; FILE: CivilianBuilding.ini //////////////////////////////////////////////////
; This file contains only buildings that are not part of any specific
; game faction.  Here is where you will find "neutral" buildings and
; any related objects to those buildings (such as debris or bibs)
;//////////////////////////////////////////////////////////////////////////////

;------------------------------------------------------------------------------
; this is just a handy placeholder to allow units to have a target
; that can't get hurt, to test repeated firing
Object IndestructibleThing

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = TempBldgLg
    End    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  Side            = Civilian
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 99999.0
    InitialHealth   = 99999.0
  End
  Geometry            = BOX
  GeometryMajorRadius = 35.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 70.0
  GeometryIsSmall     = No

End

;------------------------------------------------------------------------------
; Bridge towers appear at the 4 corners of a bridge area
;------------------------------------------------------------------------------
Object GenericBridgeTower

  ; *** ART Parameters ***
  Draw                = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model           = TempBldgSm
    End    
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:BridgeTower
  EditorSorting       = SYSTEM ; not available in the editor.
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = NOT_ON_RADAR
  KindOf              = UNATTACKABLE STRUCTURE IMMOBILE BRIDGE_TOWER NO_HEAL_ICON
  Body                = ImmortalBody ModuleTag_02
    MaxHealth         = 1.0
    InitialHealth     = 1.0
  End

  Behavior            = BridgeTowerBehavior ModuleTag_03
    ;No Data
  End
  
  Geometry            = BOX
  GeometryMajorRadius = 5.0
  GeometryMinorRadius = 5.0
  GeometryHeight      = 30.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
ObjectReskin BridgeTowerConcreteLeft01 GenericBridgeTower
  Draw                     = W3DModelDraw ModuleTag_01
    ConditionState         = NONE
      Model                = CBBStpL01
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = CBBStpL01_d
    End
    ConditionState         = RUBBLE
      Model                = CBBStpL01_e
    End
    ConditionState         = SNOW
      Model                = CBBStpL01_s
    End   
  End
End

;------------------------------------------------------------------------------
ObjectReskin BridgeTowerConcreteLeft02 GenericBridgeTower
  Draw                     = W3DModelDraw ModuleTag_01
    ConditionState         = NONE
      Model                = CBBStpL01
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = CBBStpL01_d
    End
    ConditionState         = RUBBLE
      Model                = CBBStpL01_e
    End
    ConditionState         = SNOW
      Model                = CBBStpL01_s
    End   
  End
End

;------------------------------------------------------------------------------
ObjectReskin BridgeTowerConcreteRight01 GenericBridgeTower
  Draw                     = W3DModelDraw ModuleTag_01
    ConditionState         = NONE
      Model                = CBBStpL01
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = CBBStpL01_d
    End
    ConditionState         = RUBBLE
      Model                = CBBStpL01_e
    End
    ConditionState         = SNOW
      Model                = CBBStpL01_s
    End   
  End
End

;------------------------------------------------------------------------------
ObjectReskin BridgeTowerConcreteRight02 GenericBridgeTower
  Draw                     = W3DModelDraw ModuleTag_01
    ConditionState         = NONE
      Model                = CBBStpL01
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = CBBStpL01_d
    End
    ConditionState         = RUBBLE
      Model                = CBBStpL01_e
    End
    ConditionState         = SNOW
      Model                = CBBStpL01_s
    End   
  End
End

;------------------------------------------------------------------------------
ObjectReskin IndustrialBridgeTower01 GenericBridgeTower
  Draw                     = W3DModelDraw ModuleTag_01
    ConditionState         = NONE
      Model                = CBBIn01
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = CBBIn01_d
    End
    ConditionState         = RUBBLE
      Model                = CBBIn01_e
    End
    ConditionState         = SNOW
      Model                = CBBIn01_s
    End   
  End
End

;------------------------------------------------------------------------------
ObjectReskin EuropeanTowerBridge01 GenericBridgeTower
  Draw                     = W3DModelDraw ModuleTag_01
    ConditionState         = NONE
      Model                = CBBArcp01
    End
    ConditionState         = DAMAGED REALLYDAMAGED
      Model                = CBBArcp01_d
    End
    ConditionState         = RUBBLE
      Model                = CBBArcp01_e
    End
    ConditionState         = SNOW
      Model                = CBBArcp01_s
    End   
  End
End

;-------------------------------------------------------------------
Object BaghdadVictoryMemorial01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CMBaghdadV
    End
    ConditionState = DAMAGED
      Model         = CMBaghdadV_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMBaghdadV_E
    End
    ConditionState = RUBBLE
      Model         = CMBaghdadV_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Monument
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 10.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;-------------------------------------------------------------------
; for backwards compatibility (srj)
ObjectReskin BaghdadVictoryMemorial BaghdadVictoryMemorial01
End

;------------------------------------------------------------------------------
Object BaghdadVictoryMemorial02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CMBaghdadV2
    End
    ConditionState = DAMAGED
      Model         = CMBaghdadV2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMBaghdadV2_E
    End
    ConditionState = RUBBLE
      Model         = CMBaghdadV2_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Monument
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 10.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object SupplyWarehouse

  ; *** ART Parameters ***
  ; day
  Draw                = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff 
    ConditionState    = NONE
      Model           = ZBSupplyWH
    End
  ; damaged 
    ConditionState    = DAMAGED
      Model           = ZBSupplyWH_D
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
  ; reallydamaged 
    ConditionState    = REALLYDAMAGED
      Model           = ZBSupplyWH_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFire
    End

