<?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:NUSabtr_SKN.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_BIDA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_BIFA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_BIFB.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_BIFC.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_BIFD.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_DIEA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_RUNA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_AIDA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_BATA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_ABTA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_AIFA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_AIFB.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_AIFC.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_CRNA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_CHRA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_SDVA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_SIDA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_SIFA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_SIFB.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_SMVA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_SGTB.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KBFC.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KDIA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KAIA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KATA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KBIA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KBFA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KBFB.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KBFC.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_KBTA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_FLYA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_LNDA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_CDTA.w3x" />
		<Include
			type="all"
			source="ART:NUSabtr_CDTB.w3x" />
		<Include
			type="all"
			source="ART:FXEngineer_FP.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseInfantry.xml" />
	</Includes>
	<GameObject
		id="NODSaboteur"
		inheritFrom="BaseInfantry"
		SelectPortrait="Portrait_NODSaboteur"
		ButtonImage="Portrait_NODSaboteur"
		Side="NOD"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="500"
		BuildTime="5"
		CommandSet="NODSaboteurCommandSet"
		IsTrainable="true"
		KindOf="PRELOAD SELECTABLE ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE CAN_CAPTURE PATH_THROUGH_INFANTRY SKIRMISH_AI_DONT_GARRISON ENGINEER CAN_CAPTURE CAN_BE_FAVORITE_UNIT IGNORES_SELECT_ALL"
		RadarPriority="UNIT"
		BuildCompletion="APPEARS_AT_RALLY_POINT"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		VoicePriority="64"
		EditorName="NODSaboteur"
		Description="Desc:NODSaboteur"
		TypeDescription="Type:NODSaboteur"
		UnitTypeIcon="EngineerIcon"
		CaptureTime="3s">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:NODSaboteur</DisplayName>
		<ArmorSet
			Armor="NODSaboteurArmor"
			DamageFX="InfantryDamageFX" />
		<LocomotorSet
			Locomotor="HumanLocomotor"
			Condition="NORMAL"
			Speed="36" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUSabtr_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXEngineer_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<Model
						Name="" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON">
					<!-- no anim -->
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Bored">
					<Animation
						AnimationName="NUSabtr_BIDA"
						AnimationMode="ONCE"
						AnimationPriority="10" />
					<Animation
						AnimationName="NUSabtr_BIFA"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Animation
						AnimationName="NUSabtr_BIFB"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Animation
						AnimationName="NUSabtr_BIFC"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Animation
						AnimationName="NUSabtr_BIFD"
						AnimationMode="ONCE"
						AnimationPriority="3" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Suppressed" then
						CurDrawableSetTransitionAnimState("TRANS_fromSuppressed")
						end
						if Prev == "STATE_Selected" then
						CurDrawableSetTransitionAnimState("TRANS_attentionToBored")
						end
						if Prev == "STATE_stunned_flailing" then
						CurDrawableSetTransitionAnimState("STATE_stunned_landing")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					StateName="STATE_stunned_flailing">
					<Animation
						AnimationName="NUSabtr_FLYA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing">
					<Animation
						AnimationName="NUSabtr_LNDA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED">
					<Animation
						AnimationName="NUSabtr_CDTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED">
					<Animation
