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		<Include
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		<Include
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		<Include
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		<Include
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		<Include
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		<Include
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		<Include
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		<Include
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		<Include
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		inheritFrom="BaseBridgeEnd">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBBridge1l" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Geometry
			IsSmall="false">
			<Shape
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				MajorRadius="20"
				MinorRadius="50"
				Height="12"></Shape>
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	<GameObject
		id="Bridge1_End2"
		inheritFrom="BaseBridgeEnd">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBBridge1r" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
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			<Shape
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				MajorRadius="20"
				MinorRadius="50"
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		inheritFrom="BaseBridgeSegment">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
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					<Model
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					ConditionsYes="RUBBLE">
					<Model
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
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					<Texture
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						New="CBBridge1D" />
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				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
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					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBBridge1_D3"
						AnimationMode="MANUAL" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
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        </AnimationState>
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					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
          <Animation
						AnimationName="CBBridge1_D2"
						AnimationMode="MANUAL" />
          <Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
            CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
            end
          </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="CBBridge1_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="CBBridge1_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<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" />
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			<Shape
				Type="BOX"
				MajorRadius="20"
				MinorRadius="50"
				Height="12"></Shape>
			<ContactPoint
				Label="CENTER">
				<Pos
					x="0"
					y="0"
					z="0" />
			</ContactPoint>
		</Geometry>
	</GameObject>
	<GameObject
		id="Bridge1_Center2"
		inheritFrom="BaseBridgeSegment">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBBridge1a" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="CBBridge1a_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="CBBridge1a_D2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="CBBridge1a" />
					<Texture
						Original="CBBridge1"
						New="CBBridge1D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="CBBridge1a_D3"
						AnimationMode="MANUAL" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= null and Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
            CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
            end
          </Script>
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        <AnimationState
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					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
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						AnimationMode="MANUAL" />
          <Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= null and Prev ~= null and Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
            CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
            end
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				<AnimationState
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					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="CBBridge1a_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="CBBridge1a_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
					<ParticleSysBone
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						FXParticleSystemTemplate="CivBuildingDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="CivBuildingDust02"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large" />
				<Event
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		<Geometry
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			<Shape
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				MajorRadius="20"
				MinorRadius="50"
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			<ContactPoint
				Label="CENTER">
				<Pos
					x="0"
					y="0"
					z="0" />
			</ContactPoint>
		</Geometry>
	</GameObject>
	<GameObject
		id="Bridge1_GateHouse"
		inheritFrom="BaseBridgeGateHouse"
		SelectPortrait="Portrait_NeutralBridgeGatehouse1"
		ButtonImage="Portrait_NeutralBridgeGatehouse1">
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="CBBridgeG2" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Geometry
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			<Shape
				Type="BOX"
				MajorRadius="11.4548"
				MinorRadius="15.5827"
				Height="53.1669"
				ContactPointGeneration="STRUCTURE">
				<Offset
					x="-29.6067"
					y="-70.1643"
					z="0.0" />
			</Shape>
		</Geometry>
	</GameObject>
	<GameObject
		id="Bridge1"
		inheritFrom="BaseBridge"
		EditorName="Bridge1">
		<Behaviors>
			<BridgeBuilder
				id="ModuleTag_Bridge"
				EndCap="Bridge1_End"
				EndCap2="Bridge1_End2"
				EndCapLen="25.0"
				CenterPiece="Bridge1_Center"
				CenterPieceLen="50.0"
				CenterPieceB="Bridge1_Center2"
				CenterPieceBLen="50.0"
				GateHouse="Bridge1_GateHouse"
				Width="180.0" />
		</Behaviors>
	</GameObject>
	<GameObject
		id="Bridge1a"
		inheritFrom="BaseBridge"
		EditorName="Bridge1a">
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			<BridgeBuilder
				id="ModuleTag_Bridge"
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				EndCap2="Bridge1_End2"
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				CenterPieceLen="50.0"
				CenterPieceB="Bridge1_Center2"
				CenterPieceBLen="50.0"
				GateHouse="Bridge1_GateHouse"
				Width="180.0" />
		</Behaviors>
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