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					<Texture
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					<ParticleSysBone
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						FollowBone="true" />
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					<Texture
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					<Texture
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
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					ConditionsYes="DYING USER_5">
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					<Texture
						Original="GU_FireHawkD"
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					ConditionsYes="USER_1 LOCOMOTOR_TAXIING USER_5">
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					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />								
					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
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					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
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					<WeaponLaunchBone
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					<WeaponLaunchBone
						WeaponSlotID="3"
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						BoneName="FIREHAWK01" />
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<!-- -->				
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					ConditionsYes="REALLYDAMAGED USER_1 LOCOMOTOR_TAXIING">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawkD" />

					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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					ConditionsYes="DAMAGED USER_1 LOCOMOTOR_TAXIING">
					<Model
						Name="GUFireHwk_SKN" />
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="exhaust02"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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					ConditionsYes="REALLYDAMAGED USER_1">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawkD" />
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="exhaust02"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
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						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_1">
					<Model
						Name="GUFireHwk_SKN" />
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="exhaust02"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GUFireHwk_SKN" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawkD" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
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				<ModelConditionState
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					ConditionsYes="DYING">
					<Model
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					<Texture
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						New="GU_FireHawkD" />
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				<ModelConditionState
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					ConditionsYes="USER_1 LOCOMOTOR_TAXIING">
					<Model
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					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FIREHAWK01" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FIREHAWK01" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FIREHAWK01" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FIREHAWK01" />
				</ModelConditionState>	
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="GUFireHwk_FP" />
				</ModelConditionState>	

				<ModelConditionState
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					ConditionsYes="USER_1 USER_5">
					<Model
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					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />						
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
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					<WeaponLaunchBone
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					ConditionsYes="USER_5">
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					<Texture
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
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					<WeaponLaunchBone
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						BoneName="FIREHAWK01" />
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					ConditionsYes="USER_1">
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					<ParticleSysBone
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						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
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						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FIREHAWK01" />
					<WeaponLaunchBone
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						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FIREHAWK01" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FIREHAWK01" />
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				<AnimationState
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					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
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			<!-- -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 CLIMBING">
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>			
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1">
					<Animation
						AnimationName="GUFireHwk_STRA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 PACKING USER_1">
					<Animation
						AnimationName="GUFireHwk_STRB"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="JUST_BUILT USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED USER_1">
					<Animation
						AnimationName="GUFireHwk_HSTL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED USER_1">
					<Animation
						AnimationName="GUFireHwk_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT USER_1">
					<Animation
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						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
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				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT USER_1">
					<Animation
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						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED USER_1">
					<Animation
						AnimationName="GUFireHwk_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("Plane04")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
<!-- -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 UNPACKING">
					<Animation
						AnimationName="GUFireHwk_STRA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 PACKING">
					<Animation
						AnimationName="GUFireHwk_STRB"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="JUST_BUILT">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="LOCOMOTOR_TAXIING">
					<!-- PRK does not exist -->
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="GUFireHwk_HSTL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="GUFireHwk_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="GUFireHwk_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("Plane04")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					
				</AnimationState>
			</ScriptedModelDraw>
			
			<ScriptedModelDraw
				id="ModuleTag_FX"
				OkToChangeModelColor="true"
				AttachToBoneInAnotherModule="contrail01"
				ExtraPublicBone="contrail01">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="invisbone01"
						FXParticleSystemTemplate="FireHawkConTrail"
						FollowBone="true" />
				</ModelConditionState>
				<!-- These blank states are here to prevent contrail drawing during Stratofighter -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 PACKING USER_1"/>
			</ScriptedModelDraw>
			
			<ScriptedModelDraw
				id="ModuleTag_FX2"
				OkToChangeModelColor="true"
				AttachToBoneInAnotherModule="contrail02"
				ExtraPublicBone="contrail02">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="invisbone01"
						FXParticleSystemTemplate="FireHawkConTrail"
						FollowBone="true" />
				</ModelConditionState>
				<!-- These blank states are here to prevent contrail drawing during Stratofighter -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1"/>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 PACKING USER_1"/>
			</ScriptedModelDraw>
			