  ; night
    ConditionState    = NIGHT
      Model           = ZBSupplyWH_N
;@TODO -- MISSING ANIMATION FILE
    End
  ; damaged 
    ConditionState    = DAMAGED NIGHT
      Model           = ZBSupplyWH_DN
;@TODO -- MISSING ANIMATION FILE
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
    End
  ; reallydamaged 
    ConditionState    = REALLYDAMAGED NIGHT
      Model           = ZBSupplyWH_EN
;@TODO -- MISSING ANIMATION FILE
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke05 SmolderingSmoke
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire02 SmolderingFire
      ParticleSysBone = Fire03 SmolderingFire
      ParticleSysBone = Fire04 SmolderingFire
      ParticleSysBone = Fire05 SmolderingFire
    End
  End

  Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 
    ExtraPublicBone = SUP
    ConditionState = NONE
      Model = ZBSupplyWH_B
    End
    SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:SupplyWarehouse
  EditorSorting       = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot.  jba.
  KindOf              = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE
  RadarPriority       = STRUCTURE  
  Body                = ImmortalBody ModuleTag_03
    MaxHealth         = 1000.0
    InitialHealth     = 1000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior              = SupplyWarehouseCripplingBehavior ModuleTag_04
    SelfHealSupression  = 3000  ; Time since last damage until I can start to heal
    SelfHealDelay       = 500   ; Once I am okay to heal, how often to do so
    SelfHealAmount      = 5     ; And how much
    ; The Crippling part is tied to ReallyDamaged, or 30% health.
  End

  Behavior = SupplyWarehouseCreate ModuleTag_05
    ;nothing
  End

  Behavior = SupplyWarehouseDockUpdate ModuleTag_06
    NumberApproachPositions = 9 ; There are 9 approach bones in the art
    StartingBoxes     = 800 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
  End

  Behavior = FlammableUpdate ModuleTag_08
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryMajorRadius = 43.0
  GeometryMinorRadius = 51.0
  GeometryHeight      = 37.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SupplyDock

  ; *** ART Parameters ***
  ; day
  Draw                = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff 
    ConditionState    = NONE
      Model           = ZBSupplyDK
    End
  
  ; damaged 
    ConditionState    = DAMAGED
      Model           = ZBSupplyDK_D
    End
  
  ; reallydamaged 
    ConditionState    = REALLYDAMAGED
      Model           = ZBSupplyDK_E
    End

  ; night
    ConditionState    = NIGHT
      Model           = ZBSupplyDK_N
    End
   
  ; damaged 
    ConditionState    = DAMAGED NIGHT
      Model           = ZBSupplyDK_DN
    End
  
  ; reallydamaged 
    ConditionState    = REALLYDAMAGED NIGHT
      Model           = ZBSupplyDK_EN
    End
  End

  Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 
    ExtraPublicBone = SUP
    ConditionState = NONE
      Model = ZBSupplyDK_B
    End

    SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate
  End
  
  ; ------------ New Animations fence -----------------
  Draw = W3DModelDraw ModuleTag_NewAnimations
  AnimationsRequirePower = No
  
    DefaultConditionState
      Model           = ZBSupplyDK_A1
      Animation       = ZBSupplyDK_A1.ZBSupplyDK_A1
      AnimationMode   = LOOP
    End
  End   

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:SupplyDock
  EditorSorting       = STRUCTURE
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE  
  Body                = ImmortalBody ModuleTag_03
    MaxHealth         = 1.0
    InitialHealth     = 1.0
  End

  Behavior = SupplyWarehouseCreate ModuleTag_05
    ;nothing
  End

  Behavior = SupplyWarehouseDockUpdate ModuleTag_06
    AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
    NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
    StartingBoxes     = 800 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
  End

  ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot.  jba.
  KindOf              = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI
  Geometry            = BOX
  GeometryMajorRadius = 50.0
  GeometryMinorRadius = 61.0
  GeometryHeight      = 13.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SupplyPile

  ; *** ART Parameters ***
  ; There is no art except for the pile here.
  Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 
    ;ExtraPublicBone = SUP
    ConditionState = NONE
      Model = ZBSupplyDK_A1
    End

    ;SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SupplyPile
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters *** 
  RadarPriority     = STRUCTURE   
  Body              = ImmortalBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = SupplyWarehouseCreate ModuleTag_03
    ;nothing
  End
  Behavior = SupplyWarehouseDockUpdate ModuleTag_04
    NumberApproachPositions = 5 ; There are 5 approach bones in the art
    StartingBoxes     = 200 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
    DeleteWhenEmpty = Yes
  End

  ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot.  jba.
  KindOf                = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI
  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 16.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SupplyPileSmall

  ; *** ART Parameters ***
  Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 
    ExtraPublicBone = SUP
    ConditionState = NONE
      Model = ZBSmalPile
    End

    SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SupplyPile
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  RadarPriority     = STRUCTURE  
  Body              = ImmortalBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End 
  ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot.  jba.
  KindOf                = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI

  Behavior = SupplyWarehouseCreate ModuleTag_03
    ;nothing
  End
  Behavior = SupplyWarehouseDockUpdate ModuleTag_04
    AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
    NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
    StartingBoxes     = 100 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
    DeleteWhenEmpty = Yes
  End

  Geometry              = CYLINDER
  GeometryMajorRadius   = 16.0
  GeometryHeight        = 5.0    
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
; here, tank means container and not vehicle that destroys things
Object GLAToxinTank

