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		EditorSorting="UNIT"
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		VoicePriority="84"
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			ConquerMetricsOverrideDPS="100"
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				OkToChangeModelColor="true">
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
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					Flags="RESTART_ANIM_WHEN_COMPLETE"
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					<Animation
						AnimationName="NU_Fanatc_BIDA"
						AnimationMode="ONCE"
						AnimationPriority="10" />
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						AnimationName="NU_Fanatc_BIDB"
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						AnimationMode="ONCE"
						AnimationPriority="1" />
					<Script>
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_stunned_flailing" then
            CurDrawableSetTransitionAnimState("STATE_stunned_landing")
            end
            if Prev == "STATE_Selected" then
            CurDrawableSetTransitionAnimState("TRANS_attentionToBored")
            end
            if Prev == "STATE_Selected" then
            CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
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          </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
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					<Animation
						AnimationName="NU_Fanatc_FLYA"
						AnimationMode="LOOP" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="NU_Fanatc_LNDA"
						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
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						AnimationMode="ONCE" />
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						AnimationMode="ONCE" />
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						AnimationMode="ONCE" />
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						AnimationMode="ONCE" />
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						AnimationMode="ONCE" />
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					<Animation
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						AnimationMode="ONCE" />
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					StateName="STATE_Suppressed"
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					<Animation
						AnimationName="NU_Fanatc_SIFB"
						AnimationMode="ONCE" />
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						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
							CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
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						AnimationName="NU_Fanatc_SDVA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />					
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				<AnimationState
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					Flags="START_FRAME_LAST">
					<Animation
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					Flags="RANDOMSTART">
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						Distance="75" />
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ATTACKING"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
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						AnimationMode="ONCE"
						Distance="75" />
					<Animation
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						AnimationMode="ONCE"
						Distance="75" />
				</AnimationState>
				<AnimationState
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					ConditionsYes="ATTACKING">
					<Animation
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						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NU_Fanatc_RUNA"
						AnimationMode="LOOP"
						Distance="75" />
					<Animation
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						AnimationMode="LOOP"
						Distance="75" />					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED COVER"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover_Selected">
					<Animation
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						AnimationMode="ONCE" />
          <Animation
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						AnimationMode="ONCE" />
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						if Prev == "STATE_Cover" then
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        <AnimationState
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						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover_Attention" then
						CurDrawableSetTransitionAnimState("TRANS_CoverAttentionToCoverBored")
						end
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				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimationName="NU_Fanatc_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
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						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NU_Fanatc_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NU_Fanatc_AIFB"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NU_Fanatc_AIFC"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- EMOTIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="EMOTION_CELEBRATING">
					<Animation
						AnimationName="NU_Fanatc_CHRA"
						AnimationMode="LOOP"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="NU_Fanatc_CHRB"
						AnimationMode="LOOP"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
					<Animation
						AnimationName="NU_Fanatc_CHRC"
						AnimationMode="LOOP"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="NU_Fanatc_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
					  AnimationName="NU_Fanatc_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
          <Animation
						AnimationName="NU_Fanatc_ABTA1"
						AnimationMode="ONCE" />
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				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="NU_Fanatc_BATA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9" />
				</AnimationState>
				<AnimationState
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					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NU_Fanatc_ABTA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.9" />
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        <AnimationState
  				ParseCondStateType="PARSE_TRANSITION"
	  			StateName="TRANS_CoverToCoverAttention">
          <Animation
            AnimationName="NU_Fanatc_KBTA"
            AnimationMode="ONCE"
            AnimationSpeedFactorMin="0.9" />
        </AnimationState>
        <AnimationState
  			  ParseCondStateType="PARSE_TRANSITION"
  				StateName="TRANS_CoverAttentionToCoverBored">
          <Animation
            AnimationName="NU_Fanatc_KATA"
            AnimationMode="ONCE"
            AnimationSpeedFactorMin="0.9" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<!-- This weapon is here to allow the horde to attack victims. It's not used by the fanatic directly. -->
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODFanaticBomb" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_07" />
			<ProductionUpdate
				id="ModuleTag_08" />
			<!-- normal death, sink to the ground -->
			<SlowDeath
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				SinkDelay="3s"
				SinkRate="2.4"
				DeathFlags="DEATH_1"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="DETONATED" />
				<Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
			</SlowDeath>
			<!-- probabalistically fire a weapon when dying -->
			<FireWeaponWhenDead
				id="ModuleTag_FireWeaponWhenDead"
				InitiallyActive="true"
				DeathWeapon="NODFanaticDeathBomb">
				<DieMuxData
					DeathTypes="DETONATED EXPLODED BURNED LASERED" />
				<WeaponFireProbability
					DeathType="BURNED"
					ChancePercentage="80" />
				<WeaponFireProbability
					DeathType="EXPLODED"
					ChancePercentage="100" />
				<WeaponFireProbability
					DeathType="LASERED"
					ChancePercentage="20" />
				<!-- always fire from a detonation -->
				<WeaponFireProbability
					DeathType="DETONATED"
					ChancePercentage="100" />
			</FireWeaponWhenDead>
			<!-- ...and then nuke ourselves -->
			<SlowDeath
				id="ModuleTag_Vaporise"
				SinkDelay="0s"
				SinkRate="0.0"
				DeathFlags="DEATH_2"
				Fade="true"
				FadeDelay="1.75s"
				FadeTime="0.45s"
				DestructionDelay="2.25s">
				<DieMuxData
					DeathTypes="DETONATED"/>
			</SlowDeath>
			<AttributeModifierUpgrade
				id="Upgrade_TiberiumInfusion"
				AttributeModifier="AttributeModifier_TiberiumInfusion">
				<TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy>
			</AttributeModifierUpgrade>
			<SuppressionUpdate
				id="ModuleTag_SuppressionUpdate"
				UpdateDelay="1s"
				Suppressability="1000"
				SuppressionDuration="5s"
				AttributeModifierSuppressed="Modifier_Test_Suppression"
				AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<!--Tiberium Infusion Armor Upgrade-->
			<xi:include
				href="DATA:Includes/NODTiberiumInfusionArmorUpgrade.xml" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>GDI_GrenadierSoldier</Key>
			</LargeGroupAudioUpdate>
      <AudioLoopUpgrade 
				id="TiberiumInfusionUpgradeSound" 
				SoundToPlay="NOD_TiberiumUpgrade">
        <TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy>
      </AudioLoopUpgrade>
			<AudioLoopUpgrade id="NOD_Disguise_Upgrade" SoundToPlay="NOD_Disguise_Upgrade">
				<TriggeredBy>Upgrade_MOKDisguise</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0"
					CheckVisionRange="true" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="150" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NU_Fanatc_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_NOD_Infantry_VoiceEffortDelayedLoop">
				<ModelConditionSound Sound="NOD_Infantry_VoiceEffortDelayedLoop" RequiredFlags="ATTACKING" ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_Fanatic_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceCreate"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceGarrison"
				AudioType="voiceGarrison" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_Fanatic_VoiceEnterStateAttack"
				AudioType="voiceEnterStateAttack" />
		</AudioArrayVoice>
		<!--
	NOD_Fanatic_VoiceSuppress
-->
		<!--
		<AudioArraySound>
			<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrushableLevel="0"
			CrushRevengeWeapon="NODFanaticCrushedWeapon" />
	</GameObject>
</AssetDeclaration>
