<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:GDI/Units/GDIFireHawk.xml" />
		<Include
			type="instance"
			source="ART:GU_Firehawk_UGCA.xml" />
	</Includes>
	<GameObject
		id="ZOCOMFireHawk"
		Side="ZOCOM"
		EditorName="ZOCOMFireHawk"
		EditorSorting="UNIT"
		inheritFrom="GDIFireHawk"
		WorldMapArmoryUpgradesAllowed="Upgrade_CeramicArmor Upgrade_FirehawkStratofighterBooster"
		Description="DESC:ZOCOMFirehawk">
		
		<GameDependency
			xai:joinAction="Replace">
			<RequiredObject>ZOCOMArmory</RequiredObject>
		</GameDependency>
	
		<DisplayUpgrade id="ModuleTag_DisplayGDIHardpointsUpgrade" xai:joinAction="Replace">Upgrade_CeramicArmor</DisplayUpgrade>
		
		<ArmorSet
			Conditions="PLAYER_UPGRADE"
			Armor="ZOCOMFirehawkCeramicArmor"
			DamageFX="VehicleDamageFX" />

		<Draws>
		
		<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUFireHwk_SKN" />
					<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="4"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FIREHAWK01" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="FIREHAWK01" />
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_1 LOCOMOTOR_TAXIING USER_5">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawkD_K" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
			
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_1 LOCOMOTOR_TAXIING USER_5">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />						
					<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="REALLYDAMAGED USER_1 USER_5">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawkD_K" />							
					<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
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_1 USER_5">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />								
					<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 USER_5">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />								
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_5">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawkD_K" />		
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="GUFireHwkr_SKN" />
					<Texture
						Original="GU_FireHawkD"
						New="GU_FireHawkD_K" />		
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 LOCOMOTOR_TAXIING USER_6">
					<Model
						Name="GUFireHwk_SKN"/>
					<Texture
						Original="GU_FireHawk"
						New="GU_Firehawk_UGCA" />								
					<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="USER_1 LOCOMOTOR_TAXIING USER_5">
					<Model
						Name="GUFireHwk_SKN"/>
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />								
					<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="REALLYDAMAGED USER_1 LOCOMOTOR_TAXIING">
					<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" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					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"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					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
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="ROOTTRANSFORM"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_6 USER_1">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_Firehawk_UGCA" />
					<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 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" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUFireHwkr_SKN" />
					<Texture
						Original="GU_FireHawkD"
						New="GU_FireHawkD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 LOCOMOTOR_TAXIING">
					<Model
						Name="GUFireHwk_SKN"/>
					<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
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="GUFireHwk_SKN" />
					<Texture
						Original="GU_FireHawk"
						New="GU_Firehawk_UGCA" />					
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1 USER_5">
					<Model
						Name="GUFireHwk_SKN"/>
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />						
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="exhaust02"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<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="USER_5">
					<Model
						Name="GUFireHwk_SKN"/>
					<Texture
						Original="GU_FireHawk"
						New="GU_FireHawk_K" />						
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="exhaust02"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<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="USER_1">
					<Model
						Name="GUFireHwk_SKN"/>
					<ParticleSysBone
						BoneName="exhaust01"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="exhaust02"
						FXParticleSystemTemplate="GDIFireHawkUpgrade02"
						FollowBone="true" />
					<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>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
			<!-- -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1">
					<Animation
						AnimationName="GUFireHwk_STRA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 PACKING USER_1">
					<Animation
						AnimationName="GUFireHwk_STRB"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="JUST_BUILT USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						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("exhaust01")
						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("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						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("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE USER_1">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableShowSubObject("exhaust01")
						CurDrawableShowSubObject("exhaust02")
					</Script>
				</AnimationState>
<!-- -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 UNPACKING">
					<Animation
						AnimationName="GUFireHwk_STRA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PACKING_TYPE_1 PACKING">
					<Animation
						AnimationName="GUFireHwk_STRB"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="JUST_BUILT">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="ONCE" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						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("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
					<Animation
						AnimationName="GUFireHwk_HSTL"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="GUFireHwk_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED">
					<Animation
						AnimationName="GUFireHwk_HSTR"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CLIMBING">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						CurDrawableHideSubObject("exhaust01")
						CurDrawableHideSubObject("exhaust02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="GUFireHwk_FLYA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					
				</AnimationState>
			</ScriptedModelDraw>
			
			<ScriptedModelDraw
				id="ModuleTag_FX"
				xai:joinAction="Replace"
				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"
				xai:joinAction="Replace"
				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>
			
		</Draws>

		<Behaviors>
			<ArmorUpgrade xmlns="uri:ea.com:eala:asset"
				id="ModuleTag_CeramicArmorUpgrade"
				Permanent="true"
				ArmorSetFlag="PLAYER_UPGRADE">
				<TriggeredBy>Upgrade_CeramicArmor</TriggeredBy>
			</ArmorUpgrade>
			
			<ModelConditionUpgrade
				id="ModuleTag_ZOCOMFireHawkCeramicArmorUpgrade"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_CeramicArmor</TriggeredBy>
			</ModelConditionUpgrade>
			
		<!-- Load switch with Hardpoints upgrade -->
      <StatusBitsUpgrade
        id="ModuleTag_StatusBitHardpoints" xai:joinAction="Remove"
        StatusToSet="WEAPON_UPGRADED_03">
        <TriggeredBy>Upgrade_GDIHardpoints</TriggeredBy>
      </StatusBitsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowFirehawkHardpoints" xai:joinAction="Remove"
				ShowSubObjects="UG_HARDPOINTS">
				<TriggeredBy>Upgrade_GDIHardpoints</TriggeredBy>
			</SubObjectsUpgrade>      
		</Behaviors>
		
	</GameObject>
</AssetDeclaration>
