<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<Include type="all"	source="ART:AURprDrn_SKN.w3x" />
		<Include type="all"	source="ART:AURprDrn_ACCL.w3x" />
		<Include type="all"	source="ART:AURprDrn_DECL.w3x" />
		<Include type="all"	source="ART:AURprDrn_IDLA.w3x" />
		<Include type="all"	source="ART:AURprDrn_MOVA.w3x" />
		<Include type="all"	source="ART:AURprDrn_RPRA.w3x" />
		<Include type="instance" source="DATA:BaseObjects/BaseRepairDrone.xml" />
	</Includes>
	<GameObject
		id="AlienRepairDrone"
		inheritFrom="BaseRepairDrone"
		Side="ALIEN"
		KindOf="=$FACTORY_REPAIR_DRONE_KINDOF"
		EditorName="AlienRepairDrone"
		Description="Desc:AlienRepairDrone">
		<LocomotorSet
			Locomotor="AlienRepairDroneLocomotor"
			Condition="NORMAL"
			Speed="50.0" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AURprDrn_SKN" />
				</ModelConditionState>		
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_bored">
					<Animation
						AnimationName="AURprDrn_IDLA"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- placeholder until we get some real art -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURprDrn_RPRA"
						AnimationMode="LOOP"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACHED"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURprDrn_RPRA"
						AnimationMode="LOOP"/>
					<ParticleSysBone
						BoneName="None"
						FXParticleSystemTemplate="HealingFX"
						FollowBone="true" />
				</AnimationState>		
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURprDrn_ACCL"
						AnimationMode="ONCE"
						Distance="30" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURprDrn_DECL"
						AnimationMode="ONCE"
						Distance="30" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="AURprDrn_MOVA"
						AnimationMode="LOOP"
						AnimationPriority="30"
						Distance="30" />
				</AnimationState>										
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<PassiveAreaEffectBehavior
				xai:joinAction="Overwrite"
				id="ModuleTag_PassiveAreaEffect"
				EffectRadius="0"
				HealingPointsPerSecond="150"
				AffectAttached="true"
				AffectUnderAttack="true"
				NonStackable="false"
				HealFX="FX_Repair" >
				<AllowFilter
					Rule="ANY"
					Include="VEHICLE HUGE_VEHICLE INFANTRY"
					Exclude="AIRCRAFT HORDE PRODUCED_AT_HELIPAD" 
					Relationship="ALLIES" />
			</PassiveAreaEffectBehavior>
			<AttachUpdate
				xai:joinAction="Overwrite"
				id="ModuleTag_Attach"
				Range="150.0"
				CloseEnoughRange="20.0"
				Teleport="false"
				UseGeometry="true"
				DetachWhenParentHealed="true" 
				RequireFullyHealedToDetach="true"
				ScanForNewParentWhenDetached="true"
				DetachWhenParentOutOfSlavedRange="true"
				InitialAttachDelay="4.0s"
				ParentStatus="UNDERGOING_REPAIR"
				CanAttachToHordeMembers="true"
				Flags="FIND_BEST_PARENT UNCONTAINED_ONLY SAME_PLAYER_ONLY ONE_ATTACH_PER_PARENT"
				>
				<ObjectFilter
					Rule="ANY"
					Include="VEHICLE HUGE_VEHICLE INFANTRY"
					Exclude="AIRCRAFT HORDE PRODUCED_AT_HELIPAD" 
					Relationship="ALLIES" />
			</AttachUpdate>
		</Behaviors>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_ALI_RepairDrone_RepairLoop">
				<ModelConditionSound Sound="ALI_RepairDrone_RepairLoop" RequiredFlags="ATTACHED" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		</GameObject>
</AssetDeclaration>