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		<Include
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		<!-- Cyborgs don't get suppressed or take cover
		
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		<Include
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		<Include
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		<Include
			type="all"
			source="ART:GUGarGun.w3x" />
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			type="all"
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		<Include
			type="all"
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		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
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	<GameObject
		id="MarkedOfKaneImprovedCyborgInfantry"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_ImprovedCyborgInfantry"
		ButtonImage="Portrait_ImprovedCyborgInfantry"
		Side="MarkedOfKane"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="400"
		BuildTime="4"
		CommandSet="MarkedOfKaneImprovedCyborgInfantryCommandSet"
		IsTrainable="true"
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY "
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		VoicePriority="138"
		EditorName="MarkedOfKaneImprovedCyborgInfantry"
		WorldMapArmoryUpgradesAllowed="Upgrade_MarkedOfKaneTechCenterSuperChargedParticleBeam"
		Description="Desc:MarkedOfKaneImprovedCyborgInfantry"
		TypeDescription="Type:MarkedOfKaneImprovedCyborgInfantry">
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			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:MarkedOfKaneImprovedCyborgInfantry</DisplayName>
		<DisplayUpgrade>Upgrade_MarkedOfKaneTechCenterSuperChargedParticleBeam</DisplayUpgrade>
		<ArmorSet
			Armor="NODEnlightenedArmor"
			DamageFX="InfantryDamageFX" />
		<LocomotorSet
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			Condition="NORMAL"
			Speed="45" />
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				OkToChangeModelColor="true"
				ExtraPublicBone="BONE_WEAPONA_FX">
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					<WeaponMuzzleFlash
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						BoneName="BONE_WEAPONA_FX" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE_WEAPONA_FX" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="BONE_FX_WEAPON" />
					<!-- <WeaponMuzzleFlash
						WeaponSlotID="2"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="BONE_FX_WEAPON" /> -->
					<WeaponFireFXBone
						WeaponSlotID="2"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="BONE_FX_WEAPON" />
					<ParticleSysBone
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					<Model
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					<WeaponFireFXBone
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						BoneName="BONE01" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="BONE01" />
				</ModelConditionState>
				<ModelConditionState
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					ConditionsYes="USER_3 WEAPONSET_PLAYER_UPGRADE">
					
					<Model
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					<Texture
						Original="NUEnlightened"
						New="NUEnlightened_UGCL" />
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				<ModelConditionState
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					ConditionsYes="USER_3">
					
					<Model
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					<Texture
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						New="NUEnlightened_UGCL" />
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				<ModelConditionState
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					ConditionsYes="WEAPONSET_PLAYER_UPGRADE">
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_Idle">
					<Animation
						AnimationName="NUSilent_BIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
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						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<!-- <Animation
						AnimationName="NUSilent_BIDC"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" /> -->
					<Animation
						AnimationName="NUSilent_BIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="NUSilent_BIFB"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
			<!-- NO JUMPING JACK OR STRETCHING ANIMATION		
					<Animation
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						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />	
			
	
					<Animation
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						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
			-->			

					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
						end
						if Prev == "STATE_Selected" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					StateName="STATE_stunned_flailing">
					<Animation
						AnimationName="NUSilent_FLYA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="NUSilent_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
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					ConditionsYes="FRONTCRUSHED">
					<Animation
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						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
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						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimNickName="DTA"
						AnimationName="NUSilent_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimNickName="DTA"
						AnimationName="NUSilent_DIEB"
						AnimationMode="ONCE" />
					<Animation
						AnimNickName="DTA"
						AnimationName="NUSilent_DIEC"
						AnimationMode="ONCE" />