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState        = NONE
      Model               = PMToxicTnk
    End
    ConditionState        = DAMAGED
      Model               = PMToxicTnk_d
      ParticleSysBone     = Slime01 ToxicSlime
      ParticleSysBone     = Slime01 ToxicSmoke
      ParticleSysBone     = OilTank ToxinTankPuddle
    End
    ConditionState        = REALLYDAMAGED
      Model               = PMToxicTnk_e
      ParticleSysBone     = Smoke01 ToxicSmoke
      ParticleSysBone     = Fire01 FireToxicMedium 
      ParticleSysBone     = Fire02 FireToxicSmall
      ParticleSysBone     = Slime01 ToxicSlime
      ParticleSysBone     = Slime02 ToxicSlime
      ParticleSysBone     = OilTank ToxinTankPuddle
    End
    ConditionState        = RUBBLE
      Model               = PMToxicTnk_r
      ParticleSysBone     = RootTransform ToxicTankSmoke
      ParticleSysBone     = Fire01 FireToxicMedium
      ParticleSysBone     = Fire02 FireToxicSmall 
    End
    OkToChangeModelColor  = Yes
  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:ToxinTank
  Side                    = GLA
  EditorSorting           = STRUCTURE
  TransportSlotCount      = 1
  VisionRange             = 300
  
  ; *** ENGINEERING Parameters ***
  RadarPriority           = STRUCTURE
  KindOf                  = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS STRUCTURE IMMOBILE
    
  Body                    = ActiveBody ModuleTag_02
    MaxHealth             = 1000
    InitialHealth         = 1000
  End

  ArmorSet
    Conditions            = None
    Armor                 = StructureArmor
    DamageFX              = StructureDamageFXNoShake
  End

  Behavior                = FXListDie ModuleTag_04
    DeathTypes            = ALL -BURNED
    DeathFX               = WeaponFX_BombTruckBioBombDetonation
  End

  Behavior                = CreateObjectDie ModuleTag_05
    CreationList          = OCL_PoisonFieldSmall
  End

  Behavior                = TransitionDamageFX ModuleTag_06
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition
  End

  Behavior                = FlammableUpdate ModuleTag_09
    FlameDamageLimit      = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration        = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount    = 25       ; taking this much damage...
    AflameDamageDelay     = 500       ; this often.
  End

  Geometry                = BOX
  GeometryMajorRadius     = 15.0
  GeometryMinorRadius     = 10.0
  GeometryHeight          = 10.0     
  GeometryIsSmall         = Yes    
  Shadow                  = SHADOW_VOLUME
  ShadowSizeX             = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CivilianAirport

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBAirport
    End
    ConditionState = DAMAGED
      Model         = CBAirport_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBAirport_E
    End
    ConditionState = RUBBLE
      Model         = CBAirport_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBAirport_G
      Animation     = CBAirport_G.CBAirport_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBAirport_DG
      Animation     = CBAirport_DG.CBAirport_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBAirport_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBAirport_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBAirport_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBAirport_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBAirport_NG
      Animation     = CBAirport_NG.CBAirport_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBAirport_DNG
      Animation     = CBAirport_DNG.CBAirport_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBAirport_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBAirport_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBAirport_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBAirport_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBAirport_SG
      Animation     = CBAirport_SG.CBAirport_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBAirport_DSG
      Animation     = CBAirport_DSG.CBAirport_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBAirport_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBAirport_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBAirport_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBAirport_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBAirport_SNG
      Animation     = CBAirport_SNG.CBAirport_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBAirport_DSNG
      Animation     = CBAirport_DSNG.CBAirport_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Airport
  EditorSorting   = STRUCTURE

  ; ***AUDIO parameters ***
  SoundAmbient = CivAirportAmbience
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 106.0
  GeometryHeight        = 28.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianHangar

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBHangr02
    End
    ConditionState = DAMAGED
      Model         = CBHangr02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBHangr02_E
    End
    ConditionState = RUBBLE
      Model         = CBHangr02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBHangr02_G
      Animation     = CBHangr02_G.CBHangr02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBHangr02_DG
      Animation     = CBHangr02_DG.CBHangr02_DG
      AnimationMode = LOOP
    End
    
    
        ; night
    ConditionState = NIGHT
      Model         = CBHangr02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBHangr02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBHangr02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBHangr02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBHangr02_NG
      Animation     = CBHangr02_NG.CBHangr02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBHangr02_DNG
      Animation     = CBHangr02_DNG.CBHangr02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBHangr02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBHangr02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBHangr02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBHangr02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBHangr02_SG
      Animation     = CBHangr02_SG.CBHangr02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBHangr02_DSG
      Animation     = CBHangr02_DSG.CBHangr02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBHangr02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBHangr02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBHangr02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBHangr02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBHangr02_SNG
      Animation     = CBHangr02_SNG.CBHangr02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBHangr02_DSNG
      Animation     = CBHangr02_DSNG.CBHangr02_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare

  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry            = BOX
  GeometryMajorRadius = 76.0
  GeometryMinorRadius = 115.0
  GeometryHeight      = 30.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object GermanTownHouse1

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTownHs01
    End
    ConditionState = DAMAGED
      Model         = CBTownHs01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTownHs01_E
    End
    ConditionState = RUBBLE
      Model         = CBTownHs01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTownHs01_G
      Animation     = CBTownHs01_G.CBTownHs01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTownHs01_DG
      Animation     = CBTownHs01_DG.CBTownHs01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTownHs01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTownHs01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTownHs01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTownHs01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTownHs01_NG
      Animation     = CBTownHs01_NG.CBTownHs01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTownHs01_DNG
      Animation     = CBTownHs01_DNG.CBTownHs01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTownHs01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTownHs01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTownHs01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTownHs01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTownHs01_SG
      Animation     = CBTownHs01_SG.CBTownHs01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTownHs01_DSG
      Animation     = CBTownHs01_DSG.CBTownHs01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTownHs01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTownHs01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTownHs01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTownHs01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTownHs01_SNG
      Animation     = CBTownHs01_SNG.CBTownHs01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTownHs01_DSNG
      Animation     = CBTownHs01_DSNG.CBTownHs01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanTownHall

