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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:GBRecHub_SKN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHub_D2SN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHub_D2AN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHubD.xml" />
		<Include
			type="all"
			source="ART:GBRecDoor1_CLS.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor1_CLSS.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor1_OPN.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor1_OPNS.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor1_SKN.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor2_CLS.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor2_CLSS.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor2_OPN.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor2_OPNS.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor_D2SN.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor_D3SN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHub_D3SN.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor_D3AN.w3x" />
		<Include
			type="all"
			source="ART:GBRecDoor_BLD_AN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHub_D3AN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHub_BLD_SKN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHub_BLD_AN.w3x" />
		<Include
			type="all"
			source="ART:GBRecHubSRF_SKN.w3x" />
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />
		<Include
			type="all"
			source="ART:Decal_Rig_CO.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="MG_GDI_ReclamatorHub"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ReclamationHUB"
		ButtonImage="Portrait_ReclamationHUB"
		Side="GDI"
		EditorSorting="STRUCTURE"
		BuildCost="3000"
		BuildTime="30"
		EnergyProduction="-10"
		CommandSet="GDIReclamatorHubCommandSet"
		KindOf="PRELOAD STRUCTURE SELECTABLE UNIQUE_UNIT IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY AUTO_RALLYPOINT FS_WAR_FACTORY CAN_CAST_REFLECTIONS COVER NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="-45d"
		ThreatLevel="1.0"
		BuildCompletion="PLACED_BY_PLAYER"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="MG_GDI_ReclamatorHub"
		Description="Desc:GDIReclamatorHub"
		TypeDescription="Type:GDIReclamatorHub"
		MaxSimultaneousOfType="1">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIReclamatorHub</DisplayName>
		<GameDependency>
			<RequiredObject>GDIArmory</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="GDIWarFactoryArmor"
			DamageFX="FactionStructureDamageFX" />
		<ArmorSet
			Conditions="PLAYER_UPGRADE"
			Armor="GDIWarFactorySonicRepulsionFieldArmor"
			DamageFX="NormalDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="FRONT" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRecHub_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRecHub_BLD_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBRecHub_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRecHub_D2SN" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="GDIRecHubSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="GDIRecHubSmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireBone01"
						FXParticleSystemTemplate="GDISiloDamagedDist2"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireBone01"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireBone01"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireBone02"
						FXParticleSystemTemplate="GDIRecHubSteam"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRecHub_SKN" />
					<Texture
						Original="GBRecHub"
						New="GBRecHubD" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="GDIRecHubSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="GDIRecHubSmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireBone01"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXFireBone01"
						FXParticleSystemTemplate="GDISiloDamagedDist2"
						FollowBone="true" />
				</ModelConditionState>
				<!-- ADD PARTICLES -->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="GBRecHub_SKN" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="GDIRecHubSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStack"
						FXParticleSystemTemplate="GDIRecHubSmokeDistortion"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="GBRecHub_BLD_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBRecHub_D3AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBRecHub_D2AN"
						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="GBRecHub_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBRecHub_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>


			<!-- DRAW DOOR01 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door"
				OkToChangeModelColor="true"
				SetAnimsToLastFrameOnConstructionComplete="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRecDoor1_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRecDoor1_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBRecDoor_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRecDoor_D2SN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="GBRecDoor_BLD_AN"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.2"
						AnimationSpeedFactorMax="0.6"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRecDoor1_OPN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILDING_A_METAUNIT DOOR_1_WAITING_OPEN"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRecDoor2_OPN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="FXSteamBone02"
						FXParticleSystemTemplate="GDIRecHubDoorSteam01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSteamBone04"
						FXParticleSystemTemplate="GDIRecHubDoorSteam02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSteamBone05"
						FXParticleSystemTemplate="GDIRecHubDoorSteam02"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILDING_A_METAUNIT DOOR_1_OPENING"
					StateName="STATE_Open">
					<!--	<Animation
						AnimationName="GBRecDoor2_OPN"
						AnimationMode="ONCE" />
				-->
					<ParticleSysBone
					BoneName="FXSteamBone02"
					FXParticleSystemTemplate="GDIRecHubDoorSteam01"
					FollowBone="true" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILDING_A_METAUNIT DOOR_1_CLOSING"
					StateName="STATE_Closed">
					<Animation
						AnimationName="GBRecDoor2_CLS"
						AnimationMode="ONCE" />
				</AnimationState>

				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_WAITING_OPEN"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRecDoor1_CLS"
						AnimationMode="MANUAL" />
					<ParticleSysBone
						BoneName="FXSteamBone02"
						FXParticleSystemTemplate="GDIRecHubDoorSteam01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSteamBone04"
						FXParticleSystemTemplate="GDIRecHubDoorSteam02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSteamBone05"
						FXParticleSystemTemplate="GDIRecHubDoorSteam02"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING"
					StateName="STATE_Open">
					<Animation
						AnimationName="GBRecDoor1_OPN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="FXSteamBone02"
						FXParticleSystemTemplate="GDIRecHubDoorSteam01"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					StateName="STATE_Closed">
					<Animation
						AnimationName="GBRecDoor1_CLS"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="GBRecDoor_D3AN"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>

			<!-- draw a decal when this thing is selected -->
			<!-- This is duplicated in several files. Please do a search and update those too -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Selected_Repair_Decal"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED">
					<Model Name="FXInvisBone" />
					<ShadowInfo
						Type="ADDITIVE_DECAL"
						SizeX="=$REPAIR_DRONE_HOME_DECAL_SIZE"
						SizeY="=$REPAIR_DRONE_HOME_DECAL_SIZE"
						OverrideLODVisibility="true"
						MaxHeight="200"
						UseHouseColor="true"
						Texture="Decal_Rig_CO"
					/>
				</ModelConditionState>
			</ScriptedModelDraw>