				</AnimationState>
				
				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_A"
					Flags="RANDOMSTART">
					<Animation
						UseWeaponTiming="true"
						AnimationName="NUSilent_ATRA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ATTACKING">
					<Animation
						AnimationName="NUSilent_RUNA"
						AnimationMode="LOOP" />
					<Animation
						AnimationName="NUSilent_RUNB"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A">
					<Animation					
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						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A">
					<Animation					
						AnimationName="NUSilent_ATKC"
						AnimationMode="MANUAL" />
				</AnimationState>
	<!--
		<AnimationState
		             ParseCondStateType="PARSE_NORMAL"
		             ConditionsYes="ATTACKING"
		             StateName="STATE_SelectedPose">
			             <Animation
			             AnimationName="NUSilent_ATKC"
			             AnimationMode="MANUAL" />
		</AnimationState>
	-->
	
<!-- Regular Cyborg stuff, not used				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_A USER_10"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSilent_ATRB"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A USER_10">
					<Animation
						AnimationName="NUSilent_ATKB"
						AnimationMode="LOOP" />
				</AnimationState>
-->				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSilent_RUNA"
						AnimationMode="LOOP" />
          <Animation
						AnimationName="NUSilent_RUNA"
						AnimationMode="LOOP" />
				</AnimationState>
<!-- EMP Blast -->			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING SPECIAL_WEAPON_ONE">
					<Animation
						AnimationName="NUSilent_EMPA"
						AnimationMode="ONCE"
						AnimationBlendTime="10"
						AnimationPriority="40" />
				</AnimationState>			
			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_Selected">
					<Animation
						AnimationName="NUSilent_AIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="30"/>
					<Animation
						AnimationName="NUSilent_AIDB"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="30"/>
					<Animation
						AnimationName="NUSilent_AIDC"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="5"/>
					<Animation
						AnimationName="NUSilent_AIFA"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="10"/>
					<Animation
						AnimationName="NUSilent_AIFB"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="10"/>
					<Animation
						AnimationName="NUSilent_AIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="30"
						AnimationPriority="5"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />

					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Idle" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="NUSilent_BATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
          <Animation
						AnimationName="NUSilent_BATB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NUSilent_ABTA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
          <Animation
						AnimationName="NUSilent_ABTB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				
			</ScriptedModelDraw>
			<!-- 
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerNOD"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNOD">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_01" />					
			</TracerModelDraw>
			
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".08"
				MaxTracersPerFrame=".12"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitNODHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" />					
			</TracerModelDraw>
			-->
			<ScriptedModelDraw
				id="ModuleTag_DrawEMPFX"
				AttachToBoneInAnotherModule="emp">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					
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			</ScriptedModelDraw>			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate>
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODCyborgChargedParticleBeam" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="MarkedOfKaneCyborgSuperChargedParticleBeam"
						ObjectStatus="WEAPON_UPGRADED_01" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<SpecialPower
				id="ModuleTag_EMPBlast"
				SpecialPowerTemplate="EMPBlast"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_EMPBlastUpdate"
				SpecialPowerTemplate="EMPBlast"
				SpecialWeapon="NODImprovedCyborgEMPCannon"
				TriggerSound="NOD_Awakened_EMPgunFire"
				UnpackTime="0.0s"
				PackTime="0.7s"
				StartAbilityRange="300.0"
				BusyForDuration="1s"
				WhichSpecialWeapon="1" 
				WeaponSlotType="SECONDARY_WEAPON"
				WeaponSlotID="2"/>
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_MarkedOfKaneTechCenterSuperChargedParticleBeam</TriggeredBy>
			</StatusBitsUpgrade>

<!-- No more autoheal for you-->
			<AutoHealBehavior
				id="Upgrade_CyborgHeal"
				InitiallyActive="false"
				HealOnlyIfNotInCombat="false"
				HealOnlyIfNotUnderAttack="false"
				StartHealingDelay="1s"
				HealingAmount="10"
				HealingDelay=".5s">
			</AutoHealBehavior>
			
			<AudioLoopUpgrade 
				id="RailCannonUpgradeSound" 
				SoundToPlay="GDI_RailCannon_Upgrade">
				<TriggeredBy>Upgrade_MarkedOfKaneTechCenterSuperChargedParticleBeam</TriggeredBy>
			</AudioLoopUpgrade> 

