<?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>			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:NOD/Units/NODSaboteur.xml" />
		<Include
			type="all"
			source="ART:NUSabtr_UGCL.xml" />
	</Includes>
	<GameObject
		id="MarkedOfKaneSaboteur"
		inheritFrom="NODSaboteur"
		Side="MarkedOfKane"
		EditorSorting="UNIT"
		EditorName="MarkedOfKaneSaboteur"
		Description="Desc:MarkedOfKaneSaboteur"
		WorldMapArmoryUpgradesAllowed="Upgrade_MarkedOfKaneCyberneticLegs"
		TypeDescription="Type:MarkedOfKaneSaboteur">
		<DisplayUpgrade>Upgrade_MarkedOfKaneCyberneticLegs</DisplayUpgrade>
<Draws>
			<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUSabtr_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXEngineer_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3">
					
					<Model
						Name="NUSabtr_SKN" />
					<Texture
						Original="NUSabtr"
						New="NUSabtr_UGCL" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Bored">
					<Animation
						AnimationName="NUSabtr_BIDA"
						AnimationMode="ONCE"
						AnimationPriority="10" />
					<Animation
						AnimationName="NUSabtr_BIFA"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Animation
						AnimationName="NUSabtr_BIFB"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Animation
						AnimationName="NUSabtr_BIFC"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Animation
						AnimationName="NUSabtr_BIFD"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Suppressed" then
						CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
						end
						if Prev == "STATE_Selected" then
						CurDrawableSetTransitionAnimState("TRANS_attentionToBored")
						end
						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					StateName="STATE_stunned_flailing">
					<Animation
						AnimationName="NUSabtr_FLYA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="NUSabtr_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="NUSabtr_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="NUSabtr_CDTB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER DYING"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_KDIA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NUSabtr_DIEA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE">
					<Animation
						AnimationName="NUSabtr_KBFC"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--Capturing-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CAPTURING"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_KBIA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="10" />
				</AnimationState>
				<!--Supressed-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED MOVING"
					StateName="STATE_Suppressed"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSabtr_SMVA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Suppressed">
					<Animation
						AnimationName="NUSabtr_SIDA"
						AnimationMode="ONCE"
						AnimationPriority="15" />
					<Animation
						AnimationName="NUSabtr_SIFA"
						AnimationMode="ONCE"
						AnimationPriority="5" />
					<Animation
						AnimationName="NUSabtr_SIFB"
						AnimationMode="ONCE"
						AnimationPriority="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
						CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
						end
					</Script>
				</AnimationState>
				<!--Cover-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER MOVING"
					Flags="RANDOMSTART"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_CRNA"
						AnimationMode="LOOP"
						Distance="75" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED COVER"
					StateName="STATE_Cover_Selected">
					<Animation
						AnimationName="NUSabtr_KAIA"
						AnimationMode="LOOP"
						AnimationBlendTime="10" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover" then
						CurDrawableSetTransitionAnimState("TRANS_CoverToCoverAttention")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_KBIA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="NUSabtr_KBFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="NUSabtr_KBFB"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="NUSabtr_KBFC"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover_Selected" then
						CurDrawableSetTransitionAnimState("TRANS_CoverAttentionToCover")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSabtr_RUNA"
						AnimationMode="LOOP" />
				</AnimationState>
				<!-- EMOTIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="EMOTION_CELEBRATING"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="NUSabtr_CHRA"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--Selected-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimationName="NUSabtr_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NUSabtr_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NUSabtr_AIFB"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NUSabtr_AIFC"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="NUSabtr_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="NUSabtr_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_toSuppressed">
					<Animation
						AnimationName="NUSabtr_SDVA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_fromSuppressed">
					<Animation
						AnimationName="NUSabtr_SGTB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverToCoverAttention">
					<Animation
						AnimationName="NUSabtr_KBTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverAttentionToCover">
					<Animation
						AnimationName="NUSabtr_KATA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
		
<!-- Cybernetic Legs -->

			<ModelConditionUpgrade
				id="ModuleTag_ModelConditionCyberneticLegs"
				AddConditionFlags="USER_3">
				<TriggeredBy>Upgrade_MarkedOfKaneCyberneticLegs</TriggeredBy>
			</ModelConditionUpgrade>	
			<AttributeModifierUpgrade
				id="Upgrade_MarkedOfKaneCyberneticLegs"
				AttributeModifier="AttributeModifier_CyberneticLegs">
				<TriggeredBy>Upgrade_MarkedOfKaneCyberneticLegs</TriggeredBy>
			</AttributeModifierUpgrade>
			<AudioLoopUpgrade id="NOD_CyberneticLegs_Upgrade" SoundToPlay="NOD_CyberneticLegs_Upgrade">
				<TriggeredBy>Upgrade_MarkedOfKaneCyberneticLegs</TriggeredBy>
			</AudioLoopUpgrade> 			
		</Behaviors>
		
	</GameObject>
</AssetDeclaration>