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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:TBCivBunker.w3x" />
		<Include
			type="all"
			source="ART:TBCivBunker_D1.w3x" />
		<Include
			type="all"
			source="ART:TBCivBunker_D2.w3x" />
		<Include
			type="all"
			source="ART:TBCivBunker_D3.w3x" />
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseCivilianStructure.xml" />
		<!-- Base Object -->
	</Includes>
	<GameObject
		id="CivBunker"
		inheritFrom="BaseCivilianStructure"
		SelectPortrait="Portrait_NeutralBunker"
		ButtonImage="Portrait_NeutralBunker"
		Side="Neutral"
		EditorName="CivBunker"
		Description="Desc:CivilianBuilding">
		<DisplayName
			xai:joinAction="Replace">Name:NeutralBunker</DisplayName>
		<ArmorSet
			xai:joinAction="Overwrite"
			id="DefaultArmor"
			Armor="GDIPillBoxArmor"
			DamageFX="FactionStructureDamageFX" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				AffectedByStealth="false"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="TBCivBunker" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="TBCivBunker_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="TBCivBunker_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="TBCivBunker_D1" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="TBCivBunker_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="TBCivBunker_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="TBCivBunker_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="TBCivBunker_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- No spotlight draw, doesn't detect stealth -->
			<!--
			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="Bone_Spotlite"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXspotlight" />
				</ModelConditionState>
			</SpotlightDraw>
			-->
		</Draws>
		<Behaviors>
		</Behaviors>
		<Body xai:joinAction="Replace">
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="=$CIV_HEALTH_LARGE" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="22.9861"
				MinorRadius="22.9861"
				Height="18.412">
				<Offset
					x="-0.669886"
					y="3.86762"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-15.6069"
					y="-10.76"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="13.129"
					y="-10.76"
					z="16.863" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="13.129"
					y="17.9759"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-15.6069"
					y="17.9759"
					z="16.863" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-15.6069"
					y="-10.76"
					z="16.863" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="13.129"
					y="-10.76"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="13.129"
					y="17.9759"
					z="16.863" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-15.6069"
					y="17.9759"
					z="0.0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_PillboxSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
	</GameObject>
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