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				</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>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="0.2"
				MaxTracersPerFrame="0.3"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDI"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDI">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03 WEAPON_UPGRADED_01" />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="0.5"
				MaxTracersPerFrame="0.5"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIHeroic">
				<HeadColor
					r="1.0"
					g="0.0"
					b="0.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_03"
					ForbiddenStatus="WEAPON_UPGRADED_01" />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawAP"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".2"
				MaxTracersPerFrame=".2"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDIAPAmmo"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIAP">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01" 
					ForbiddenStatus="WEAPON_UPGRADED_03"/>
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawAPVeterancy"
				MinLength="50.0"
				MaxLength="50.0"
				Width="3.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame=".3"
				MaxTracersPerFrame=".3"
				FrameLifeTime="35"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDIAPAmmoHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIAPHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0"
					a="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01"
					ForbiddenStatus="WEAPON_UPGRADED_02"/>
			</TracerModelDraw>		
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIRifleSoldierRifle" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIRifleSoldierRifleAPAmmo"
						ObjectStatus="WEAPON_UPGRADED_01" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_Physics" />			
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="4s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="GDI_Generic_VoiceDieMS" />
			</SlowDeath>
			<SuppressionUpdate
				id="ModuleTag_SuppressionUpdate"
				UpdateDelay="1s"
				Suppressability="500"
				SuppressionDuration="5s"
				AttributeModifierSuppressed="Modifier_Test_Suppression"
				AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
			<xi:include
				href="../../Includes/GDICompositeArmorUpgradeModelCondition.xml" />
			<xi:include
				href="../../Includes/GDICompositeArmorUpgrade.xml" />
			<xi:include
				href="../../Includes/GDICallForTransport.xml" />
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>GDI_RifleSoldier</Key>
			</LargeGroupAudioUpdate>
			
			<StatusBitsUpgrade
				id="ModuleTag_UpgradeWeapon"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_GDIAPAmmo</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_GDINoVeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_SteelTalonsNoVeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_ZOCOMNoVeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</StatusBitsUpgrade>
			
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03"
				StatusToClear="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<AudioLoopUpgrade id="GDI_CommandPost_APammoUpgrade" SoundToPlay="GDI_CommandPost_APammoUpgrade">
				<TriggeredBy>Upgrade_GDIAPAmmo</TriggeredBy>
			</AudioLoopUpgrade>
			<AudioLoopUpgrade id="Generic_Infantry_Upgrade" SoundToPlay="Generic_Infantry_Upgrade"> 
				<TriggeredBy>Upgrade_GDICompositeArmor</TriggeredBy> 
			</AudioLoopUpgrade> 
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="400.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="75.0" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="GURflMan_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceAttackMS"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceCreateMS"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceGarrisonMS"
				AudioType="voiceGarrison" />
      <AudioEntry
				Sound="GDI_RifleSoldier_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceMoveMS"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceMoveMS"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceRetreatMS"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="GDI_RifleSoldier_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
      <NamedEntry
				Sound="GDI_RifleSoldier_VoiceDigIn"
				Name="InitiateMoveToPositionAndEvacuate" />
		</AudioArrayVoice>
		<!--
GDI_RifleSoldier_VoiceDigInMS
GDI_RifleSoldier_VoiceMoveAttackMS
GDI_RifleSoldier_VoiceSuppressedMS
-->
		<!--
		<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"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
	</GameObject>
</AssetDeclaration>