			<!-- Draw sonic repulsion field -->

			<ScriptedModelDraw
				id="ModuleTag_DrawGDIWarfactorySRF"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" >
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 DYING">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 REALLYDAMAGED">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 DAMAGED">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="GBRecHubSRF_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING">
					<Script>
						CurDrawableHideSubObject("Gate01")
						CurDrawableHideSubObject("Gate02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					StateName="STATE_Closed">
					<Script>
						CurDrawableShowSubObject("Gate01")
						CurDrawableShowSubObject("Gate02")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>

			<ModelConditionUpgrade
				id="ModuleTag_UpgradeSonicRepulsion"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_SonicRepulsionField</TriggeredBy>
			</ModelConditionUpgrade>

			<AssignSlavesTargetObjectSpecialPower
				id="ModuleTag_SpecialPowerRepairVehicle"
				SpecialPowerTemplate="SpecialPower_TargetedRepairVehicle" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true"
				Type="VEHICLE"
				NumDoorAnimations="1"
				DoorOpeningTime="2.0s"
				DoorOpeningTimeMetaUnit="1.0s"
				DoorWaitOpenTime="4.0s"
				DoorCloseTime="2.0s" />
			<QueueProductionExitUpdate
				id="ModuleTag_QueueProduction"
				ExitDelay="0">
				<UnitCreatePoint
					x="0.0"
					y="0.0"
					z="0.0" />
				<NaturalRallyPoint
					x="140.0"
					y="0.0"
					z="0.0" />
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_SpawnRepairDrones"
				SpawnNumberData="3"
				InitialBurst="3"
				SpawnReplaceDelayData="10s"
				SpawnedRequireSpawner="true"
				KillSpawnsOnCaptured="true"
				SpawnInsideBuilding="true"
				KillSpawnsOnDisabled="true">
				<Die
					DeathTypes="ALL" />
				<SpawnTemplate>GDIRepairDrone</SpawnTemplate>
			</SpawnBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_LargeBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
			</FXListBehavior>
			<BuildingBehavior
				id="ModuleTag_BuildingBehavior"
				NightWindowObject="LIGHT_01" />
			<StructureUnpackUpdate
				UnpackTime="5.0s" />
			<ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
          id="ModuleTag_SteelTalonsFaction"
          AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
          id="ModuleTag_ZOCOMFaction"
          AddConditionFlags="USER_1">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<xi:include
				href="../../Includes/GDISonicRepulsionFieldArmorUpgrade.xml" />
			<xi:include
   				href="../../Includes/GDISonicRepulsionFieldStatusUpgrade.xml" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/AdvancedGDIBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/AdvancedGDIBuildingSuicide.xml" />
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic" />

			<!-- This needs to be in every Stategic Buildings XML
            DO NOT CHANGE THE id. it must be the same in all files-->
			<MetaGameStratButtonInfo
        id="ModuleTag_MetaGameStratButtonInfo"
        MetaGameDescription="Desc:MetaGDIReclamtorHub"
        MetaGameTypeDescription="Type:MetaGDIReclamtorHub"
        >
				<!-- you can list as many powers as you want here -->

				<Powers
          Image="Portrait_MARV"
          Title="NAME:GDIMARV"
          TypeDescription="TYPE:GDIMARV"
          Description="DESC:BuildMetaSF"
          MetaGameOp="DETAILS_STRIKE_FORCE"
/>


				<!--
        <Powers
          Image="Button_PlayerPowerStateOfEmergency"
	  Title="NAME:PlayerPowerGDIStateOfEmergency"
	  TypeDescription="TYPE:PlayerPowerGDIStateOfEmergency"
	  Description="DESC:PlayerPowerGDIStateOfEmergency"
	  			MetaGameOp="GDI_POWER_STATE_OF_EMERGENCY"
/>
-->


			</MetaGameStratButtonInfo>

		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIUpdate"
				AutoAcquireEnemiesWhenIdle="NO" />
		</AI>
		<Body>
			<ActiveBody
 		   id="ModuleTag_Body"
 		   MaxHealth="10000.0">
				<DamageTrigger
				 HealthLevelBelowPercent="66"
				 RemoveUpgrade="Upgrade_SonicRepulsionField"/>
			</ActiveBody>
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="GDI_ReclamatorHub_DoorOpen" Animation="GBRecDoor1_OPN" Frame="1" />
				<Sound Sound="GDI_ReclamatorHub_DoorOpen" Animation="GBRecDoor2_OPN" Frame="1" />
				<Sound Sound="GDI_ReclamatorHub_DoorClose" Animation="GBRecDoor1_CLS" Frame="1" />
				<Sound Sound="GDI_ReclamatorHub_DoorClose" Animation="GBRecDoor2_CLS" Frame="1" />
				<Sound Sound="GDI_ReclamatorHub_DoorClose" Animation="GBRecHub_BLD_AN" Frame="1" />
				<Sound Sound="GDI_ReclamatorHub_DoorOpen" Animation="GBRecHub_BLD_AN" Frame="75" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
		IsSmall="false">
			<Shape
			     Type= "BOX"
			     MajorRadius = "50.9191"
			     MinorRadius = "59.9782"
			     Height = "4.02011" >
				<Offset
			x = "22.9193"
			y = "0.0"
			z = "0.0" />
			</Shape>
			<Shape
			     Type= "BOX"
			     MajorRadius = "26.2285"
			     MinorRadius = "52.6216"
			     Height = "1.44326" >
				<Offset
			x = "-54.2267"
			y = "0.0"
			z = "0.0" />
			</Shape>
			<Shape
			     Type= "BOX"
			     MajorRadius = "42.7721"
			     MinorRadius = "47.9825"
			     Height = "35.8594" >
				<Offset
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