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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:GBPillBox.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
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	<GameObject
		id="GDIPillBox"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIPillbox"
		ButtonImage="Portrait_GDIPillbox"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="250"
		BuildTime="15.0"
		EnergyProduction="-3"
		CommandSet="GDIPillBoxCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_BASE_DEFENSE POWERED AUTO_ACQUIRABLE_BY_AI COVER"
		RadarPriority="STRUCTURE"
		CampnessValue="=$CAMPNESS_DEFENSIVE_STRUCTURE"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="GDIPillBox"
		Description="Desc:GDIPillbox">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIPillBox</DisplayName>
		<ArmorSet
			Armor="GDIPillBoxArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="FRONT" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBPillBox" />
				</ModelConditionState>
			</ScriptedModelDraw>
			<SpotlightDraw
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				AttachToBoneInAnotherModule="Bone_Spotlite"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXspotlight" />
				</ModelConditionState>
			</SpotlightDraw>
		</Draws>
		<Behaviors>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_SmallBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Small" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Small" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Small" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="=$GDI_PILLBOX_STEALTH_DETECTION_RANGE" />
		</Behaviors>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3000.0" />
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		<Geometry
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			<Shape
				Type="CYLINDER"
				MajorRadius="24.0"
				Height="22.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
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				AudioType="voiceSelect" />
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		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_SmallBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_SmallBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
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		<ShadowInfo
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		<VisionInfo
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			ShroudClearingRange="400" />
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