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	<Tags></Tags>
	<Includes>
		<Include type="all"	source="ART:GBFue01.w3x" />
		<Include type="all"	source="ART:GBFue01_D1.w3x" />
		<Include type="all"	source="ART:GBFue01_D2.w3x" />
		<Include type="all"	source="ART:GBFue01_D3.w3x" />
	</Includes>
	<GameObject
		id="GDIFuelDepot"
		Side="GDI"
		KindOf="STRUCTURE IMMOBILE SELECTABLE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE KEEP_CLASSIFIED_WHEN_DEAD"
		EditorName="GDIFuelDepot"
		SelectPortrait="Portrait_NeutralFuelDepot"
		ButtonImage="Portrait_NeutralFuelDepot"
		EditorSorting="STRUCTURE"
		Description="Desc:ExplodingBarrel">
		<DisplayName>Name:FuelDepot</DisplayName>
		<ArmorSet
			Armor="NoArmor" 
		/>
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBFue01" 
					/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBFue01_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBFue01_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBFue01_D1" />
				</ModelConditionState>		
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBFue01_D3"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBFue01_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>		
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
<!--		
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="4s"
				SinkRate="2.0"
				DestructionDelay="7.1s">
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
-->
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AwesomeXplosion" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_ScorchLarge" />
			</FXListBehavior>
			<FireWeaponWhenDead
				id="ModuleTag_DeathWeapon"
				InitiallyActive="true"
				DeathWeapon="GDIFuelDepotWeapon"
				ContinueToBezierDestination="false">
				<DieMuxData
					DeathTypes="ALL"
				/>
			</FireWeaponWhenDead>
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="150" 
			/>
		</Body>
		<Geometry
		IsSmall="false">
			<Shape 
				Type= "BOX"
				MajorRadius = "21.7921"
				MinorRadius = "18.6379"
				Height = "22.0788" >
				<Offset
					x = "-0.666677"
					y = "-63.3389"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "CYLINDER"
				MajorRadius = "39.6839"
				MinorRadius = "39.6839"
				Height = "81.7202" >
				<Offset
					x = "-0.0932007"
					y = "0.316803"
					z = "0.0" />
			</Shape>
		</Geometry>
		<ShadowInfo
			Type="VOLUME" />		
		<CrusherInfo
			CrusherLevel="0"
			CrushableLevel="0" 
		/>
	</GameObject>
</AssetDeclaration>