<?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:NUMechH_SKN.W3X" />
		<Include
			type="all"
			source="ART:NUMech_DIEB.W3X" />
		<Include
			type="all"
			source="ART:NUMech_K.xml" />
		<Include
			type="all"
			source="ART:NUMechD_K.xml" />			
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="NODAvatarHusk"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_NodAvatarHusk"
		ButtonImage="Portrait_NodAvatarHusk"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="0"
		CommandSet="EmptyCommandSet"
		KindOf="PRELOAD SELECTABLE CAN_CAST_REFLECTIONS IMMOBILE NOT_AUTOACQUIRABLE HUSK VALID_TARGET_FOR_C4"
		RadarPriority="UNIT"
		ProductionQueueType="VEHICLE"
		EditorName="NODAvatarHusk"
		Description="Desc:AvatarWarmechHusk">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:AvatarWarmechHusk</DisplayName>
		<ArmorSet
			Armor="NoArmor"
			DamageFX="NormalDamageFX" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUMechH_SKN" />
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="NUMechH_SKN" />
					<Texture
						Original="NUMechD"
						New="NUMechD_K" />							
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NUMECH_DIEB"
						AnimationMode="MANUAL"
						AnimationBlendTime="0" />					
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2">
					<Animation
						AnimationName="NUMECH_DIEB"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="2.4"
				DestructionDelay="4s">
				<DieMuxData
					DeathTypes="ALL" />
				<OCL
					Type="INITIAL">
					<OCL>OCL_NODAvatarHuskDebris</OCL>
				</OCL>						
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIVehicleExplodeNoScorch" />
			</FXListBehavior>			
			<EngineerContain
				id="ModuleTag_EngineerContain"
				NameOfVoiceToUseForFriendlyEnter="VoiceCaptureHusk"
				NameOfVoiceToUseForHostileEnter="VoiceCaptureHusk"
				EvaEventForReplace="HuskRepaired"
				EvaEventForCaptureAndReplace="HuskRepaired"
				FXForReplace="FX_Husk_Repaired" 
				FXForCapture="FX_Husk_Captured"
				FXForCaptureAndReplace="FX_Husk_Captured" 
				ReplaceWith="NODAvatarHuskReplace">
				<CanEnterFilter
					Rule="NONE">
					<IncludeThing>GDIEngineer</IncludeThing>
					<IncludeThing>NODSaboteur</IncludeThing>
					<IncludeThing>BlackHandSaboteur</IncludeThing>
					<IncludeThing>MarkedOfKaneSaboteur</IncludeThing>
					<IncludeThing>AlienAssimilator</IncludeThing>
					<IncludeThing>Traveler59Assimilator</IncludeThing>					
					<IncludeThing>SteelTalonsCombatEngineer</IncludeThing>
					<IncludeThing>ZOCOMEngineer</IncludeThing>
				</CanEnterFilter>
			</EngineerContain>			
			<xi:include
				href="DATA:Includes/GenericHuskLifetimeUpdate.xml" />				

<!-- somehow we need to display the upgrade the model had when it was dead -->
			
			<SubObjectsUpgrade
				id="ModuleTag_ShowStealth"
				ShowSubObjects="S_GENERATOR">
				<TriggeredBy>Upgrade_AvatarInvisibility</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowFlamer"
				ShowSubObjects="FLAMETANK">
				<TriggeredBy>Upgrade_AvatarFlamer</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowBeamCannon"
				ShowSubObjects="NUBEAM">
				<TriggeredBy>Upgrade_AvatarBeamCannon</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="ModuleTag_ShowStealthDetect"
				ShowSubObjects="S_DETECTOR">
				<TriggeredBy>Upgrade_AvatarStealthDetect</TriggeredBy>
			</SubObjectsUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>				
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="NODAvatarHuskFunctions">
				<UnitAITargetChooserData />
			</AIUpdate>
		</AI>		
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="=$MECH_HUSK_HEALTH" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="30.0"
				MinorRadius="14.0"
				Height="13.0">
				<Offset
					x="30.0"
					y="0.0"
					z="0.0" />
			</Shape>
		</Geometry>
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="50"
			ShroudClearingRange="50" />
		<CrusherInfo
			CrusherLevel="0" 
			CrushEqualLevelProps="true"
			CrushableLevel="0" />
	</GameObject>
</AssetDeclaration>