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					<Texture
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					<ParticleSysBone
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				<AnimationState
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					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
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					ConditionsYes="RUBBLE"
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					Flags="START_FRAME_LAST">
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						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
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				<AnimationState
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					ConditionsYes="REALLYDAMAGED"
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					Flags="START_FRAME_LAST">
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						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
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				<AnimationState
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					StateName="TRANS_IntoReallyDamaged">
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						AnimationMode="ONCE"
						AnimationBlendTime="0" />
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				<AnimationState
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						AnimationMode="ONCE"
						AnimationBlendTime="0" />
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			<SpotlightDraw
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				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
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				InitialBurst="1"
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			<xi:include
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			<xi:include
				href="../../Includes/GenericAlienBuildingDestructionNoSpawn.xml" />
			<xi:include
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				AutoAcquireEnemiesWhenIdle="YES"
				IdleTargetTime=".01s">
				<UnitAITargetChooserData
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					CheckVisionRange="true" />
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		<Body>
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				MaxHealth="6400" />
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				MinorRadius="19.7886"
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				<Offset
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					y="0.0"
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				MajorRadius="3.81765"
				MinorRadius="3.81765"
				Height="70.6195">
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					y="-1.19209e-007"
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				MinorRadius="17.3529"
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				AudioType="voiceSelect" />
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		<AudioArraySound>
			<!-- <AudioEntry Sound="ALI_StormColumn_AmbientLoop" AudioType="soundAmbient" /> sound is on IonStorm.xml -->
			<AudioEntry Sound="ALI_Building_LightDamage" AudioType="soundOnDamaged" />
			<AudioEntry Sound="ALI_Building_HeavyDamage" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="ALI_Building_Placed" AudioType="soundUnderConstruction" />
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			ShroudClearingRange="500" />
		<ProjectedBuildabilityInfo
			Radius="0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
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