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBChurch01
    End
    ConditionState = DAMAGED
      Model         = CBChurch01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBChurch01_E
    End
    ConditionState = RUBBLE
      Model         = CBChurch01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBChurch01_G
      Animation     = CBChurch01_G.CBChurch01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBChurch01_DG
      Animation     = CBChurch01_DG.CBChurch01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBChurch01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBChurch01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBChurch01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBChurch01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBChurch01_NG
      Animation     = CBChurch01_NG.CBChurch01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBChurch01_DNG
      Animation     = CBChurch01_DNG.CBChurch01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBChurch01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBChurch01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBChurch01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBChurch01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBChurch01_SG
; @todo animation missing
;      Animation     = CBChurch01_SG.CBChurch01_SG
;      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBChurch01_DSG
; @todo animation missing
;      Animation     = CBChurch01_DSG.CBChurch01_DSG
;      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBChurch01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBChurch01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBChurch01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBChurch01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBChurch01_SNG
; @todo animation missing
;      Animation     = CBChurch01_SNG.CBChurch01_SNG
;      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBChurch01_DSNG
; @todo animation missing
;      Animation     = CBChurch01_DSNG.CBChurch01_DSNG
;      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 49.0
  GeometryHeight        = 52.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EuropeanMuseum

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = CBCthdrl
    End
    ConditionState = DAMAGED
      Model         = CBCthdrl_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBCthdrl_E
    End
    ConditionState = RUBBLE
      Model         = CBCthdrl_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBCthdrl_G
      Animation     = CBCthdrl_G.CBCthdrl_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBCthdrl_DG
      Animation     = CBCthdrl_DG.CBCthdrl_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBCthdrl_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBCthdrl_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBCthdrl_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBCthdrl_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBCthdrl_NG
      Animation     = CBCthdrl_NG.CBCthdrl_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBCthdrl_DNG
      Animation     = CBCthdrl_DNG.CBCthdrl_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBCthdrl_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBCthdrl_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBCthdrl_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBCthdrl_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBCthdrl_SG
      Animation     = CBCthdrl_SG.CBCthdrl_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBCthdrl_DSG
      Animation     = CBCthdrl_DSG.CBCthdrl_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBCthdrl_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBCthdrl_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBCthdrl_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBCthdrl_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBCthdrl_SNG
      Animation     = CBCthdrl_SNG.CBCthdrl_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBCthdrl_DSNG
      Animation     = CBCthdrl_DSNG.CBCthdrl_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 65.0
  GeometryMinorRadius   = 101.0
  GeometryHeight        = 62.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanCotage01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBGCtage01
    End
    ConditionState = DAMAGED
      Model         = CBGCtage01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGCtage01_E
    End
    ConditionState = RUBBLE
      Model         = CBGCtage01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGCtage01_G
      Animation     = CBGCtage01_G.CBGCtage01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGCtage01_DG
      Animation     = CBGCtage01_DG.CBGCtage01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGCtage01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGCtage01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGCtage01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGCtage01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGCtage01_NG
      Animation     = CBGCtage01_NG.CBGCtage01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGCtage01_DNG
      Animation     = CBGCtage01_DNG.CBGCtage01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGCtage01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGCtage01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGCtage01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGCtage01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGCtage01_SG
      Animation     = CBGCtage01_SG.CBGCtage01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGCtage01_DSG
      Animation     = CBGCtage01_DSG.CBGCtage01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGCtage01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGCtage01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGCtage01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGCtage01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGCtage01_SNG
      Animation     = CBGCtage01_SNG.CBGCtage01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGCtage01_DSNG
      Animation     = CBGCtage01_DSNG.CBGCtage01_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 39.0
  GeometryMinorRadius   = 37.0
  GeometryHeight        = 46.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanPub01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = CBGShop
    End
    ConditionState = DAMAGED
      Model         = CBGShop_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGShop_E
    End
    ConditionState = RUBBLE
      Model         = CBGShop_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGShop_G
      Animation     = CBGShop_G.CBGShop_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGShop_DG
      Animation     = CBGShop_DG.CBGShop_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGShop_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGShop_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGShop_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGShop_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGShop_NG
      Animation     = CBGShop_NG.CBGShop_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGShop_DNG
      Animation     = CBGShop_DNG.CBGShop_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGShop_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGShop_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGShop_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGShop_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGShop_SG
      Animation     = CBGShop_SG.CBGShop_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGShop_DSG
      Animation     = CBGShop_DSG.CBGShop_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGShop_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGShop_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGShop_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGShop_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGShop_SNG
      Animation     = CBGShop_SNG.CBGShop_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGShop_DSNG
      Animation     = CBGShop_DSNG.CBGShop_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 16.0
  GeometryMinorRadius   = 19.0
  GeometryHeight        = 43.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanPub02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGPub02
    End
    ConditionState = DAMAGED
      Model         = CBGPub02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGPub02_E
    End
    ConditionState = RUBBLE
      Model         = CBGPub02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGPub02_G
      Animation     = CBGPub02_G.CBGPub02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGPub02_DG
      Animation     = CBGPub02_DG.CBGPub02_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGPub02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGPub02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGPub02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGPub02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGPub02_NG
      Animation     = CBGPub02_NG.CBGPub02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGPub02_DNG
      Animation     = CBGPub02_DNG.CBGPub02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGPub02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGPub02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGPub02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGPub02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGPub02_SG
      Animation     = CBGPub02_SG.CBGPub02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGPub02_DSG
      Animation     = CBGPub02_DSG.CBGPub02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGPub02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGPub02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGPub02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGPub02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGPub02_SNG

