<?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:GBRefinery.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_ASN.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_AAN.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_TIB.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_D2.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_D2A.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_D3.w3x" />
		<Include
			type="all"
			source="ART:GBRefinery_D3A.w3x" />
		<Include
			type="all"
			source="ART:GBRefineryX_SKN.w3x" />
		<Include
			type="all"
			source="ART:GBRefineryX_LOA.w3x" />
		<Include
			type="all"
			source="ART:GBRefineryX_IDL.w3x" />
		<Include
			type="all"
			source="ART:GBRefineryXD2.w3x" />
		<Include
			type="all"
			source="ART:GBRefineryXD3.w3x" />
		<Include
			type="all"
			source="ART:GBRefinerySRF_SKN.w3x" />
		<Include
			type="all"
			source="ART:NBEmpty_ABLD.W3X" />			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="GDIRefinery"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIRefinery"
		ButtonImage="Portrait_GDIRefinery"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="3000"
		BuildTime="30"
		RefundValue="500" 
		CommandSet="GDIRefineryCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS SUPPLY_GATHERING_CENTER FS_MONEY_STORAGE NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER"
		RadarPriority="STRUCTURE"
		PlacementViewAngle="315d"
		EnergyProduction="-15"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		IsTrainable="false"
		EditorName="GDIRefinery"
		Description="Desc:GDIRefinery"
		TypeDescription="Type:GDIRefinery">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIRefinery</DisplayName>
		<GameDependency>
			<ObjectFilter
				Rule="ANY">
				<IncludeThing>GDIConstructionYard</IncludeThing>
				<IncludeThing>SteelTalonsConstructionYard</IncludeThing>
				<IncludeThing>GDICrane</IncludeThing>
			</ObjectFilter>
		</GameDependency>
		<ArmorSet
			Armor="GDIRefineryArmor"
			DamageFX="FactionStructureDamageFX" />
		<ArmorSet
			Conditions="PLAYER_UPGRADE"
			Armor="GDIRefinerySonicRepulsionFieldArmor"
			DamageFX="NormalDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="TIBERIUM" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefinery_ASN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefinery_D2" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefinery_D2" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedDist"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="GDIRefineryDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedSteam"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="GDIRefineryDamagedDist2"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefinery_D3" />
				</ModelConditionState>
				<!-- ADD PARTICLES -->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1">
					<Model
						Name="GBRefinery" />
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackA"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXSmokeStackB"
						FXParticleSystemTemplate="GDIRefinerySmokeDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibA"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTiberiumA"
						FXParticleSystemTemplate="GDIRefineryTibDistortionA"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored">
					<!--
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_Buildup" then CurDrawableSetTransitionAnimState("TRANS_Buildup") end;
					</Script>
-->
				</AnimationState>
				<!-- BUILD UP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_Buildup">
					<Animation
						AnimationName="GBRefinery_AAN"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE" />
					<Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev == "STATE_Damaged" then CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged") end;
          </Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					StateName="STATE_Dying">
					<Animation
						AnimationName="GBRefinery_D3A"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Large"
						FollowBone="false" />
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="GBRefinery_D2A"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW TIBERIUM METER -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_TIB"
				OkToChangeModelColor="false">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefinery_TIB" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
					CurDrawableHideSubObject("Tib_25")
					CurDrawableHideSubObject("Tib_50")
					CurDrawableHideSubObject("Tib_75")
					CurDrawableHideSubObject("Tib_100")
					CurDrawableHideSubObject("FXGlows_25")
					CurDrawableHideSubObject("FXGlows_50")
					CurDrawableHideSubObject("FXGlows_75")
					CurDrawableHideSubObject("FXGlows_100")
				</Script>
				</AnimationState>
				<!-- BUILD UP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					StateName="STATE_Buildup">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_1">
					<Script>
						CurDrawableShowSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableShowSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
			        </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_2">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableShowSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableShowSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_3">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableShowSubObject("Tib_75")
						CurDrawableHideSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableShowSubObject("FXGlows_75")
						CurDrawableHideSubObject("FXGlows_100")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MONEY_STORED_AMOUNT_4">
					<Script>
						CurDrawableHideSubObject("Tib_25")
						CurDrawableHideSubObject("Tib_50")
						CurDrawableHideSubObject("Tib_75")
						CurDrawableShowSubObject("Tib_100")
						CurDrawableHideSubObject("FXGlows_25")
						CurDrawableHideSubObject("FXGlows_50")
						CurDrawableHideSubObject("FXGlows_75")
						CurDrawableShowSubObject("FXGlows_100")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
			<!-- DRAW ARM FOR LOADING -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Arm"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBRefineryX_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBRefineryXD3" />
					<!-- this is on purpose. it just hides the model during the buildup -->
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBRefineryXD2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBRefineryXD2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBRefineryXD3" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="GBRefineryX_IDL"
						AnimationMode="LOOP" />
					<Script>
						CurDrawableHideSubObject("Bar_01")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING_ACTIVE">
					<Animation
						AnimationName="GBRefineryX_LOA"
						AnimationMode="ONCE"
            AnimationSpeedFactorMin="1.45"
            AnimationSpeedFactorMax="1.45" />
					<Script>
						CurDrawableShowSubObject("Bar_01")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
			
