<?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">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:ABPower_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABPowerBld_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABPowerBld_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABPower_IDLA.w3x" />
		<Include
			type="all"
			source="ART:ABPowerD2_SN.w3x" />
		<Include
			type="all"
			source="ART:ABPowerD2_AN.w3x" />
		<Include
			type="all"
			source="ART:ABPowerD3_SN.w3x" />
		<Include
			type="all"
			source="ART:ABPowerD3_AN.w3x" />
		<Include
			type="all"
			source="ART:ABPowerUpgrade.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<!-- PowerPlant -->
	<GameObject
		id="AlienPowerProjector"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ALIENReactor"
		ButtonImage="Portrait_ALIENReactor"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="600"
		BuildTime="6"
		EnergyProduction="20"
		EnergyBonus="20"
		PlacementViewAngle="315d"
		CommandSet="AlienPowerProjectorCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER FS_POWER"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="AlienReactor"
		Description="Desc:ALIENPowerProjector"
		TypeDescription="Type:AlienPowerProjector">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENPowerProjector</DisplayName>
		<GameDependency>
			<ObjectFilter
				Rule="ANY">
				<IncludeThing>AlienDronePlatform</IncludeThing>
				<IncludeThing>AlienFoundry</IncludeThing>
			</ObjectFilter>
		</GameDependency>
		<ArmorSet
			Armor="AlienPowerProjectorArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABPower_SKN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlant"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlantGlow"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABPowerBld_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABPowerD3_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABPowerD2_SN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlant"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlantGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABPower_SKN" />
					<Texture
						Original="ABPower"
						New="ABPowerD" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlant"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlantGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="ABPower_IDLA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABPowerBld_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABPowerD3_AN"
						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="ABPowerD2_AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<!--				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABPowerD1"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Damaged" and Prev ~= "TRANS_IntoDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoDamaged")
						end
					</Script>
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoDamaged">
					<Animation
						AnimationName="ABPowerD1"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
-->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABPowerD2_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABPowerD3_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- draw upgrade -->
			<ScriptedModelDraw
				id="ModuleTag_TibCore"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					ConditionsYes="NONE">
					<Model
						Name="" />
				</ModelConditionState>
				<!--
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABPowerUpgrade_ASN" />
				</ModelConditionState>
-->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 DAMAGED">
					<Model
						Name="ABPowerUpgrade" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 REALLYDAMAGED">
					<Model
						Name="ABPowerUpgrade" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 DYING">
					<Model
						Name="ABPowerUpgrade" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="ABPowerUpgrade" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="ABPowerUpgrade"
						AnimationMode="LOOP" />
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<!--
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABPowerUpgrade_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
-->
				<!-- DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="ABPowerUpgrade"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABPowerUpgrade"
						AnimationMode="MANUAL" />
					<Script>
					Prev = CurDrawablePrevAnimationState();
					if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_DamagedToReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged")
					end
				</Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="ABPowerUpgrade"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false" />
				</AnimationState>
				<!-- Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="ABPowerUpgrade"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedM" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedM" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleM" />
			</FXListBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<PowerUpgrade
				id="ModuleTag_FusionCore">
				<TriggeredBy>Upgrade_FusionCore</TriggeredBy>
			</PowerUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowFusionCore"
				ShowSubObjects="ABPowerUpgrade">
				<CustomAnimAndDuration
					AnimState="USER_1"></CustomAnimAndDuration>
				<TriggeredBy>Upgrade_FusionCore</TriggeredBy>
			</SubObjectsUpgrade>
			<StructureUnpackUpdate
				id="StructureUnpackUpdate"
				UnpackTime="2.0s" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingSuicide.xml" />
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="4000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="41.5067"
				MinorRadius="41.5067"
				Height="9.5105">
				<Offset
					x="7.73712"
					y="-1.90735e-006"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="19.0931"
				MinorRadius="19.0931"
				Height="38.605"
				ContactPointGeneration="INFANTRY">
				<Offset
					x="5.75443"
					y="-9.53674e-007"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_Reactor_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_Building_LightDamage" AudioType="soundOnDamaged" />
			<AudioEntry Sound="ALI_Building_HeavyDamage" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="ALI_Building_Placed" AudioType="soundUnderConstruction" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="200"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>