<?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:GURflMan_UGRF_SKN.w3x" />
		<Include
			type="all"
			source="ART:GURflMan_UGTS_SKN_L.w3x" />
		<Include
			type="all"
			source="ART:GURflMan_UGTS_UGRF_SKN.w3x" />
		<Include
			type="all"
			source="ART:GURflMan_UGTS_UGRF_SKN_L.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:GDI/Units/GDIRifleSoldier.xml" />
		<Include
			type="all"
			source="ART:GURflMan_UGTS_SKN.w3x" />
			
			
	</Includes>
	<GameObject
		id="ZOCOMRifleSoldier"
		Side="ZOCOM"
		EditorName="ZOCOMRifleSoldier"
		EditorSorting="UNIT"
		inheritFrom="GDIRifleSoldier"
		WorldMapArmoryUpgradesAllowed="Upgrade_ZOCOMFieldSuits Upgrade_GDIAPAmmo"
		Description="DESC:ZOCOMRiflemanSquad">
		
	<DisplayUpgrade id="ModuleTag_DisplayCompositeArmorUpgrade" xai:joinAction="Replace">Upgrade_ZOCOMFieldSuits</DisplayUpgrade>
    
   <ArmorSet xmlns="uri:ea.com:eala:asset"
      xai:joinAction="Remove"
      id="GDIUpgradeArmor"  />

	<ArmorSet
		xai:joinAction="Replace"
		id="UpgradeTag_UnitArmor"
		Conditions="PLAYER_UPGRADE"
		Armor="ZOCOMRifleSoldierFieldSuits"
		DamageFX="NormalDamageFX" />
	
	
<Draws>
			<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				InitialRecoilSpeed="0.1"
				MaxRecoilDistance="0.1"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0"
				ExtraPublicBone="B_WEAPONA_FX">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GURflMan_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
					<WeaponRecoilBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
					<WeaponMuzzleFlash
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
				</ModelConditionState>

				<xi:include
					href="DATA:Includes/GDIUnitFormationPreviewStates.xml"
					xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:FormationPreviewStates/child::*)" />