		
			<!--			<ScriptedModelDraw
				id="ModuleTag_Particles">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING">
					<Model Name="" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIOxGroundFX"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RAPPELLING">
					<Model Name="" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIOxGroundFX"
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw> -->
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIFirehawkMissileMainLoad"
						ObjectStatus="WEAPON_UPGRADED_01" />
          <Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIFirehawkHardpointsUpgradeMissileMainLoad"
						ObjectStatus="WEAPON_UPGRADED_01 WEAPON_UPGRADED_03" />
				</WeaponSlotHardpoint>
				<WeaponSlotHardpoint
					ID="2">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIFirehawkBombMainLoad"
						ObjectStatus="WEAPON_UPGRADED_02" />
          <Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIFirehawkHardpointsUpgradeBombMainLoad"
						ObjectStatus="WEAPON_UPGRADED_02 WEAPON_UPGRADED_03" />
				</WeaponSlotHardpoint>
				<!-- Mixed loadout cut -->
			</WeaponSetUpdate>
			<Physics
				id="ModuleTag_Physics" />
			<ProductionUpdate
				id="ModuleTag_Production" />
			<FlammableUpdate
				id="ModuleTag_Flammable"
				AflameDuration="5s"
				AflameDamageAmount="3"
				AflameDamageDelay=".5s" />
		<!-- this chooses a starting loadout -->
			<GrantUpgradeCreate
				id="ModuleTag_GrantUpgradeCreate" 
				UpgradeToGrant="Upgrade_SelectLoad_02"
			/>
			<UnpauseSpecialPowerUpgrade
				id="ModuleTag_UnpauseSpecialPowerUpgrade"
				SpecialPowerTemplate="SpecialAbilityStratoFighter"
				Permanent="true">
				<TriggeredBy>Upgrade_FirehawkStratofighterBooster</TriggeredBy>
			</UnpauseSpecialPowerUpgrade>
		<!--	<SubObjectsUpgrade
				id="ModuleTag_ShowAfterBurner"
				ShowSubObjects="Plane04">
				<TriggeredBy>Upgrade_FirehawkStratofighterBooster</TriggeredBy>
			</SubObjectsUpgrade> -->
			<SubObjectsUpgrade
				id="ModuleTag_ShowFirehawkHardpoints"
				ShowSubObjects="UG_HARDPOINTS">
				<TriggeredBy>Upgrade_GDIHardpoints</TriggeredBy>
			</SubObjectsUpgrade>
			<SpecialPower
				id="ModuleTag_TeleportSpecialPower"
				SpecialPowerTemplate="SpecialAbilityStratoFighter"
				UpdateModuleStartsAttack="true"
				StartsPaused="true" />
			<TeleportSpecialAbilityUpdate
				id="ModuleTag_TeleportSpecialAbility"
				SpecialPowerTemplate="SpecialAbilityStratoFighter"
				UnpackTime="1s"
				PackTime="0s"
				BusyDuration="3s"
				MaxDistance="10000"
				UnpackingVariation="1"
				HeightToTeleportTo="300"
				UnpackSound="GDI_FireHawk_StratoFighterMS"
				Options="IGNORE_FACING_CHECK" />
		
		<!-- Standard load switch from base game -->
		
			<RemoveUpgradeUpgrade
				id="ModuleTag_CommandSet_RemoveFor_01">
				<TriggeredBy>Upgrade_SelectLoad_01</TriggeredBy>
				<UpgradeToRemove>Upgrade_SelectLoad_02</UpgradeToRemove>
			</RemoveUpgradeUpgrade>
			<RemoveUpgradeUpgrade
				id="ModuleTag_CommandSet_RemoveFor_02">
				<TriggeredBy>Upgrade_SelectLoad_02</TriggeredBy>
				<UpgradeToRemove>Upgrade_SelectLoad_01</UpgradeToRemove>
			</RemoveUpgradeUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgradeFor01"
				StatusToSet="WEAPON_UPGRADED_01"
				StatusToClear="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_SelectLoad_01</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgradeFor02"
				StatusToSet="WEAPON_UPGRADED_02"
				StatusToClear="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_SelectLoad_02</TriggeredBy>
			</StatusBitsUpgrade>
		<!-- Load switch with Hardpoints upgrade -->
      <StatusBitsUpgrade
        id="ModuleTag_StatusBitHardpoints"
        StatusToSet="WEAPON_UPGRADED_03">
        <TriggeredBy>Upgrade_GDIHardpoints</TriggeredBy>
      </StatusBitsUpgrade>

		<!--
			<CommandSetUpgrade
				id="ModuleTag_SwapFirehawkCommandSet"
				CommandSet="GDIFireHawkHardpointsCommandSet"
				Permanent="true">
				<TriggeredBy>Upgrade_GDIHardpoints</TriggeredBy>
			</CommandSetUpgrade>	
		
