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		<Include type="instance" source="DATA:BaseObjects/BaseCivilianStructure.xml" />
		<Include type="all"	source="ART:ASBOff02.W3X" />
		<Include type="all"	source="ART:ASBOff02_D1.w3x" />
		<Include type="all"	source="ART:ASBOff02_D2.w3x" />
		<Include type="all"	source="ART:ASBOff02_D3.w3x" />			
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	<GameObject
		id="Australian_Office_Building_02"
		inheritFrom="BaseCivilianStructure"
		EditorName="Australian_Office_Building_02"	
    		EditorSorting="STRUCTURE"
		Browser="REGION Australia_AS STRUCTURE">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="false"
				AffectedByStealth="false"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">

				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ASBOff02" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ASBOff02_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ASBOff02_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ASBOff02_D1" />
				</ModelConditionState>

				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ASBOff02_D3"
						AnimationMode="MANUAL" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and 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="ASBOff02_D2"
						AnimationMode="MANUAL" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
            CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
            end
          </Script>
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_LAST">
          <Animation
						AnimationName="ASBOff02_D1"
						AnimationMode="MANUAL" />
          <Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= "STATE_Damaged" and Prev ~= "TRANS_IntoDamaged" then
            CurDrawableSetTransitionAnimState("TRANS_IntoDamaged")
            end
          </Script>
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoDamaged">
					<Animation
						AnimationName="ASBOff02_D1"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ASBOff02_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ASBOff02_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
				</AnimationState>
			</ScriptedModelDraw>
			
			<xi:include
				href="../../../Includes/GarrisonFlagArmorDraw.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:CommonArmorDraws/child::*)" />		
			
		</Draws>
		<Behaviors>
		<!--
			<StructureCollapseUpdate
				id="ModuleTag_Collapse"
				MinCollapseDelay="0"
				MaxCollapseDelay="0"
				CollapseDamping="0.5"
				MaxShudder="0.6"
				MinBurstDelay="250"
				MaxBurstDelay="800"
				BigBurstFrequency="4"
				DestroyObjectWhenDone="true"
				CollapseHeight="155" />
		-->
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModulTag_AIForLua"
				AILuaEventsList="NeutralGarrisonableBuildingFunctions" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="=$CIV_HEALTH_LARGE"
				/>
		</Body>
		<Geometry
			IsSmall="false">
			<Shape 
				Type= "BOX"
				MajorRadius = "14.3298"
				MinorRadius = "27.1983"
				Height = "123.699"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "0.0"
					y = "0.0"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "37.0109"
				MinorRadius = "39.7707"
				Height = "25.22"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "-37.5491"
					y = "59.2888"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "37.2759"
				MinorRadius = "13.1916"
				Height = "125.29"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "0.0"
					y = "0.0"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "24.6867"
				MinorRadius = "38.1538"
				Height = "70.5784"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "-37.9538"
					y = "62.7257"
					z = "0.245907" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "22.0359"
				MinorRadius = "60.1501"
				Height = "3.01576"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "-36.748"
					y = "58.2416"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "29.2447"
				MinorRadius = "47.1105"
				Height = "4.63938"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "-40.5275"
					y = "58.7453"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "43.3782"
				MinorRadius = "34.628"
				Height = "2.87965"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "-36.9222"
					y = "58.969"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "9.87803"
				MinorRadius = "6.67209"
				Height = "72.4165"
				ContactPointGeneration="STRUCTURE" >
				<Offset
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					y = "108.908"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "25.3582"
				MinorRadius = "20.7638"
				Height = "123.699"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "0.0"
					y = "0.0"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "9.87803"
				MinorRadius = "6.67209"
				Height = "24.6216"
				ContactPointGeneration="STRUCTURE" >
				<Offset
					x = "-38.3873"
					y = "118.187"
					z = "4.05595e-007" />
			</Shape>			
		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
	</GameObject>
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