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		<Include type="all"	source="ART:ASBWse01.W3X" />
		<Include type="all"	source="ART:ASBWse01_D1.w3x" />
		<Include type="all"	source="ART:ASBWse01_D2.w3x" />
		<Include type="all"	source="ART:ASBWse01_D3.w3x" />			
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	<GameObject
		id="Australian_Warehouse_01"
		inheritFrom="BaseCivilianStructure"
		EditorName="Australian_Warehouse_01"		
    		EditorSorting="STRUCTURE"
		Browser="REGION Australia_AS STRUCTURE">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="false"
				AffectedByStealth="false"
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12">

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					<Model
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				<ModelConditionState
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					ConditionsYes="RUBBLE">
					<Model
						Name="ASBWse01_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ASBWse01_D2" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ASBWse01_D1" />
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				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ASBWse01_D3"
						AnimationMode="MANUAL" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
            CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
            end
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				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
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					Flags="START_FRAME_LAST">
					<Animation
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					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and 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="ASBWse01_D1"
						AnimationMode="MANUAL" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= "STATE_Damaged" and Prev ~= "TRANS_IntoDamaged" then
            CurDrawableSetTransitionAnimState("TRANS_IntoDamaged")
            end
          </Script>
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				<AnimationState
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					StateName="TRANS_IntoDamaged">
					<Animation
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						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ASBWse01_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ASBWse01_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0"/>
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="false" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="false" />
				</AnimationState>
			</ScriptedModelDraw>
			
			<xi:include
				href="../../../Includes/GarrisonFlagArmorDraw.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:CommonArmorDraws/child::*)" />		
	
		</Draws>
		<Behaviors>
		<!--
			<StructureCollapseUpdate
				id="ModuleTag_Collapse"
				MinCollapseDelay="0"
				MaxCollapseDelay="0"
				CollapseDamping="0.5"
				MaxShudder="0.6"
				MinBurstDelay="250"
				MaxBurstDelay="800"
				BigBurstFrequency="4"
				DestroyObjectWhenDone="true"
				CollapseHeight="155" />
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			<FXListBehavior
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				xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large" />
				<Event
					Index="onDeath"
					FX="FX_ScorchLarge" />
			</FXListBehavior>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModulTag_AIForLua"
				AILuaEventsList="NeutralGarrisonableBuildingFunctions" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="=$CIV_HEALTH_LARGE"
				/>
		</Body>
		<Geometry
			IsSmall="false">
			

<Shape 
     Type= "BOX"
     MajorRadius = "70.9056"
     MinorRadius = "43.6811"
     Height = "58.9187"
     ContactPointGeneration="STRUCTURE" >
    <Offset
        x = "0.679253"
        y = "-1.37479"
        z = "0.0" />
</Shape>
<Shape 
    Type= "CYLINDER"
    MajorRadius = "63.2869"
    MinorRadius = "63.2869"
    Height = "34.9449"
     ContactPointGeneration="INFANTRY" >
    <Offset
        x = "-20.6853"
        y = "-2.39458"
        z = "0.0" />
</Shape>
<Shape 
    Type= "CYLINDER"
    MajorRadius = "68.4579"
    MinorRadius = "68.4579"
    Height = "9.34572"
     ContactPointGeneration="INFANTRY" >
    <Offset
        x = "17.1139"
        y = "4.06382"
        z = "0.0" />
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		</Geometry>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
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