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		<Include
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			source="ART:GBConYardSRF_SKN.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
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		id="GDIConstructionYard"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDIConYard"
		ButtonImage="Portrait_GDIConYard"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="3500"
		BuildTime="25"
		PlacementViewAngle="315d"
		CommandSet="GDIConstructionYardCommandSet"
		EnergyProduction="10"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS CONSTRUCTION_YARD FS_FACTORY NOT_AUTOACQUIRABLE AUTO_ACQUIRABLE_BY_AI COVER AUTO_RALLYPOINT PROJECT_BUILDABILITY_FOR_ALLIES"
		RadarPriority="STRUCTURE"
		CampnessValue="=$CAMPNESS_CONYARD"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="GDIConstructionYard"
		Description="Desc:GDIConstructionYard"
		TypeDescription="Type:GDIConstructionYard">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIConstructionYard</DisplayName>
		<ArmorSet
			Armor="GDIConstructionYardArmor"
			DamageFX="FactionStructureDamageFX" />
		<ArmorSet
			Conditions="PLAYER_UPGRADE"
			Armor="GDIConstructionYardSonicRepulsionFieldArmor"
			DamageFX="NormalDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SIDE" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBConYard" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING REALLYDAMAGED">
					<Model
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					<Texture
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						New="GB_Conyard01D" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING DAMAGED">
					<Model
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					<Texture
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				<ModelConditionState
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					ConditionsYes="UNPACKING">
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBConYardD2_SN" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBConYardD2_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBConYardD3_SN" />
				</ModelConditionState>
				<!-- UNPACKING -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="GUMCVUPAK_AN"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- DAMAGE ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED"
					StateName="STATE_Damaged"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBConYardD2_AN"
						AnimationMode="MANUAL" />
				</AnimationState>
				<!-- REALLY DAMAGED ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged">
					<Animation
						AnimationName="GBConYardD2_AN"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_Damaged" then CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged") end;
					</Script>
				</AnimationState>
				<!-- DYING ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="GBConYardD3_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Des_Medium"
						FollowBone="false" />
				</AnimationState>
				<!-- Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_DamagedToReallyDamaged">
					<Animation
						AnimationName="GBConYardD2_AN"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					ConditionsYes="TRANS_ReallyDamagedToDying">
					<Animation
						AnimationName="GBConYardD3_AN"
						AnimationMode="ONCE" />
				</AnimationState>
			</ScriptedModelDraw>
<!-- DRAW GAG ANIMATION -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Gag"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBConYardX_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Model
						Name="NBEmpty_ABLD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBConYardX_SKN" />
					<Texture
						Original="GB_Conyard01"
						New="GB_Conyard01D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBConYardX_SKN" />
					<Texture
						Original="GB_Conyard01"
						New="GB_Conyard01D" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GBConYardX_D3" />
					<Texture
						Original="GB_Conyard01"
						New="GB_Conyard01D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Idle"
					Flags="RESTART_ANIM_WHEN_COMPLETE DO_NOT_PLAY_WHEN_UNPOWERED">
					<Animation
						AnimationName="GBConYardX_IDL"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
							if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Bored") end;
					</Script>
				</AnimationState>
				<!-- BUILDUP ANIMATION -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="NBEmpty_ABLD"
						AnimationMode="ONCE"
						AnimationSpeedFactorMin="0.8"
						AnimationSpeedFactorMax="0.8" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="GBConYardX_D3"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_Bored">
					<Animation
						AnimationName="GBConYardX_IDL"
						AnimationMode="ONCE" />
				</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="GBConYardSRF_SKN" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_OPENING">
					<Script>
						CurDrawableHideSubObject("Gate01")
						CurDrawableHideSubObject("Gate02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DOOR_1_CLOSING"
					StateName="STATE_Closed">
					<Script>
						CurDrawableShowSubObject("Gate01")
						CurDrawableShowSubObject("Gate02")
					</Script>
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>