			<!-- Draw sonic repulsion field -->
			
			<ScriptedModelDraw
				id="ModuleTag_DrawGDIWarfactorySRF"
				OkToChangeModelColor="true"
				UseStandardModelNames="true"
				StaticModelLODMode="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT" >
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 DYING">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 REALLYDAMAGED">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6 DAMAGED">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="GBRefinerySRF_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOCKING">
					<Script>
						CurDrawableHideSubObject("Gate01")
						CurDrawableHideSubObject("Gate02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Script>
						CurDrawableShowSubObject("Gate01")
						CurDrawableShowSubObject("Gate02")
					</Script>
				</AnimationState>				
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>	

			<ModelConditionUpgrade
				id="ModuleTag_UpgradeSonicRepulsion"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_SonicRepulsionField</TriggeredBy>
			</ModelConditionUpgrade>
					
			<CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="FactionStructureTiberiumFieldOCL">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED" />
			</CreateObjectDie>
			<DistributedMoney
				id="ModuleTag_DistributedMoney"
				Capacity="2000"
				OnDieSpawnPercentage="25" /> 
			<SupplyCenterCreate />
			<SupplyCenterDockUpdate
				id="SupplyCenter"
				NumberApproachPositions="-1"
				AllowsPassthrough="true"
				GoToRallyPointAfterDock="true"
				ShouldDockInReverse="true"
				MinDockTime="9s"
				ObjectsInLineWeight="9s"
				DistributedDeposit="true">
				<ForVoiceRetreatThisIsASafeHarborToObjectFilter
					Include="HARVESTER" />
			</SupplyCenterDockUpdate>
      <ModelConditionUpgrade
				id="ModuleTag_GDIFaction"
				AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <ModelConditionUpgrade
          id="ModuleTag_SteelTalonsFaction"
          AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <ModelConditionUpgrade
          id="ModuleTag_ZOCOMFaction"
          AddConditionFlags="USER_1">
        <TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
      </ModelConditionUpgrade>
      <QueueProductionExitUpdate
				id="ModuleTag_Exit">
				<UnitCreatePoint
					x="37.5"
					y="-18.9"
					z="0.0" />
				<NaturalRallyPoint
					x="104.0"
					y="-18.9"
					z="0.0" />
			</QueueProductionExitUpdate>
			<SpawnBehavior
				id="ModuleTag_Spawn"
				SpawnNumberData="1"
				SpawnReplaceDelayData="9999s"
				IsOneShotData="true"
				FadeInTime="1.0s"
				InitialDelay="2.0s"
				CanReclaimOrphans="false">
				<SpawnTemplate>GDIHarvester</SpawnTemplate>
			</SpawnBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<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" />
			</FXListBehavior>
			<StructureUnpackUpdate
				id="ModuleTag_StructureUnpackUpdate"
				UnpackTime="1.5s" />
				
			<xi:include
				href="../../Includes/GDISonicRepulsionFieldArmorUpgrade.xml" />
			<xi:include
   				href="../../Includes/GDISonicRepulsionFieldStatusUpgrade.xml" />	
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingSuicide.xml" />
				
			<StatusBitsUpgrade
				id="ModuleTag_BlackHandStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_GDIStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_NODStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_AlienStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_SteelTalonsStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_Reaper17StatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_ZOCOMStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_MarkedOfKaneStatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="ModuleTag_Traveler59StatusForTibAgitation"
				StatusToSet="DOES_CONTAIN_TIBERIUM">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<AttributeModifierAuraUpdate
					id="ModuleTag_AttributeModifierAuraUpdate"
					AttributeModifierName="AttributeModifier_DoesContainTiberium"
			   		RefreshDelay="0s"
			 		Range="5"
					InitiallyActive="true">
					<ObjectFilter
       					Rule="ANY"
       					Relationship="SAME_PLAYER">
       					<IncludeThing>GDIRefinery</IncludeThing>
	       				<IncludeThing>SteelTalonsRefinery</IncludeThing>
	       				<IncludeThing>ZOCOMRefinery</IncludeThing>
					</ObjectFilter>
			</AttributeModifierAuraUpdate>			
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIUpdate"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
			</AIUpdate>
		</AI>
		<Body>
 		  <ActiveBody
 		   id="ModuleTag_Body"
 		   MaxHealth="10000.0">
 		   <DamageTrigger
 		    HealthLevelBelowPercent="66"
 		    RemoveUpgrade="Upgrade_SonicRepulsionField"/>
 		  </ActiveBody>
 		 </Body> 
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				Name="Geom_Orig"
				MajorRadius="72.0"
				MinorRadius="50.0"
				Height="24.0">
				<Offset
					x="0.0"
					y="0.0"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				Name="Geom_Tower"
				MajorRadius="18.0"
				MinorRadius="18.0"
				Height="90.0">
				<Offset
					x="-44.0"
					y="16.0"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="35" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="-45.0"
					z="10" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="63.0"
					y="45.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-34.0"
					y="-45.0"
					z="35" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-49.0"
					y="45.0"
					z="0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_RefinerySelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="100"
			ShroudClearingRange="400" />
		<ProjectedBuildabilityInfo
			Radius="250"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>