<?xml version="1.0" encoding="us-ascii"?>
<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:GBDefense.W3X" />
		<Include
			type="all"
			source="ART:GBDefense_D1.w3x" />
		<Include
			type="all"
			source="ART:GBDefense_D2.w3x" />
		<Include
			type="all"
			source="ART:GBDefense_D3.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="MG_GDI_TiberiumProcessingPlant"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIDefenseGridBuilding"
		ButtonImage="Portrait_GDIDefenseGridBuilding"
		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_TiberiumProcessingPlant"
		Description="Desc:TiberiumProcessingPlant">
		<DisplayName>Name:TiberiumProcessingPlant</DisplayName>
		<!-- MaxSimultaneousOfType="1" -->
		<ArmorSet
			Armor="GDIGuardianAPCArmor"
			DamageFX="VehicleDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="HOMEBASE" />			
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBDefense" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBDefense_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBDefense_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBDefense_D1" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBDefense_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="GBDefense_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="GBDefense_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBDefense_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>			
			
			<InfiltratorContain xmlns="uri:ea.com:eala:asset"
				id="ModuleTag_DisabledInfiltratorContain" 
				Effect="DISABLE"
				Duration="15s">
			<CanEnterFilter
				Relationship="ENEMIES"
				Rule="NONE">
				<IncludeThing>GDIEngineer_ShadowAbility</IncludeThing>
				<IncludeThing>GDIEngineer</IncludeThing>
			</CanEnterFilter>
		</InfiltratorContain>
		
			<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:TiberiumProcessingPlant"
        MetaGameTypeDescription="Type:MetaNODTempleofNod"
        >
        <!-- you can list as many powers as you want here -->
        <Powers
          Image="Button_PlayerPowerInfiltration"
	  Title="NAME:PlayerPowerZocomInfiltration"
	  TypeDescription="TYPE:PlayerPowerZocomInfiltration"
  	  Description="DESC:PlayerPowerZocomInfiltration" 
  	  	MetaGameOp="GDI_POWER_ZOCOM_INFILTRATION" />

	<Powers
	Image="Button_PlayerPowerSonicAgitation"
	Title="NAME:PlayerPowerSonicAgitation"
	TypeDescription="TYPE:PlayerPowerSonicAgitation"
	Description="DESC:PlayerPowerSonicAgitation" 
	MetaGameOp="GDI_POWER_SONIC_AGITATION" />	
	

      </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="28.8829"
				MinorRadius="2.6559"
				Height="8.29967">
				<Offset
					x="14.9547"
					y="2.61552"
					z="75.143" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="13.3797"
				MinorRadius="13.3797"
				Height="69.3986">
				<Offset
					x="-0.482642"
					y="2.44953"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="26.7595"
				MinorRadius="26.7595"
				Height="17.2633">
				<Offset
					x="-0.482643"
					y="2.44953"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-8.14684"
					y="-5.65446"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="6.83545"
					y="-5.65445"
					z="66.2588" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="6.83545"
					y="9.32784"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-8.14684"
					y="9.32784"
					z="66.2588" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-8.14684"
					y="-5.65445"
					z="66.2588" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="6.83545"
					y="-5.65446"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="6.83545"
					y="9.32784"
					z="66.2588" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-8.14684"
					y="9.32784"
					z="0.0" />
			</ContactPoint>
		</Geometry>
		<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>