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					ConditionsYes="SELECTED"
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						if Prev == "STATE_bored" then
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				<!-- EMOTIONS -->
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					ConditionsYes="EMOTION_CELEBRATING"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
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			<AttributeModifierUpgrade
				id="Upgrade_TiberiumInfusion"
				AttributeModifier="AttributeModifier_TiberiumInfusion">
				<TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy>
			</AttributeModifierUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_TiberiumInfusion2"
				StatusToSet="HAS_TIBERIUM_UPGRADE">
				<TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy>
			</StatusBitsUpgrade>
			<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_MissileSoldier</Key>
			</LargeGroupAudioUpdate>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<AudioLoopUpgrade id="NOD_BlackDisciples_Upgrade" SoundToPlay="NOD_BlackDisciples_Upgrade">
				<TriggeredBy>Upgrade_BlackHandBlackDisciplesUpgrade</TriggeredBy>
			</AudioLoopUpgrade>
			<AudioLoopUpgrade
				id="TiberiumInfusionUpgradeSound"
				SoundToPlay="NOD_TiberiumUpgrade">
				<TriggeredBy>Upgrade_TiberiumInfusion</TriggeredBy>
			</AudioLoopUpgrade>
			<AudioLoopUpgrade
				id="NODConfessorUpgradeSound"
				SoundToPlay="NOD_Confessor_Upgrade">
				<TriggeredBy>Upgrade_NODConfessorUpgrade</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_06"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="300" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NU_RktTem_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_NOD_Infantry_VoiceEffortDelayedLoop">
				<ModelConditionSound
					Sound="NOD_Infantry_VoiceEffortDelayedLoop"
					RequiredFlags="USING_WEAPON_A"
					ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceCreate"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceGarrison"
				AudioType="voiceGarrison" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_RocketMilitant_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
		</AudioArrayVoice>
		<!--
	NOD_RocketMilitant_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" />
	</GameObject>
</AssetDeclaration>