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<Model
						Name="GUGar_Rifl" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
					<WeaponRecoilBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="" />
					<WeaponMuzzleFlash
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="" />
					<WeaponLaunchBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_WEAPONA_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UPGRADED_ARMOR">
				<Model
						Name="GURflMan_UGTS_UGRF_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_bored">
					<Animation
						AnimationName="GURflMan_BIDA"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationPriority="80"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GURflMan_BIDB"
						AnimationMode="ONCE"
						AnimationPriority="80"
            AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GURflMan_BIDC"
						AnimationMode="ONCE"
						AnimationPriority="80"
            AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="GURflMan_BIFA"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationPriority="1" />
          <Animation
						AnimationName="GURflMan_BIFB"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationPriority="1" />
          <Animation
						AnimationName="GURflMan_BIFC"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationPriority="1" />
					<Animation
						AnimationName="GURflMan_BIFD"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationPriority="1" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Suppressed" then
						CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
						end
						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						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="GURflMan_FLYA"
						AnimationMode="LOOP" />
          <Animation
						AnimationName="GURflMan_FLYB"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="GURflMan_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="GURflMan_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="GURflMan_CDTB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED DYING"
					StateName="STATE_Suppressed">
					<Animation
						AnimationName="GURflMan_SDIA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER DYING"
					StateName="STATE_Cover">
					<Animation
						AnimationName="GURflMan_KDIA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GURflMan_KDIB"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GURflMan_KDIC"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="GURflMan_DIEA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GURflMan_DIEB"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GURflMan_DIEC"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PREPARING PACKING_TYPE_1">
					<Animation
						AnimationName="GURflMan_DIGA"
						AnimationMode="LOOP"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<FXEvent
						Frame="67"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="81"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="104"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="118"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="139"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="151"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="172"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="186"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="209"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="219"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="242"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="257"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="280"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="294"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="317"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="331"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="335"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="366"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="392"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="405"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="431"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="445"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="466"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="486"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="505"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="521"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
					<FXEvent
						Frame="545"
						FireWhenSkipped="true"
						Effect="FX_ShovelIN"
						Bone="shovel" />
					<FXEvent
						Frame="558"
						FireWhenSkipped="true"
						Effect="FX_ShovelOUT"
						Bone="shovel" />
						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED MOVING"
					StateName="STATE_Suppressed"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GURflMan_SMVA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED USING_WEAPON_A"
					StateName="STATE_Suppressed">
					<Animation
						AnimationName="GURflMan_SATA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Suppressed">
					<Animation
						AnimationName="GURflMan_SIDA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GURflMan_SIFA"
						AnimationMode="ONCE" />
					<Animation
						AnimationName="GURflMan_SIFB"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
							CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_toSuppressed">
					<Animation
						AnimationName="GURflMan_SDVA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="GURflMan_SDVB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_fromSuppressed"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GURflMan_SDVA"
						AnimationMode="ONCE_BACKWARDS"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="GURflMan_SDVB"
						AnimationMode="ONCE_BACKWARDS"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER USING_WEAPON_A"
					StateName="STATE_Cover">
					<Animation
						AnimationName="GURflMan_KAKA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="GURflMan_KAIA"
						AnimationMode="ONCE"
            AnimationBlendTime="20" />
					<Animation
						AnimationName="GURflMan_KAIB"
						AnimationMode="ONCE"
            AnimationBlendTime="20" />
          <Animation
						AnimationName="GURflMan_KAFA"
						AnimationMode="ONCE"
            AnimationBlendTime="5" />
          <Animation
						AnimationName="GURflMan_KAFB"
						AnimationMode="ONCE"
            AnimationBlendTime="5" />
          <Animation
						AnimationName="GURflMan_KAFC"
						AnimationMode="ONCE"
            AnimationBlendTime="5" />
					<!--		<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
						CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
						end
					</Script> -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_A">
					<Animation
						AnimationName="GURflMan_ATRA"
						AnimationMode="LOOP" />
				</AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="4">
          <Animation
						AnimationName="GURflMan_ATKA"
						AnimationMode="ONCE" />
        </AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="GURflMan_RUNA"
						AnimationMode="LOOP"
            AnimationBlendTime="15"
						Distance="75" />
					<Animation
						AnimationName="GURflMan_RUNB"
						AnimationMode="LOOP"
            AnimationBlendTime="15"
						Distance="75" />
          <Animation
						AnimationName="GURflMan_RUNC"
						AnimationMode="LOOP"
            AnimationBlendTime="15"
						Distance="75" />
				</AnimationState>
                <AnimationState
                    ParseCondStateType="PARSE_NORMAL"
                    ConditionsYes="ATTACKING"
                    StateName="STATE_SelectedPose">
                    <Animation
                        AnimationName="GURflMan_ATKA"
                        AnimationMode="MANUAL" />
                </AnimationState>
                <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ENGAGED">
					<Animation
						AnimationName="GURflMan_AIDA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="EMOTION_CELEBRATING"
          Flags="RESTART_ANIM_WHEN_COMPLETE" >
					<Animation
						AnimationName="GURflMan_CHRA"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
          <Animation
						AnimationName="GURflMan_CHRB"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="GURflMan_CHRC"
						AnimationMode="ONCE"
            AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_SelectedPose"
          Flags="RESTART_ANIM_WHEN_COMPLETE" >
					<Animation
						AnimationName="GURflMan_AIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="15" />
					<Animation
						AnimationName="GURflMan_AIDB"
						AnimationMode="ONCE"
						AnimationBlendTime="5" />
          <Animation
						AnimationName="GURflMan_AIFA"
						AnimationMode="ONCE"
						AnimationBlendTime="10" />
          <Animation
						AnimationName="GURflMan_AIFB"
						AnimationMode="ONCE"
            AnimationBlendTime="10" />
          <Animation
						AnimationName="GURflMan_AIFC"
						AnimationMode="ONCE"
						AnimationBlendTime="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_bored" then
							CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="GURflMan_BATA"
						AnimationMode="ONCE"
          					  AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
       					   <Animation
						AnimationName="GURflMan_BATB"
						AnimationMode="ONCE"
        					    AnimationBlendTime="5"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="GURflMan_ABTA2"
						AnimationMode="ONCE"
           					 AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
         				 <Animation
						AnimationName="GURflMan_ABTA"
						AnimationMode="ONCE"
          					  AnimationBlendTime="15"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
	
	<Behaviors>
	
	
	<ArmorUpgrade xmlns="uri:ea.com:eala:asset"
		xai:joinAction="Remove"
		id="ModuleTag_CompositeArmorUpgrade" />
		
	<ModelConditionUpgrade xmlns="uri:ea.com:eala:asset"
		xai:joinAction="Remove"
		id="ModuleTag_ArmorCompositeModelCondition" />
	
		<xi:include
			href="../../Includes/ZOCOMFieldSuitsUpgradeModelCondition.xml" />
		<xi:include
			href="../../Includes/ZOCOMFieldSuitsUpgrade.xml" />

		<StatusBitsUpgrade
			StatusToSet="SHIELDBODY_ENABLED">
			<TriggeredBy>Upgrade_ZOCOMFieldSuits</TriggeredBy>
		</StatusBitsUpgrade>
		
	</Behaviors>
	

	</GameObject>
		
</AssetDeclaration>

