<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>
		<Include type="all"	source="ART:NUVisrod_SKN.w3x" />
		<Include type="all"	source="ART:NUVisrod_ACCL.w3x" />
		<Include type="all"	source="ART:NUVisrod_ATKA.w3x" />
		<Include type="all"	source="ART:NUVisrod_DECL.w3x" />
		<Include type="all"	source="ART:NUVisrod_DIEA.w3x" />
		<Include type="all"	source="ART:NUVisrod_IDLA.w3x" />
		<Include type="all"	source="ART:NUVisrod_MOVA.w3x" />
		<Include type="all"	source="ART:NUVisrod_MOVB.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
	</Includes>
	<StanceTemplate id="AggressiveOnly">
		<StanceDefinition Type="AGGRESSIVE" />
	</StanceTemplate>

	<GameObject
		id="Viceroid"
		inheritFrom="BaseInfantry" 
		SelectPortrait="Portrait_NeutralVisceroid"
		ButtonImage="Portrait_NeutralVisceroid"
		Side="Neutral"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		CommandSet="EmptyCommandSet"
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY IGNORES_SELECT_ALL"
		RadarPriority="UNIT"
		EditorName="Viceroid"
		TypeDescription="Type:Visceroid">
		<DisplayName>Name:Visceroid</DisplayName>
		<ArmorSet
			Armor="NeutralViceroidArmor"
			DamageFX="InfantryDamageFX" />
		<LocomotorSet
			Locomotor="HumanLocomotor"
			Condition="NORMAL"
			Speed="75.0" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUVisrod_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					AllowRepeatInRandomPick="true"
					StateName="STATE_bored">
					<Animation
						AnimationName="NUVisrod_IDLA"
						AnimationMode="ONCE"
						AnimationPriority="30"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>	
<!--						
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Suppressed" then
						CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
						end
						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
						end
					</Script>
				</AnimationState>	
-->								
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUVisrod_DIEA"
						AnimationMode="ONCE" />
				</AnimationState>
		
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUVisrod_ATKA"
						AnimationMode="LOOP"/>
				</AnimationState>		
<!--				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUVisrod_ACCL"
						AnimationMode="LOOP"
						Distance="30" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUVisrod_DECL"
						AnimationMode="LOOP"
						Distance="30" />
				</AnimationState>
-->				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUVisrod_MOVA"
						AnimationMode="LOOP"
						AnimationPriority="30"
						Distance="30" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NeutralViceroidSpittleWeapon" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			
			<Physics
				id="ModuleTag_Physics" />
			<AutoHealBehavior
				InitiallyActive="true"
				HealingAmount="10"
				HealingDelay="1s"
				HealOnlyIfNotUnderAttack="false"
				/>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="8s">
				<Sound Type="INITIAL" List="ALI_Viceroid_SoundDie" /> 
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="AggressiveOnly"/>
		</Behaviors>
		<AI>
			<!-- If you make that wander distance small, like about 10 or so, they'll
				walk around really funkily (don't know if you want that) -->
			<WanderAIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"				
				WanderDistance="100"
				AttackAll="true"
				Selectable="true">
				<UnitAITargetChooserData 
					CanAutoAcquireNonAutoAcquirable="true" 
				/>
			</WanderAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="500.0"
				InitialHealth="500.0" />
		</Body>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_Viceroid_SoundAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="ALI_Viceroid_SoundCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="ALI_Viceroid_SoundMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="ALI_Viceroid_SoundMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="ALI_Viceroid_SoundSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_Viceroid_AmbientDelayedLoop" AudioType="soundAmbient" />
		</AudioArraySound>
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="0" />
		<CrusherInfo
			CrushableLevel="0" />
	</GameObject>
</AssetDeclaration>