      Animation     = CBGPub02_SNG.CBGPub02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGPub02_DSNG
      Animation     = CBGPub02_DSNG.CBGPub02_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 29.0
  GeometryMinorRadius   = 19.0
  GeometryHeight        = 38.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanWindMill01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState  = NONE
      Model         = CBGWMill1
      Animation     = CBGWMill1.CBGWMill1
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = CBGWMill1_D
      Animation     = CBGWMill1_D.CBGWMill1_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGWMill1_E
      Animation     = CBGWMill1_E.CBGWMill1_E
      AnimationMode = LOOP
    End
    ConditionState = RUBBLE
      Model         = CBGWMill1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGWMill1_G
      Animation     = CBGWMill1_G.CBGWMill1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGWMill1_DG
      Animation     = CBGWMill1_DG.CBGWMill1_DG
      AnimationMode = LOOP
    End
    
        ; night
    ConditionState = NIGHT
      Model         = CBGWMill1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGWMill1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGWMill1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGWMill1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGWMill1_NG
      Animation     = CBGWMill1_NG.CBGWMill1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGWMill1_DNG
      Animation     = CBGWMill1_DNG.CBGWMill1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGWMill1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGWMill1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGWMill1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGWMill1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGWMill1_SG
      Animation     = CBGWMill1_SG.CBGWMill1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGWMill1_DSG
      Animation     = CBGWMill1_DSG.CBGWMill1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGWMill1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGWMill1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGWMill1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGWMill1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGWMill1_SNG
      Animation     = CBGWMill1_SNG.CBGWMill1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGWMill1_DSNG
      Animation     = CBGWMill1_DSNG.CBGWMill1_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 29.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BarnShed

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBBrnShed
    End
    ConditionState = DAMAGED
      Model         = CBBrnShed_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBBrnShed_E
    End
    ConditionState = RUBBLE
      Model         = CBBrnShed_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBBrnShed_G
      Animation     = CBBrnShed_G.CBBrnShed_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBBrnShed_DG
      Animation     = CBBrnShed_DG.CBBrnShed_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBBrnShed_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBBrnShed_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBBrnShed_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBBrnShed_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBBrnShed_NG
      Animation     = CBBrnShed_NG.CBBrnShed_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBBrnShed_DNG
      Animation     = CBBrnShed_DNG.CBBrnShed_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBBrnShed_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBBrnShed_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBBrnShed_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBBrnShed_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBBrnShed_SG
      Animation     = CBBrnShed_SG.CBBrnShed_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBBrnShed_DSG
      Animation     = CBBrnShed_DSG.CBBrnShed_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBBrnShed_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBBrnShed_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBBrnShed_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBBrnShed_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBBrnShed_SNG
      Animation     = CBBrnShed_SNG.CBBrnShed_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBBrnShed_DSNG
      Animation     = CBBrnShed_DSNG.CBBrnShed_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 22.0
  GeometryMinorRadius   = 26.0
  GeometryHeight        = 28.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Chalet

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBChalet
    End
    ConditionState = DAMAGED
      Model         = CBChalet_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBChalet_E
    End
    ConditionState = RUBBLE
      Model         = CBChalet_R
    End

   ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBChalet_G
      Animation     = CBChalet_G.CBChalet_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBChalet_DG
      Animation     = CBChalet_DG.CBChalet_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBChalet_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBChalet_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBChalet_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBChalet_RN
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBChalet_NG
      Animation     = CBChalet_NG.CBChalet_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBChalet_DNG
      Animation     = CBChalet_DNG.CBChalet_DNG
      AnimationMode = LOOP
    End
      
    ; Snow
    ConditionState = SNOW
      Model         = CBChalet_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBChalet_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBChalet_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBChalet_RS
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBChalet_SG
      Animation     = CBChalet_SG.CBChalet_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBChalet_DSG