						AnimationName="NUSabtr_CDTB"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER DYING"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_KDIA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NUSabtr_DIEA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SPECIAL_WEAPON_ONE">
					<Animation
						AnimationName="NUSabtr_KBFC"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--Capturing-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="CAPTURING"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_KBIA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="10" />
				</AnimationState>
				<!--Supressed-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED MOVING"
					StateName="STATE_Suppressed"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSabtr_SMVA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SUPPRESSED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Suppressed">
					<Animation
						AnimationName="NUSabtr_SIDA"
						AnimationMode="ONCE"
						AnimationPriority="15" />
					<Animation
						AnimationName="NUSabtr_SIFA"
						AnimationMode="ONCE"
						AnimationPriority="5" />
					<Animation
						AnimationName="NUSabtr_SIFB"
						AnimationMode="ONCE"
						AnimationPriority="5" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev ~= "STATE_Suppressed" and Prev ~= "TRANS_toSuppressed" then
						CurDrawableSetTransitionAnimState("TRANS_toSuppressed")
						end
					</Script>
				</AnimationState>
				<!--Cover-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER MOVING"
					Flags="RANDOMSTART"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_CRNA"
						AnimationMode="LOOP"
						Distance="75" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED COVER"
					StateName="STATE_Cover_Selected">
					<Animation
						AnimationName="NUSabtr_KAIA"
						AnimationMode="LOOP"
						AnimationBlendTime="10" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover" then
						CurDrawableSetTransitionAnimState("TRANS_CoverToCoverAttention")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COVER"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Cover">
					<Animation
						AnimationName="NUSabtr_KBIA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="NUSabtr_KBFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="NUSabtr_KBFB"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10" />
					<Animation
						AnimationName="NUSabtr_KBFC"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="10" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Cover_Selected" then
						CurDrawableSetTransitionAnimState("TRANS_CoverAttentionToCover")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="RANDOMSTART">
					<Animation
						AnimationName="NUSabtr_RUNA"
						AnimationMode="LOOP" />
				</AnimationState>
				<!-- EMOTIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="EMOTION_CELEBRATING"
					Flags="RESTART_ANIM_WHEN_COMPLETE">
					<Animation
						AnimationName="NUSabtr_CHRA"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--Selected-->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					StateName="STATE_Selected">
					<Animation
						AnimationName="NUSabtr_AIDA"
						AnimationMode="ONCE"
						AnimationPriority="15"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NUSabtr_AIFA"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NUSabtr_AIFB"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Animation
						AnimationName="NUSabtr_AIFC"
						AnimationMode="ONCE"
						AnimationPriority="5"
						AnimationBlendTime="5"
						AnimationMustCompleteBlend="true" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end;
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_boredToAttention">
					<Animation
						AnimationName="NUSabtr_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_attentionToBored">
					<Animation
						AnimationName="NUSabtr_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_toSuppressed">
					<Animation
						AnimationName="NUSabtr_SDVA"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_fromSuppressed">
					<Animation
						AnimationName="NUSabtr_SGTB"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="1.2" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverToCoverAttention">
					<Animation
						AnimationName="NUSabtr_KBTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverAttentionToCover">
					<Animation
						AnimationName="NUSabtr_KATA"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100" />
			<Physics
				id="ModuleTag_07" />
			<ProductionUpdate
				id="ModuleTag_08" />
			<EmotionTrackerUpdate
				id="Module_ETU">
				<TauntAndPointExcluded
					Rule="NONE" />
				<AddEmotion>CheerIdle_Base</AddEmotion>
				<AddEmotion>CheerBusy_Base</AddEmotion>
			</EmotionTrackerUpdate>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="2.4"
				DestructionDelay="4.5s">
				<DieMuxData
					DeathTypes="ALL" />
				<Sound
					Type="INITIAL"
					List="NOD_Saboteur_VoiceDie" />
			</SlowDeath>
			<SuppressionUpdate
				id="ModuleTag_SuppressionUpdate"
				UpdateDelay="1s"
				Suppressability="500"
