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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:ABTiberTow_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowBld_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowBld_AAN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTow_IDLA.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowX_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowX_LOA.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowX_OPN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowX_IDL.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTowX_D3.w3x" />
		<Include
			type="all"
			source="ART:ABTiber_TIB_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABTiber_TIB_LOA.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTow_D2SN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTow_D2AN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTow_D3SN.w3x" />
		<Include
			type="all"
			source="ART:ABTiberTow_D3AN.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<!-- Extractor (Refinery) -->
	<GameObject
		id="AlienTiberiumTower"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ALIENExtractor"
		ButtonImage="Portrait_ALIENExtractor"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="3000"
		BuildTime="30"
		RefundValue="500" 
		PlacementViewAngle="225d"
		CommandSet="AlienTiberiumTowerCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE TIBERIUM_BASED AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="AlienTiberiumTower"
		Description="Desc:ALIENTiberiumTower"
		TypeDescription="Type:AlienTiberiumTower"
		EnergyProduction="-15">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENTiberiumTower</DisplayName>
		<GameDependency>
			<ObjectFilter
				Rule="ANY">
				<IncludeThing>AlienDronePlatform</IncludeThing>
				<IncludeThing>AlienFoundry</IncludeThing>
			</ObjectFilter>
		</GameDependency>
		<ArmorSet
			Armor="AlienTiberiumTowerArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABTiberTow_SKN" />
					<ParticleSysBone
						BoneName="TIBSTEAM01"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM01"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM02"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM02"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM03"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM03"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM04"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM04"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM05"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM05"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM06"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM06"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM07"
						FXParticleSystemTemplate="AlienRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBSTEAM07"
						FXParticleSystemTemplate="AlienTibDistortionA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBRECTUM"
						FXParticleSystemTemplate="AlienRefineryRec01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="TIBRECTUM"
						FXParticleSystemTemplate="AlienRefineryRec02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABTiberTowBld_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABTiberTow_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABTiberTow_D2SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABTiberTow_SKN" />
					<Texture
						Original="ABTiberTow"
						New="ABTiberTow_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"					
					Flags="DO_NOT_PLAY_WHEN_UNPOWERED">
					<Animation
						AnimationName="ABTiberTow_IDLA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABTiberTowBld_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABTiberTow_D3AN"
						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="ABTiberTow_D2AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<!--				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABPortal_D1"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Damaged" and Prev ~= "TRANS_IntoDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoDamaged")
						end
					</Script>
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoDamaged">
					<Animation
						AnimationName="ABPortal_D1"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
-->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABTiberTow_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABTiberTow_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
<!-- DRAW TIBERIUM METER -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABTiber_TIB_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_none"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="ABTiber_TIB_LOA"
						AnimationMode="ONCE_BACKWARDS" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE"
					StateName="STATE_loading">
					<Animation
						AnimationName="ABTiber_TIB_LOA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
<!-- DRAW ARM FOR LOADING -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Arm"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABTiberTowX_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
					<Animation
						AnimationName="ABTiberTowX_IDL"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_loading">
					<Animation
						AnimationName="ABTiberTowX_D3"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE"
					StateName="STATE_loading">
					<Animation
						AnimationName="ABTiberTowX_LOA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedL" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedL" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleL" />
			</FXListBehavior>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="99999999" /> 
			<SupplyCenterCreate />
			<SupplyCenterDockUpdate
				id="SupplyCenter"
				NumberApproachPositions="-1"
				AllowsPassthrough="true"
				GoToRallyPointAfterDock="true"
				MinDockTime="9s"
				ObjectsInLineWeight="9s"
				DistributedDeposit="true">
				<ForVoiceRetreatThisIsASafeHarborToObjectFilter
					Include="HARVESTER" />
			</SupplyCenterDockUpdate>
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED" />
			</CreateObjectDie>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<QueueProductionExitUpdate
				id="ModuleTag_Exit">
				<UnitCreatePoint
					x="37.5"
					y="-18.9"
					z="0.0" />
				<NaturalRallyPoint
					x="104.0"
					y="-18.9"
					z="0.0" />
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_Spawn"
				SpawnNumberData="1"
				SpawnReplaceDelayData="9999s"
				IsOneShotData="true"
				CanReclaimOrphans="false">
				<SpawnTemplate>AlienHarvester</SpawnTemplate>
			</SpawnBehavior>
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingSuicide.xml" />
			<StructureUnpackUpdate
				id="StructureUnpackUpdate"
				UnpackTime="2.0s" />
							
			<StatusBitsUpgrade
				id="ModuleTag_BlackHandStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_GDIStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_NODStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_AlienStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_SteelTalonsStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_Reaper17StatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_ZOCOMStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_MarkedOfKaneStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_Traveler59StatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</StatusBitsUpgrade>				
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="10000" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="25.0568"
				MinorRadius="8.5811"
				Height="45.3082">
				<Offset
					x="18.0"
					y="0.0"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="45.0"
				MinorRadius="45.0"
				Height="20.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="40.0"
				MinorRadius="40.0"
				Height="10.0">
				<Offset
					x="41.1781"
					y="0.0"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="17.1"
				MinorRadius="17.1"
				Height="64.8"
				ContactPointGeneration="INFANTRY">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_Extractor_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_Building_LightDamage" AudioType="soundOnDamaged" />
			<AudioEntry Sound="ALI_Building_HeavyDamage" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="ALI_Building_Placed" AudioType="soundUnderConstruction" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="200"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="250"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
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