      Animation     = CBChalet_DSG.CBChalet_DSG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBChalet_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBChalet_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBChalet_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBChalet_RSN
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBChalet_SNG
      Animation     = CBChalet_SNG.CBChalet_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBChalet_DSNG
      Animation     = CBChalet_DSNG.CBChalet_DSNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
        ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 55.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanApartment01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTAprtmn1
    End
    ConditionState = DAMAGED
      Model         = CBTAprtmn1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTAprtmn1_E
    End
    ConditionState = RUBBLE
      Model         = CBTAprtmn1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTAprtmn1_G
      Animation     = CBTAprtmn1_G.CBTAprtmn1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTAprtmn1_DG
      Animation     = CBTAprtmn1_DG.CBTAprtmn1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTAprtmn1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTAprtmn1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTAprtmn1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTAprtmn1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTAprtmn1_NG
      Animation     = CBTAprtmn1_NG.CBTAprtmn1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTAprtmn1_DNG
      Animation     = CBTAprtmn1_DNG.CBTAprtmn1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTAprtmn1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTAprtmn1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTAprtmn1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTAprtmn1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTAprtmn1_SG
      Animation     = CBTAprtmn1_SG.CBTAprtmn1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTAprtmn1_DSG
      Animation     = CBTAprtmn1_DSG.CBTAprtmn1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTAprtmn1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTAprtmn1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTAprtmn1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTAprtmn1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTAprtmn1_SNG
      Animation     = CBTAprtmn1_SNG.CBTAprtmn1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTAprtmn1_DSNG
      Animation     = CBTAprtmn1_DSNG.CBTAprtmn1_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 50.0
  GeometryMinorRadius   = 25.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanApartment02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTAprtmn2
    End
    ConditionState = DAMAGED
      Model         = CBTAprtmn2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTAprtmn2_E
    End
    ConditionState = RUBBLE
      Model         = CBTAprtmn2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTAprtmn2_G
      Animation     = CBTAprtmn2_G.CBTAprtmn2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTAprtmn2_DG
      Animation     = CBTAprtmn2_DG.CBTAprtmn2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTAprtmn2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTAprtmn2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTAprtmn2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTAprtmn2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTAprtmn2_NG
      Animation     = CBTAprtmn2_NG.CBTAprtmn2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTAprtmn2_DNG
      Animation     = CBTAprtmn2_DNG.CBTAprtmn2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTAprtmn2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTAprtmn2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTAprtmn2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTAprtmn2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTAprtmn2_SG
      Animation     = CBTAprtmn2_SG.CBTAprtmn2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTAprtmn2_DSG
      Animation     = CBTAprtmn2_DSG.CBTAprtmn2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTAprtmn2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTAprtmn2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTAprtmn2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTAprtmn2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTAprtmn2_SNG
      Animation     = CBTAprtmn2_SNG.CBTAprtmn2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTAprtmn2_DSNG
      Animation     = CBTAprtmn2_DSNG.CBTAprtmn2_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
        ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 26.0
  GeometryMinorRadius   = 22.0
  GeometryHeight        = 45.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanConvenienceStore01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTConvSt1
    End
    ConditionState = DAMAGED
      Model         = CBTConvSt1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTConvSt1_E
    End
    ConditionState = RUBBLE
      Model         = CBTConvSt1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTConvSt1_G
      Animation     = CBTConvSt1_G.CBTConvSt1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTConvSt1_DG
      Animation     = CBTConvSt1_DG.CBTConvSt1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTConvSt1_N
    End

    ConditionState = DAMAGED NIGHT
      Model         = CBTConvSt1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTConvSt1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTConvSt1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTConvSt1_NG
      Animation     = CBTConvSt1_NG.CBTConvSt1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTConvSt1_DNG
      Animation     = CBTConvSt1_DNG.CBTConvSt1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTConvSt1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTConvSt1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTConvSt1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTConvSt1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTConvSt1_SG
      Animation     = CBTConvSt1_SG.CBTConvSt1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTConvSt1_DSG
      Animation     = CBTConvSt1_DSG.CBTConvSt1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTConvSt1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTConvSt1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTConvSt1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTConvSt1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTConvSt1_SNG
      Animation     = CBTConvSt1_SNG.CBTConvSt1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTConvSt1_DSNG
      Animation     = CBTConvSt1_DSNG.CBTConvSt1_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 15.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanConvenienceStore02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTConvSt2
    End
    ConditionState = DAMAGED
      Model         = CBTConvSt2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTConvSt2_E
    End
    ConditionState = RUBBLE
      Model         = CBTConvSt2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTConvSt2_G
      Animation     = CBTConvSt2_G.CBTConvSt2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTConvSt2_DG
      Animation     = CBTConvSt2_DG.CBTConvSt2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTConvSt2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTConvSt2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTConvSt2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTConvSt2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTConvSt2_NG
      Animation     = CBTConvSt2_NG.CBTConvSt2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTConvSt2_DNG
      Animation     = CBTConvSt2_DNG.CBTConvSt2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTConvSt2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTConvSt2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTConvSt2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTConvSt2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTConvSt2_SG
      Animation     = CBTConvSt2_SG.CBTConvSt2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTConvSt2_DSG
      Animation     = CBTConvSt2_DSG.CBTConvSt2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTConvSt2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTConvSt2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTConvSt2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTConvSt2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTConvSt2_SNG
      Animation     = CBTConvSt2_SNG.CBTConvSt2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTConvSt2_DSNG
      Animation     = CBTConvSt2_DSNG.CBTConvSt2_DSNG
      AnimationMode = LOOP
    End

  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure

  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
 
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 35.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanGasStation

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = CBTGasStn
    End
    ConditionState = DAMAGED
      Model         = CBTGasStn_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTGasStn_E
    End
    ConditionState = RUBBLE
      Model         = CBTGasStn_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTGasStn_G
      Animation     = CBTGasStn_G.CBTGasStn_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTGasStn_DG
      Animation     = CBTGasStn_DG.CBTGasStn_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTGasStn_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTGasStn_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTGasStn_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTGasStn_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTGasStn_NG
      Animation     = CBTGasStn_NG.CBTGasStn_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTGasStn_DNG
      Animation     = CBTGasStn_DNG.CBTGasStn_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTGasStn_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTGasStn_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTGasStn_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTGasStn_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTGasStn_SG
      Animation     = CBTGasStn_SG.CBTGasStn_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTGasStn_DSG
      Animation     = CBTGasStn_DSG.CBTGasStn_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTGasStn_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTGasStn_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTGasStn_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTGasStn_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTGasStn_SNG
      Animation     = CBTGasStn_SNG.CBTGasStn_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTGasStn_DSNG
      Animation     = CBTGasStn_DSNG.CBTGasStn_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
 
