall="false">
      <Shape 
     Type= "BOX"
     MajorRadius = "20.25"
     MinorRadius = "15.75"
     Height = "8.1" >
        <Offset
            x = "0.0"
            y = "0.0"
            z = "0.0" />
      </Shape>
    </Geometry>
    <AudioArraySound>
      <AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
      <AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
    </AudioArraySound> 
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="320" />
	</GameObject>
</AssetDeclaration>