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		<!-- Base Object -->
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		<Include
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		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_INFANTRY HEALED_BY_TIBERIUM"
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="INFANTRY"
		VoicePriority="133"
		EditorName="AlienStalker"
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		<LocomotorSet
			Locomotor="HumanLocomotor"
			Condition="NORMAL"
			Speed="80.0" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="AUStalker_SKN" />
					<WeaponFireFXBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_MUZZLE" />
					<WeaponMuzzleFlash
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_MUZZLE" />
					<WeaponRecoilBone
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_MUZZLE" />
					<WeaponLaunchBone
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					<WeaponFireFXBone
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					<WeaponLaunchBone
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						BoneName="" />
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				<!--
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="AUStalker_UGB_SKN" />
				</ModelConditionState>
				-->
				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="AUStalker_SKN" />
					<ParticleSysBone
						BoneName="B_BODYEND"
						FollowBone="true"
						FXParticleSystemTemplate="AlienDamageInfantryIchor" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="SquadMarkAUSho" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="AUStalker_BATA"
						AnimationMode="ONCE"
						AnimationPriority="50"
						AnimationBlendTime="5" />
					<Animation
						AnimationName="AUStalker_BIDA"
						AnimationMode="ONCE"
						AnimationPriority="30"
						AnimationBlendTime="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Selected" or Prev == "ATNB" or Prev == "STATE_Run" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end;
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="AUStalker_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="AUStalker_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="AUStalker_DIEA"
						AnimationMode="ONCE"
						AnimationPriority="40"
						AnimationBlendTime="5" />
					
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING FIRING_OR_PREATTACK_A">
					<Animation
						AnimationName="AUStalker_ATRA"
						AnimationMode="LOOP"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A"
					FrameForPristineBonePositions="24">
					<Animation
						AnimationName="AUStalker_ATKC"
						AnimationMode="ONCE"  />
				</AnimationState>
		<!-- Tib Agitation -->		
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE">
					<Animation
						AnimationName="AUStalker_ATKA"
						AnimationMode="ONCE" 
						AnimationPriority="80"/>
				</AnimationState>
		<!-- ///////////// -->				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_PREATTACK_A AIM_HIGH">
					<Animation
						AnimationName="AUStalker_ATKB"
						AnimationMode="ONCE"
            					AnimationBlendTime="5" />
				</AnimationState>
        			<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A AIM_HIGH">
          				<Animation
						AnimationName="AUStalker_ATKB"
						AnimationMode="ONCE"
            					AnimationBlendTime="5" />
            			</AnimationState>		
            	
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					StateName="STATE_Run">
					<Animation
						AnimationName="AUStalker_RUNA"
						AnimationBlendTime="5"
						AnimationPriority="60"
						AnimationMode="LOOP"/>
					<Animation
						AnimationName="AUStalker_RUNB"
						AnimationBlendTime="5"						
						AnimationPriority="30"
						AnimationMode="LOOP"/>	
				</AnimationState>

			<!-- ATTACKING idle 
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING">
					<Animation
						AnimationName="AUStalker_ATKC"
						AnimationMode="MANUAL"/>
				</AnimationState>
			-->		
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RANDOMSTART RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimNickName="ATNB"
						AnimationName="AUStalker_AIDA"
						AnimationMode="ONCE"
						AnimationBlendTime="10"
						AnimationPriority="50"
						AnimationMustCompleteBlend="false" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>

				<!-- TRANSITIONS -->
				
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="AUStalker_BATA"
						AnimationMode="ONCE" 
						AnimationBlendTime="5"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="AUStalker_ABTA"
						AnimationMode="ONCE" 
						AnimationBlendTime="5"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="AUStalker_BATA"
						AnimationMode="ONCE"
						AnimationBlendTime="5"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="AUStalker_ABTA"
						AnimationMode="ONCE"
						AnimationBlendTime="5"/>
				</AnimationState>

					
				</ScriptedModelDraw>			
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
					<WeaponSlotHardpoint
						ID="1"
						AllowInterleavedFiring="false"
						InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
						WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienStalkerShardWeapon" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="AlienStalkerBlueShardWeapon"
						ObjectStatus="WEAPON_UPGRADED_01" />
					</WeaponSlotHardpoint>
			</WeaponSetUpdate>

			<!--
			<ModelConditionUpgrade
				id="ModuleTag_BlueShardModel"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_AlienBlueShardWeapon</TriggeredBy>
			</ModelConditionUpgrade>
			-->
			<Physics
				id="ModuleTag_Physics" />
			<LaserState
				id="ModuleTag_LaserState"
				LaserId="0"></LaserState>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="5s"
				SinkRate="2.4"
				DestructionDelay="7s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="ALI_Stalker_SoundDie" />
			</SlowDeath>
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>ALI_ShockTrooper</Key>
			</LargeGroupAudioUpdate>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade> 

<!--Tiberium Agitation-->
			<SpecialPower
				id="ModuleTag_UnPauseExplosiveTiberium"
				SpecialPowerTemplate="SpecialPower_UseTiberiumAgitation"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_ExplosiveTiberiumUpdate"
				SpecialPowerTemplate="SpecialPower_UseTiberiumAgitation"
				SpecialWeapon="AlienStalkerTiberiumAgitation"
				UnpackTime="0.9s"
				PackTime="1.5s"
				StartAbilityRange="350.0"
				BusyForDuration="2.4s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="0"
				StartRechargeOnExit="true"/>
    			  <AISpecialPowerUpdate
				id="ModuleTag_AlienTiberiumAgitation"
				CommandButtonName="Command_FireTiberiumAgitation"
				SpecialPowerAIType="SPECIAL_POWER_CAPTURE_BUILDING" />
<!--End Tiberium Agitation-->			

		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="AlienStalkerFunctions">
				<UnitAITargetChooserData
					SympathyRange="25.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="300" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER"/>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry Sound="ALI_Stalker_SoundAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="ALI_Stalker_SoundCreate" AudioType="voiceFullyCreated" />
			<AudioEntry Sound="ALI_Stalker_SoundMove" AudioType="voiceGuard" />
			<AudioEntry Sound="ALI_Stalker_SoundMove" AudioType="voiceMove" />
			<AudioEntry Sound="ALI_Stalker_SoundSelect" AudioType="voiceSelect" />
			<NamedEntry Sound="ALI_Stalker_SoundTiberiumAgitation" Name="VoiceTiberiumAgitation" /> 
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_ShockTrooper_MoveStart" AudioType="soundMoveStart" />
		</AudioArraySound>
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="300"
			ShroudClearingRange="320" />
		<CrusherInfo
			CrushableLevel="1" />
	</GameObject>
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