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 42.0
  GeometryMinorRadius   = 42.0
  GeometryHeight        = 22.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanGasStation02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = CBGasSttn
    End
    ConditionState = DAMAGED
      Model         = CBGasSttn_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGasSttn_E
    End
    ConditionState = RUBBLE
      Model         = CBGasSttn_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGasSttn_G
      Animation     = CBGasSttn_G.CBGasSttn_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGasSttn_DG
      Animation     = CBGasSttn_DG.CBGasSttn_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGasSttn_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGasSttn_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGasSttn_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGasSttn_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGasSttn_NG
      Animation     = CBGasSttn_NG.CBGasSttn_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGasSttn_DNG
      Animation     = CBGasSttn_DNG.CBGasSttn_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGasSttn_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGasSttn_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGasSttn_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGasSttn_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGasSttn_SG
      Animation     = CBGasSttn_SG.CBGasSttn_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGasSttn_DSG
      Animation     = CBGasSttn_DSG.CBGasSttn_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGasSttn_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGasSttn_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGasSttn_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGasSttn_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGasSttn_SNG
      Animation     = CBGasSttn_SNG.CBGasSttn_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGasSttn_DSNG
      Animation     = CBGasSttn_DSNG.CBGasSttn_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = KeepObjectDie ModuleTag_NoGarrisonWithRubble
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 33.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanHotel01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHotel01
    End
    ConditionState = DAMAGED
      Model         = CBTHotel01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHotel01_E
    End
    ConditionState = RUBBLE
      Model         = CBTHotel01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHotel01_G
      Animation     = CBTHotel01_G.CBTHotel01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHotel01_DG
      Animation     = CBTHotel01_DG.CBTHotel01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHotel01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHotel01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHotel01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHotel01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHotel01_NG
      Animation     = CBTHotel01_NG.CBTHotel01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHotel01_DNG
      Animation     = CBTHotel01_DNG.CBTHotel01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHotel01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHotel01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHotel01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHotel01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHotel01_SG
      Animation     = CBTHotel01_SG.CBTHotel01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHotel01_DSG
      Animation     = CBTHotel01_DSG.CBTHotel01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHotel01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHotel01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHotel01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHotel01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHotel01_SNG
      Animation     = CBTHotel01_SNG.CBTHotel01_SNG
      AnimationMode = LOOP
    End

    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHotel01_DSNG
      Animation     = CBTHotel01_DSNG.CBTHotel01_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 37.0
  GeometryMinorRadius   = 29.0
  GeometryHeight        = 47.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanHotel02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHotel02
    End
    ConditionState = DAMAGED
      Model         = CBTHotel02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHotel02_E
    End
    ConditionState = RUBBLE
      Model         = CBTHotel02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHotel02_G
      Animation     = CBTHotel02_G.CBTHotel02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHotel02_DG
      Animation     = CBTHotel02_DG.CBTHotel02_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHotel02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHotel02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHotel02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHotel02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHotel02_NG
      Animation     = CBTHotel02_NG.CBTHotel02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHotel02_DNG
      Animation     = CBTHotel02_DNG.CBTHotel02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHotel02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHotel02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHotel02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHotel02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHotel02_SG
      Animation     = CBTHotel02_SG.CBTHotel02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHotel02_DSG
      Animation     = CBTHotel02_DSG.CBTHotel02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHotel02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHotel02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHotel02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHotel02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHotel02_SNG
      Animation     = CBTHotel02_SNG.CBTHotel02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHotel02_DSNG
      Animation     = CBTHotel02_DSNG.CBTHotel02_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 90.0
  GeometryMinorRadius   = 85.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanRestaurant01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTRestrn1
    End
    ConditionState = DAMAGED
      Model         = CBTRestrn1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTRestrn1_E
    End
    ConditionState = RUBBLE
      Model         = CBTRestrn1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTRestrn1_G
      Animation     = CBTRestrn1_G.CBTRestrn1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTRestrn1_DG
      Animation     = CBTRestrn1_DG.CBTRestrn1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTRestrn1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTRestrn1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTRestrn1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTRestrn1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTRestrn1_NG
      Animation     = CBTRestrn1_NG.CBTRestrn1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTRestrn1_DNG
      Animation     = CBTRestrn1_DNG.CBTRestrn1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTRestrn1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTRestrn1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTRestrn1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTRestrn1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTRestrn1_SG
      Animation     = CBTRestrn1_SG.CBTRestrn1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTRestrn1_DSG
      Animation     = CBTRestrn1_DSG.CBTRestrn1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTRestrn1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTRestrn1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTRestrn1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTRestrn1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTRestrn1_SNG
      Animation     = CBTRestrn1_SNG.CBTRestrn1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTRestrn1_DSNG
      Animation     = CBTRestrn1_DSNG.CBTRestrn1_DSNG
      AnimationMode = LOOP
    End
  End
  
    ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
        ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 25.0
  GeometryHeight        = 55.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanRestaurant02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTRestrn2
    End
    ConditionState = DAMAGED
      Model         = CBTRestrn2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTRestrn2_E
    End
    ConditionState = RUBBLE
      Model         = CBTRestrn2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTRestrn2_G
      Animation     = CBTRestrn2_G.CBTRestrn2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTRestrn2_DG
      Animation     = CBTRestrn2_DG.CBTRestrn2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTRestrn2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTRestrn2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTRestrn2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTRestrn2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTRestrn2_NG
      Animation     = CBTRestrn2_NG.CBTRestrn2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTRestrn2_DNG
      Animation     = CBTRestrn2_DNG.CBTRestrn2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTRestrn2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTRestrn2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTRestrn2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTRestrn2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTRestrn2_SG
      Animation     = CBTRestrn2_SG.CBTRestrn2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTRestrn2_DSG
      Animation     = CBTRestrn2_DSG.CBTRestrn2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTRestrn2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTRestrn2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTRestrn2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTRestrn2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTRestrn2_SNG
      Animation     = CBTRestrn2_SNG.CBTRestrn2_SNG
      AnimationMode = LOOP