				SuppressionDuration="5s"
				AttributeModifierSuppressed="Modifier_Test_Suppression"
				AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<SpecialPowerDispatchSpecialPower
				id="ModuleTag_BoobyTrapDispatch"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapDispatch">
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtTechBuilding" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtBuilding" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtBridge" />
				<SpecialPower
					SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtHusk" />
			</SpecialPowerDispatchSpecialPower>
			<!-- Place booby trap on a tech building -->
			<SpecialPower
				id="ModuleTag_BoobyTrapTechBuilding"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtTechBuilding"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_BoobyTrapTechBuildingUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtTechBuilding"
				SpecialWeapon="NODSaboteurPlaceBoobyTrapAtTechBuildingWeapon"
				UnpackTime="1s"
				PackTime="1s"
				TriggerSound="NOD_Saboteur_BoobyTrapMS"
				StartAbilityRange="5.0"
				BusyForDuration="2s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="75.0"
				Options="USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK FLIP_OWNER_AFTER_PACKING" />
			<!-- Place booby trap on a garrisonable building -->
			<SpecialPower
				id="ModuleTag_BoobyTrapBuilding"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtBuilding"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_BoobyTrapBuildingUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtBuilding"
				SpecialWeapon="NODSaboteurPlaceBoobyTrapAtBuildingWeapon"
				UnpackTime="1s"
				PackTime="1s"
				TriggerSound="NOD_Saboteur_BoobyTrapMS"
				StartAbilityRange="5.0"
				BusyForDuration="2s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="75.0"
				Options="USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK FLIP_OWNER_AFTER_PACKING CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE" />
			<!-- Place booby trap on a bridge -->
			<SpecialPower
				id="ModuleTag_BoobyTrapBridge"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtBridge"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_BoobyTrapBridgeUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtBridge"
				SpecialWeapon="NODSaboteurPlaceBoobyTrapAtBridgeWeapon"
				UnpackTime="1s"
				PackTime="1s"
				TriggerSound="NOD_Saboteur_BoobyTrapMS"
				StartAbilityRange="2.0"
				ContactPointOverride="CENTER"
				BusyForDuration="2s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="15.0"
				Options="USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK FLIP_OWNER_AFTER_PACKING" />
			<!-- Place booby trap on a husk -->
			<SpecialPower
				id="ModuleTag_BoobyTrapHusk"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtHusk"
				UpdateModuleStartsAttack="true" />
			<WeaponFireSpecialAbilityUpdate
				id="ModuleTag_BoobyTrapHuskUpdate"
				SpecialPowerTemplate="SpecialPower_PlaceBoobyTrapAtHusk"
				SpecialWeapon="NODSaboteurPlaceBoobyTrapAtHuskWeapon"
				UnpackTime="1s"
				PackTime="1s"
				TriggerSound="NOD_Saboteur_BoobyTrapMS"
				StartAbilityRange="5.0"
				BusyForDuration="2s"
				WhichSpecialWeapon="1"
				FleeRangeAfterCompletion="75.0"
				Options="USE_OBJECT_GEOMETRY_FOR_WITHIN_RANGE_CHECK FLIP_OWNER_AFTER_PACKING" />
			<AISpecialPowerUpdate
				id="ModuleTag_NODSaboteurBoobyTrap"
				CommandButtonName="Command_NODSaboteurPlaceBoobyTrap"
				SpecialPowerAIType="SPECIAL_POWER_CAPTURE_BUILDING" />
			<AISpecialPowerUpdate
				id="ModuleTag_NODSaboteurCaptureBuildingAI"
				CommandButtonName="Command_CaptureBuilding"
				SpecialPowerAIType="SPECIAL_POWER_CAPTURE_BUILDING" />
			<xi:include
				href="../../Includes/NodCallForTransportInfantry.xml" />
			<xi:include
				href="DATA:Includes/CaptureBehavior.xml"
				xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="75.0" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NUSabtr_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"></Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_Saboteur_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="NOD_Saboteur_VoiceGarrison"
				AudioType="voiceGarrison" />
			<AudioEntry
				Sound="NOD_Saboteur_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_Saboteur_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_Saboteur_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_Saboteur_VoiceSelectMS"
				AudioType="voiceSelect" />
			<NamedEntry
				Sound="NOD_Saboteur_VoiceBoobyTrap"
				Name="VoiceBoobyTrap" />
			<NamedEntry
				Sound="NOD_Saboteur_VoiceRepair"
				Name="VoiceEngineerRepair" />
			<NamedEntry
				Sound="NOD_Saboteur_VoiceCapture"
				Name="VoiceCaptureBuilding" />
			<NamedEntry
				Sound="NOD_Saboteur_VoiceCapture"
				Name="VoiceCaptureHusk" />
		</AudioArrayVoice>
		<!--
NOD_Saboteur_VoiceSuppress
-->
		<!--
		<AudioArraySound>
			<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
	</GameObject>
</AssetDeclaration>