			<ModelConditionUpgrade
				id="ModuleTag_UpgradeSonicRepulsion"
				AddConditionFlags="USER_6">
				<TriggeredBy>Upgrade_SonicRepulsionField</TriggeredBy>
			</ModelConditionUpgrade>
			
			<BuildingBehavior
				id="ModuleTag_BuildingBehavior"
				NightWindowObject="LIGHT_01" />
			<RadarBehavior
				id="ModuleTag_RadarBehavior" />
		
			<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
				UnpackTime="0.1s" />
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				Type="MAIN_STRUCTURE"
				MaxQueueEntries="1" />
			<ProductionUpdate
				id="ModuleTag_OtherProductionUpdate"
				Type="OTHER_STRUCTURE"
				MaxQueueEntries="1" 
				NumDoorAnimations="1"
				DoorOpeningTime="0.66s"
				DoorWaitOpenTime="3.00s"
			DoorCloseTime="0.66s" />

			<ProductionUpdateInfo
				id="ModuleTag_ProductionUpdateInfo"/>
			<QueueProductionExitUpdate
				id="ModuleTag_QueueProduction"
				ExitDelay="1">
				<UnitCreatePoint
					x="-3.0"
					y="0.0"
					z="0.0" />
				<NaturalRallyPoint
					x="80.0"
					y="0.0"
					z="0.0" />
			</QueueProductionExitUpdate>
			<xi:include
				href="DATA:Includes/GenericPackPower.xml" />
			<xi:include
				href="DATA:Includes/GenericPackUpdate.xml" />
			<ReplaceSelfUpgrade
				id="ModuleTag_ReplaceSelf"
				NewObjectUnpackTime="5.0s">
				<TriggeredBy>Upgrade_Pack</TriggeredBy>
				<ReplacementTemplate>GDIMCV</ReplacementTemplate>
			</ReplaceSelfUpgrade>
				
			<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/ConYardGDIBuildingSuicide.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AIUpdate"
				AutoAcquireEnemiesWhenIdle="NO" 
				AILuaEventsList="BuildingPowerFunctions"
			/>
		</AI>
		<Body>
 		  <ActiveBody
 		   id="ModuleTag_Body"
 		   MaxHealth="20000.0">
 		   <DamageTrigger
 		    HealthLevelBelowPercent="66"
 		    RemoveUpgrade="Upgrade_SonicRepulsionField"/>
 		  </ActiveBody>
 		 </Body> 
		<ClientBehaviors>
			<AnimationSoundClientBehavior
				id="AnimationSoundCB" >
				<Sound
					Sound="GDI_MCVUnpack1MS"
					Animation="GUMCVUPAK_AN"
					Frame="1" />
				<Sound
					Sound="GDI_MCVUnpack2"
					Animation="GUMCVUPAK_AN"
					Frame="55" />
				<Sound
					Sound="GDI_MCVUnpack3"
					Animation="GUMCVUPAK_AN"
					Frame="74" />
				<Sound
					Sound="GDI_MCVUnpack4"
					Animation="GUMCVUPAK_AN"
					Frame="87" />
			</AnimationSoundClientBehavior>				
		</ClientBehaviors>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="46.0"
				MinorRadius="35"
				Height="30.0">
				<Offset
					x="9"
					y="0"
					z="0" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="17.5"
				MinorRadius="10"
				Height="14.0">
				<Offset
					x="53"
					y="-32"
					z="0" />
			</Shape>
			<Shape
				Type="BOX"
				MajorRadius="11.0"
				MinorRadius="8.5"
				Height="18.0">
				<Offset
					x="43"
					y="44"
					z="0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-30.0"
					y="34.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="55.0"
					y="35.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="55.0"
					y="-35.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="55.0"
					y="35.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-30.0"
					y="-35.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="55.0"
					y="35.0"
					z="0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-30.0"
					y="-35.0"
					z="30" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-30.0"
					y="34.0"
					z="0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="GDI_ConstructionYardSelect"
				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="500" />
		<ProjectedBuildabilityInfo
			Radius="450"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
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