<?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>
		<Include
			type="all"
			source="ART:GBLabRad.W3X" />
		<Include
			type="all"
			source="ART:GBLabRad_D1.w3x" />
		<Include
			type="all"
			source="ART:GBLabRad_D2.w3x" />
		<Include
			type="all"
			source="ART:GBLabRad_D3.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="MG_GDI_IntelCenter"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDILabRadarBuilding"
		ButtonImage="Portrait_GDILabRadarBuilding"
		Side="GDI"
		EditorSorting="STRUCTURE"
		Browser="REGION METAGAME GDI"		
		BuildCost="100"
		BuildTime="1"
		EnergyProduction="-9"
		CommandSet="EmptyCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS UNIQUE_UNIT AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER IGNORE_CAN_NOT_BUILD"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		TypeDescription="Type:MetaNODTemplePrime"
		EditorName="MG_GDI_IntelCenter"
		Description="Desc:IntelCenter">
		<!-- MaxSimultaneousOfType="1" -->
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:IntelCenter</DisplayName>
		<SkirmishAIInformation
			BaseBuildingLocation="HOMEBASE" />	
		<ArmorSet
			Armor="StructureArmor"
			DamageFX="VehicleDamageFX" />			
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBLabRad" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBLabRad_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBLabRad_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBLabRad_D1" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBLabRad_D3"
						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="GBLabRad_D2"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="GBLabRad_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBLabRad_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
		
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="8s">
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>

			<DestroyDie
				id="ModuleTag_12">
				<DieMuxData
					DeathTypes="NONE CRUSHED SPLATTED" />
			</DestroyDie>
			
			<FXListBehavior
				id="ModuleTag_FXList"
				xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
				<Event
					Index="onDeath"
					ForceUseDoFXObj="true"
					FX="FX_ScorchMedium" />
			</FXListBehavior>			
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingSuicide.xml" />
<!-- This needs to be in every Stategic Buildings XML
            DO NOT CHANGE THE id. it must be the same in all files-->
      <MetaGameStratButtonInfo
        id="ModuleTag_MetaGameStratButtonInfo"
        MetaGameDescription="Desc:IntelCenter"
        MetaGameTypeDescription="Type:MetaNODTempleofNod"
        >
        <!-- you can list as many powers as you want here -->
        <Powers
        Image="Button_PlayerPowerMediaBlitz"
	Title="NAME:PlayerPowerMediaBlitz"
	TypeDescription="TYPE:PlayerPowerMediaBlitz"
	Description="DESC:PlayerPowerMediaBlitz"
			MetaGameOp="GDI_POWER_MEDIA_BLITZ"
/>
      
      
      <Powers
      Image="Button_PlayerPowerCommandoStrike"
      Title="NAME:PlayerPowerCommandoStrike"
      TypeDescription="TYPE:PlayerPowerCommandoStrike"
	Description="DESC:PlayerPowerCommandoStrike"
			MetaGameOp="GDI_POWER_COMMANDO_STRIKE"
/>
      </MetaGameStratButtonInfo>
      
				
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_02"
				MaxHealth="650.0"
				InitialHealth="650.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="15.0"
				MinorRadius="19.0"
				Height="80.0">
				<Offset
					x="-0.580678"
					y="-3.86252"
					z="0.0" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="51.6"
				MinorRadius="19.0"
				Height="20.0">
				<Offset
					x="4.68904"
					y="25.0778"
					z="33.109" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="31.5"
				MinorRadius="19.0"
				Height="6.4">
				<Offset
					x="-0.580677"
					y="-3.86252"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-17.7951"
					y="-19.9777"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.0236"
					y="-19.9777"
					z="76.7727" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.0236"
					y="13.8409"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-17.7951"
					y="13.841"
					z="76.7727" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-17.7951"
					y="-19.9777"
					z="76.7727" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.0236"
					y="-19.9777"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="16.0236"
					y="13.841"
					z="76.7727" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-17.7951"
					y="13.8409"
					z="0.0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="GDI_StealthLab_Select" AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="320" />
		<ProjectedBuildabilityInfo
			Radius="175"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />			
	</GameObject>
</AssetDeclaration>