<?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" xmlns:xai="uri:ea.com:eala:asset:instance">
	<Tags></Tags>
	<Includes>

		<Include
			type="all"
			source="ART:FX_GUSuSonic_SKN.w3x" />
		<Include
			type="all"
			source="ART:FX_GUSuSonic_SKL.w3x" />
		<Include
			type="all"
			source="ART:FX_GUSuSonic_STRA.w3x" />	
		<Include
			type="all"
			source="ART:FXInvisBone.w3x" />			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseVehicle.xml" />
	</Includes>
	<GameObject
		id="GDISuperSonicAirAttack"
		inheritFrom="BaseVehicle"
		KindOf="PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SCORE AIRCRAFT VEHICLE SUMMONED IGNORES_SELECT_ALL NO_COLLIDE"
		UnitCategory="AIRCRAFT"
		WeaponCategory="MISSILE"		
		>
		<ArmorSet
			Armor="GDIFirehawkArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Locomotor="OrcaLocomotor"
			Condition="NORMAL"
			Speed="1500.0" />		
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FX_GUSuSonic_SKN" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="GUSuSonic" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="GUSuSonic" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="GUSuSonic" />
					<WeaponLaunchBone
						WeaponSlotID="4"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="GUSuSonic" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="GUSuSonic" />
				</ModelConditionState>
				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Animation
						AnimationName="FX_GUSuSonic_STRA"
						AnimationMode="ONCE" />					
				</AnimationState>				
			</ScriptedModelDraw>	
			<ScriptedModelDraw
				id="ModuleTag_FX"
				OkToChangeModelColor="true"
				AttachToBoneInAnotherModule="FXContrailBone01 "
				ExtraPublicBone="FXContrailBone01 ">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="invisbone01"
						FXParticleSystemTemplate="FireHawkConTrail"
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw>	
			<ScriptedModelDraw
				id="ModuleTag_FX2"
				OkToChangeModelColor="true"
				AttachToBoneInAnotherModule="FXContrailBone02 "
				ExtraPublicBone="FXContrailBone02 ">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="invisbone01"
						FXParticleSystemTemplate="FireHawkConTrail"
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				id="ModuleTag_FX3"
				OkToChangeModelColor="true"
				AttachToBoneInAnotherModule="GUSuSonic"
				ExtraPublicBone="GUSuSonic">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
					<ParticleSysBone
						BoneName="invisbone01"
						FXParticleSystemTemplate="SonicAirAttackTrail01"
						FollowBone="true" />						
					<ParticleSysBone
						BoneName="invisbone01"						
						FXParticleSystemTemplate="SonicAirAttackDistort01"						
						FollowBone="true" />
				</ModelConditionState>
			</ScriptedModelDraw>			
		</Draws>
		<Behaviors>			
			<FireWeaponUpdate
				id="ModuleTag_FireWeaponUpdate">
				<FireWeaponNugget
					WeaponName="GDISupersonicAirWeapon"
					FireDelay="0.6s"
					FireInterval="0.2s"
					OneShot="true"
				/>
			</FireWeaponUpdate>		
			<LifetimeUpdate
				id="ModuleTag_Lifetime"
				DeathType="SUICIDED"
				MinLifetime="1.7s"
				MaxLifetime="1.7s" />	
			<Physics
				id="ModuleTag_Physics" />
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="0s"
				SinkRate="0.5"
				DestructionDelay="0.1s">
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>				
					
		</Behaviors>
		<AI>
			<JetAIUpdate
				id="ModuleTag_JetAIUpdate"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
				<LockonInfo />
			</JetAIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="999999" />
		</Body>
			<!-- used to blanket out EVA events inherited from BaseObjects/BaseVehicle.xml -->
		<EvaEvents
			EvaEventDieOwner="EmptyEva"
			EvaEventProductionStarted="EmptyEva" 
			EvaEventDamagedOwner="EmptyEva" 	
			EvaEventDamagedFromShroudedSourceOwner="EmptyEva"
			EvaEventDamagedByFireOwner="EmptyEva"  
			EvaEventAmbushed="EmptyEva" 
			EvaEventSecondDamageFarFromFirstScanRange="600"    
			EvaEventSecondDamageFarFromFirstTimeoutMS="31000"
			EvaEnemyObjectSightedEvent="EmptyEva" 
			EvaEventDetectedEnemy="EmptyEva"
			EvaEventAvailableForProduction="EmptyEva"
			EvaEventBuildOnHold="EmptyEva"
			EvaEventBuildCancelled="EmptyEva" 
			EvaEventPromotedOwner="EmptyEva" />
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="18.0"
				Height="7.0"></Shape>
		</Geometry>		
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="450" />		
	</GameObject>
</AssetDeclaration>
