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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:CBReinforc.w3x" />
		<Include
			type="all"
			source="ART:CBReinforc_D2.w3x" />
		<Include
			type="all"
			source="ART:CBReinforc_D3.w3x" />
		<Include
			type="all"
			source="ART:CBReinDoors_SKN.w3x" />
		<Include
			type="all"
			source="ART:CBReinDoors_OPN.w3x" />
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseTechStructure.xml" />
	</Includes>
	<GameObject
		id="ReinforcementBay"
		inheritFrom="BaseTechStructure"
		SelectPortrait="Portrait_NeutralReinforcementBay"
		ButtonImage="Portrait_NeutralReinforcementBay"
		Side="Neutral"
		BuildTime="15"
		EditorSorting="STRUCTURE"
		CommandSet="AllUnitsConstruct_CommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE AIRFIELD IGNORE_FOR_VICTORY NOT_SELLABLE IGNORE_CAN_NOT_BUILD"
		RadarPriority="STRUCTURE"
		EditorName="ReinforcementBay"
		Description="Desc:TechBuildingReinforcementBay">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingReinforcementBay</DisplayName>
		<ArmorSet
			Armor="StructureArmor"
			DamageFX="GenericStructureDamageFX" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="Runway0Park0Han">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBReinforc" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="CBReinforc_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="CBReinforc_D2" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIPPDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="CBReinforc" />
					<Texture
						Original="CBReinforc"
						New="CBReinforcD" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBReinforc_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="CBReinforc_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="CBReinforc_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="CBReinforc_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
<!--			
			<ScriptedModelDraw
				id="ModuleTag_Draw_Doors">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBReinDoors_SKN" />
				</ModelConditionState>
			</ScriptedModelDraw>
-->

			<!-- DRAW DOOR01 -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Door"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBReinDoors_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="CBReinDoors_SKN" />
					<Texture
						Original="CBReinforc"
						New="CBReinforcD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="CBReinDoors_SKN" />
					<Texture
						Original="CBReinforc"
						New="CBReinforcD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="CBReinDoors_SKN" />
					<Texture
						Original="CBReinforc"
						New="CBReinforcD" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_WAITING_OPEN"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING"
					StateName="STATE_Open">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					Flags="START_FRAME_LAST"
					StateName="STATE_Closed">
					<Animation
						AnimationName="CBReinDoors_OPN"
						AnimationMode="ONCE_BACKWARDS" />
				</AnimationState>
			</ScriptedModelDraw>

		</Draws>
		<Behaviors>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true"
				Type="INVALID"
				NumDoorAnimations="1"
				DoorOpeningTime="0.66s"
				DoorWaitOpenTime="1.66s"
				DoorCloseTime="0.66s"
				IgnorePreReqs="true"
				ProductionTimeDelayScalar="2s">
				<ProductionModifier
					CostMultiplier="0"
					TimeMultiplier="0">
					<ModifierFilter
						Rule="ANY"
						Include="VEHICLE HUGE_VEHICLE INFANTRY AIRCRAFT HARVESTER" />
				</ProductionModifier>
			</ProductionUpdate>
			<QueueProductionExitUpdate
				id="ModuleTag_QueueProduction"
				ExitDelay="4">
				<UnitCreatePoint
					x="0.0"
					y="5.0"
					z="0.0" />
				<NaturalRallyPoint
					x="0.0"
					y="-120.0"
					z="0.0" />
			</QueueProductionExitUpdate>
			<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_BuildDamaged_Large" />
			</FXListBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="4s"
				SinkRate="3.0"
				DestructionDelay="10.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<ParkingPlaceBehavior
				id="ModuleTag_ParkingPlace"
				HealAmount="10"
				NumRows="1"
				NumCols="1"
				ApproachHeight="100"
				ParkInHangars="true">
				<CanParkHereFilter
					Rule="NONE"
					Include=""
					Relationship="ALLIES NEUTRAL">
					<IncludeThing>ReinforcementBayDropship</IncludeThing>
				</CanParkHereFilter>
			</ParkingPlaceBehavior>
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="38.0"
				Height="50.0"
				ContactPointGeneration="INFANTRY" />
			<Shape
				Type="BOX"
				MajorRadius="15.0"
				MinorRadius="25.0"
				Height="25.0"
				ContactPointGeneration="STRUCTURE">
				<Offset
					x="2"
					y="50" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ReinforcementBay_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<AudioArraySound>
			<AudioEntry Sound="Amb_FireRubble" AudioType="soundAmbientReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="400"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="100.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>