<?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">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:CBPrpagand.w3x" />
		<Include
			type="all"
			source="ART:CBPrpagand_D1.w3x" />
		<Include
			type="all"
			source="ART:CBPrpagand_D2.w3x" />
		<Include
			type="all"
			source="ART:CBPrpagand_D3.w3x" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseTechStructure.xml" />
	</Includes>
	<GameObject
		id="CDMTower"
		inheritFrom="BaseTechStructure"
		SelectPortrait="Portrait_TechBuildingExpansionPoint"
		ButtonImage="Portrait_TechBuildingExpansionPoint"
		Side="Neutral"
		EditorSorting="STRUCTURE"
		CommandSet="EmptyCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_TECHNOLOGY NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		EditorName="CDMTower"
		Description="DESC:TechBuildingExpansionPoint">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:TechBuildingExpansionPoint</DisplayName>
		<ArmorSet
			Armor="StructureArmor" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBPrpagand" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="CBPrpagand_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="CBPrpagand_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="CBPrpagand_D1" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBPrpagand_D3"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBPrpagand_D2"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="CBPrpagand_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="CBPrpagand_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="4s"
				SinkRate="3.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0"
				InitialHealth="3000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="19.0228"
				MinorRadius="18.3183"
				Height="13.1516">
				<Offset
					x="6.64374"
					y="-0.302509"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="44.661"
				MinorRadius="44.661"
				Height="17.3789">
				<Offset
					x="0.302792"
					y="-0.302515"
					z="55.2747" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="5.88532"
				MinorRadius="5.88532"
				Height="56.364">
				<Offset
					x="0.302791"
					y="-0.30251"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-27.487"
					y="-27.6517"
					z="58.0303" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="28.3569"
					y="-27.6517"
					z="71.5467" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="28.3569"
					y="28.1922"
					z="58.0303" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-27.487"
					y="28.1922"
					z="71.5467" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-27.487"
					y="-27.6517"
					z="71.5467" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="28.3569"
					y="-27.6517"
					z="58.0303" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="28.3569"
					y="28.1922"
					z="71.5467" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-27.487"
					y="28.1922"
					z="58.0303" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ExpansionTower_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="200" />
		<ProjectedBuildabilityInfo
			Radius="200.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>