			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound Type="INITIAL" List="NOD_Enlightened_VoiceDie" />
			</SlowDeath>
			<xi:include
				href="../../Includes/MarkedOfKaneImprovedCyborgWeaponUpgradeModelCondition.xml" />
			<!-- <SpecialPower
				id="ModuleTag_EMPBlast"
				SpecialPowerTemplate="EMPBlast"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_EMPBlastUpdate"
				SpecialPowerTemplate="EMPBlast"
				SpecialWeapon="NODCyborgEMPCannon"
				UnpackTime=".5s"
				UnpackSound="NOD_RaiderBuggy_EMPblast"
				PackTime=".5s"
				StartAbilityRange="350.0"
				BusyForDuration="1s"
				WhichSpecialWeapon="1" /> -->
			<!-- <SubObjectsUpgrade
				id="ModuleTag_ShowSuperChargedBeam"
				ShowSubObjects="WEAPON_PARTICLEBM_UPGRADED">
				<TriggeredBy>Upgrade_MarkedOfKaneTechCenterSuperChargedParticleBeam</TriggeredBy>
			</SubObjectsUpgrade> -->
<!--
Removed suppression update
-->

			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>GDI_ZoneTrooper</Key>
			</LargeGroupAudioUpdate>
			<AudioLoopUpgrade id="SuperChargedParticleBeamUpgrade" SoundToPlay="NOD_Enlightened_SuperChargedParticleBeamUpgrade">
				<TriggeredBy>Upgrade_MarkedOfKaneTechCenterSuperChargedParticleBeam</TriggeredBy>
			</AudioLoopUpgrade>

			<ModelConditionUpgrade
				id="ModuleTag_ModelConditionCyberneticLegs"
				AddConditionFlags="USER_3">
				<TriggeredBy>Upgrade_MarkedOfKaneCyberneticLegs</TriggeredBy>
			</ModelConditionUpgrade>
			<AttributeModifierUpgrade
				id="Upgrade_MarkedOfKaneTibTrooperCyberneticLegs"
				AttributeModifier="AttributeModifier_CyberneticLegs">
				<TriggeredBy>Upgrade_MarkedOfKaneCyberneticLegs</TriggeredBy>
			</AttributeModifierUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_06"
				AutoAcquireEnemiesWhenIdle="YES"
				>				
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="650" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NUSilent_LNDA" Frame="3" />
				<Sound Sound="Bodyfall" Animation="NUSilent_DIEA" Frame="26" />
				<Sound Sound="Bodyfall" Animation="NUSilent_DIEB" Frame="51" />
				<Sound Sound="Bodyfall" Animation="NUSilent_DIEC" Frame="17" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<!--
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_BlackHand_FlameWeaponLoopMS">
				<ModelConditionSound Sound="NOD_BlackHand_FlameWeaponLoopMS" RequiredFlags="USING_WEAPON_A" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		-->
		<Geometry
			IsSmall="true">
			<Shape 
			     Type= "BOX"
			     MajorRadius = "9.0"
			     MinorRadius = "9.0"
			     Height = "18.0" >
			    <Offset
				x = "0.0"
				y = "0.0"
				z = "0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="NOD_Enlightened_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="NOD_Enlightened_VoiceCreate" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="NOD_Enlightened_VoiceGarrison" AudioType="voiceGarrison" />
			<AudioEntry Sound="NOD_Enlightened_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="NOD_Enlightened_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
			<AudioEntry Sound="NOD_Enlightened_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="NOD_Enlightened_VoiceSelectMS" AudioType="voiceSelect" />
			<AudioEntry Sound="NOD_Enlightened_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<NamedEntry Sound="NOD_Enlightened_VoiceAttackEMP" Name="VoiceAttackEMP" />
		</AudioArrayVoice>
		<!--
		<AudioArraySound>
			<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
		<CrusherInfo
			CrushableLevel="1" />
	</GameObject>
</AssetDeclaration>