			<RemoveUpgradeUpgrade
				id="ModuleTag_CommandSet_RemoveFor_03">
				<TriggeredBy>Upgrade_SelectLoad_03</TriggeredBy>
				<UpgradeToRemove>Upgrade_SelectLoad_04</UpgradeToRemove>
			</RemoveUpgradeUpgrade>
			<RemoveUpgradeUpgrade
				id="ModuleTag_CommandSet_RemoveFor_04">
				<TriggeredBy>Upgrade_SelectLoad_04</TriggeredBy>
				<UpgradeToRemove>Upgrade_SelectLoad_03</UpgradeToRemove>
			</RemoveUpgradeUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgradeFor03"
				StatusToSet="WEAPON_UPGRADED_03"
				StatusToClear="WEAPON_UPGRADED_01 WEAPON_UPGRADED_02 ENRAGED">
				<TriggeredBy>Upgrade_SelectLoad_03</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_StatusBitUpgradeFor04"
				StatusToSet="ENRAGED"
				StatusToClear="WEAPON_UPGRADED_01 WEAPON_UPGRADED_02 WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_SelectLoad_04</TriggeredBy>
			</StatusBitsUpgrade>
			-->
			<ReturnToProducerSpecialPower
				id="ModuleTag_ReturnToProducerSpecialPower"
				SpecialPowerTemplate="SpecialPowerReturnToProducer" />
			<AISpecialPowerUpdate
				id="ModuleTag_FirehawkStratoFighterAI"
				CommandButtonName="Command_GDI_FireHawkStratoFighterAbility"
				MinimumCutoff="500"
				SpecialPowerAIType="SPECIAL_POWER_MOVEMENT" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_GDIFireHawkDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<FX
					Type="INITIAL">
					<FX>FX_GDI_FireHawk_VoiceDie</FX>
				</FX>
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIAirVehicleExplode" />
			</FXListBehavior>
		<!--	<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>-->
			<ModelConditionUpgrade
				id="ModuleTag_ModelConditionUpgrade_StratofighterBoosters"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_FirehawkStratofighterBooster</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
			<AudioLoopUpgrade id="StratoUpgradeSound" SoundToPlay="GDI_Firehawk_StratoFighterUpgrade">
				<TriggeredBy>Upgrade_FirehawkStratofighterBooster</TriggeredBy>
			</AudioLoopUpgrade>
			<AudioLoopUpgrade id="GDI_FireHawk_MissileLoadoutButton" SoundToPlay="GDI_FireHawk_MissileLoadoutButton">
				<TriggeredBy>Upgrade_SelectLoad_01</TriggeredBy>
			</AudioLoopUpgrade>
			<AudioLoopUpgrade id="GDI_FireHawk_BombLoadoutButton" SoundToPlay="GDI_FireHawk_BombLoadoutButton">
				<TriggeredBy>Upgrade_SelectLoad_02</TriggeredBy>
			</AudioLoopUpgrade>
    </Behaviors>
    
		<AI>
			<JetAIUpdate
				id="ModuleTag_JetAIUpdate"
				AutoAcquireEnemiesWhenIdle="YES"
				NeedsRunway="false"
				KeepsParkingSpaceWhenAirborne="true"
				OutOfAmmoDamagePerSecond="1.5"
				MinHeight="5"
				CirclesForAttack="true"
				ReturnToBaseWhenVictimDead="true"
				AILuaEventsList="GDIFirehawkFunctions">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
				<LockonInfo />
			</JetAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="2625" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior id="ModuleTag_LandLift">
				<ModelConditionSound Sound="FireHawkMoveStart" RequiredFlags="LANDING" />
				<ModelConditionSound Sound="FireHawkMoveStart" RequiredFlags="TAKING_OFF" />
				<!-- <ModelConditionSound Sound="GDI_FireHawk_StratoFighterRappelling" RequiredFlags="RAPPELLING" /> -->
				<!-- model condition wigs out after Stratofighter -->
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="18.0"
				Height="7.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_Firehawk_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceAttackBuildingClear"
				AudioType="voiceAttackGarrisonedStructure" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceMoveAirfield"
				AudioType="voiceDock" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceMoveAirfield"
				AudioType="voiceEnter" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceMoveAirfield"
				AudioType="voiceSendToSlaughterhouse" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="GDI_Firehawk_VoiceSelectMS"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="GDI_Firehawk_VoiceElevate"
				Name="InitiateFirehawkStratoFighter" />
      <NamedEntry
				Sound="GDI_Firehawk_VoiceMoveAirfield"
				Name="ReturnToProducer" />
      <NamedEntry
				Sound="GDI_Firehawk_VoiceRetreat"
				Name="ReturnToProducerWhileUnderAttack" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="FireHawkMoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="TEMP_FireHawkAmbientLoop"
				AudioType="soundAmbient" />
			<AudioEntry
				Sound="TEMP_FireHawkMoveLoop"
				AudioType="soundMoveLoop" />
		</AudioArraySound>
					<ShadowInfo
						Type="VOLUME" 
						MaxHeight="131"
					OpacityStart="0"
					OpacityFadeInTime="3s"
					OpacityPeak="1"
					OpacityFadeOutTime="3s"
					OpacityEnd="0"
						/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="450" />
	</GameObject>
</AssetDeclaration>
<!-- VoiceAttack				= TEMP_OrcaVoiceSelect
	VoiceGuard				= TEMP_OrcaVoiceSelect
	VoiceMove				= TEMP_OrcaVoiceSelect
	VoiceSelect				= TEMP_OrcaVoiceSelect

	SoundAmbient			= TEMP_OrcaAmbientLoop
	SoundMoveStart			= OrcaMoveStartMS
	SoundAmbientRubble		= NoSound
  
-->