    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTRestrn2_DSNG
      Animation     = CBTRestrn2_DSNG.CBTRestrn2_DSNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanSchoolhouse02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = CBTSchlhs
    End
    ConditionState = DAMAGED
      Model         = CBTSchlhs_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTSchlhs_E
    End
    ConditionState = RUBBLE
      Model         = CBTSchlhs_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTSchlhs_G
      Animation     = CBTSchlhs_G.CBTSchlhs_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTSchlhs_DG
      Animation     = CBTSchlhs_DG.CBTSchlhs_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTSchlhs_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTSchlhs_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTSchlhs_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTSchlhs_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTSchlhs_NG
      Animation     = CBTSchlhs_NG.CBTSchlhs_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTSchlhs_DNG
      Animation     = CBTSchlhs_DNG.CBTSchlhs_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTSchlhs_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTSchlhs_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTSchlhs_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTSchlhs_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTSchlhs_SG
      Animation     = CBTSchlhs_SG.CBTSchlhs_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED

      Model         = CBTSchlhs_DSG
      Animation     = CBTSchlhs_DSG.CBTSchlhs_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTSchlhs_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTSchlhs_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTSchlhs_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTSchlhs_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTSchlhs_SNG
      Animation     = CBTSchlhs_SNG.CBTSchlhs_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTSchlhs_DSNG
      Animation     = CBTSchlhs_DSNG.CBTSchlhs_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 16.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 22.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanSmallRetail01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = cbtsmlrtl1
    End
    ConditionState = DAMAGED
      Model         = cbtsmlrtl1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbtsmlrtl1_E
    End
    ConditionState = RUBBLE
      Model         = cbtsmlrtl1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbtsmlrtl1_G
      Animation     = cbtsmlrtl1_G.cbtsmlrtl1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbtsmlrtl1_DG
      Animation     = cbtsmlrtl1_DG.cbtsmlrtl1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbtsmlrtl1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbtsmlrtl1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbtsmlrtl1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbtsmlrtl1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbtsmlrtl1_NG
      Animation     = cbtsmlrtl1_NG.cbtsmlrtl1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbtsmlrtl1_DNG
      Animation     = cbtsmlrtl1_DNG.cbtsmlrtl1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbtsmlrtl1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbtsmlrtl1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbtsmlrtl1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbtsmlrtl1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbtsmlrtl1_SG
      Animation     = cbtsmlrtl1_SG.cbtsmlrtl1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbtsmlrtl1_DSG
      Animation     = cbtsmlrtl1_DSG.cbtsmlrtl1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbtsmlrtl1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbtsmlrtl1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbtsmlrtl1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbtsmlrtl1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbtsmlrtl1_SNG
      Animation     = cbtsmlrtl1_SNG.cbtsmlrtl1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbtsmlrtl1_DSNG
      Animation     = cbtsmlrtl1_DSNG.cbtsmlrtl1_DSNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 18.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 46.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanSmallRetail02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = cbtsmlrtl2
    End
    ConditionState = DAMAGED
      Model         = cbtsmlrtl2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbtsmlrtl2_E
    End
    ConditionState = RUBBLE
      Model         = cbtsmlrtl2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbtsmlrtl2_G
      Animation     = cbtsmlrtl2_G.cbtsmlrtl2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbtsmlrtl2_DG
      Animation     = cbtsmlrtl2_DG.cbtsmlrtl2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbtsmlrtl2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbtsmlrtl2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbtsmlrtl2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbtsmlrtl2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbtsmlrtl2_NG
      Animation     = cbtsmlrtl2_NG.cbtsmlrtl2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbtsmlrtl2_DNG
      Animation     = cbtsmlrtl2_DNG.cbtsmlrtl2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbtsmlrtl2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbtsmlrtl2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbtsmlrtl2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbtsmlrtl2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbtsmlrtl2_SG
      Animation     = cbtsmlrtl2_SG.cbtsmlrtl2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbtsmlrtl2_DSG
      Animation     = cbtsmlrtl2_DSG.cbtsmlrtl2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbtsmlrtl2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbtsmlrtl2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbtsmlrtl2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbtsmlrtl2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbtsmlrtl2_SNG
      Animation     = cbtsmlrtl2_SNG.cbtsmlrtl2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbtsmlrtl2_DSNG
      Animation     = cbtsmlrtl2_DSNG.cbtsmlrtl2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 24.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanSmallRetail03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = cbtsmlrtl03
    End
    ConditionState = DAMAGED
      Model         = cbtsmlrtl03_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbtsmlrtl03_E
    End
    ConditionState = RUBBLE
      Model         = cbtsmlrtl03_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbtsmlrtl03_G
      Animation     = cbtsmlrtl03_G.cbtsmlrtl03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbtsmlrtl03_DG
      Animation     = cbtsmlrtl03_DG.cbtsmlrtl03_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 18.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanSovietOffice01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = cbtsvtofc1
    End
    ConditionState = DAMAGED
      Model         = cbtsvtofc1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbtsvtofc1_E
    End
    ConditionState = RUBBLE
      Model         = cbtsvtofc1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbtsvtofc1_G
      Animation     = cbtsvtofc1_G.cbtsvtofc1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbtsvtofc1_DG
      Animation     = cbtsvtofc1_DG.cbtsvtofc1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbtsvtofc1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbtsvtofc1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbtsvtofc1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbtsvtofc1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbtsvtofc1_NG
      Animation     = cbtsvtofc1_NG.cbtsvtofc1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbtsvtofc1_DNG
      Animation     = cbtsvtofc1_DNG.cbtsvtofc1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbtsvtofc1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbtsvtofc1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbtsvtofc1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbtsvtofc1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbtsvtofc1_SG
      Animation     = cbtsvtofc1_SG.cbtsvtofc1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbtsvtofc1_DSG
      Animation     = cbtsvtofc1_DSG.cbtsvtofc1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbtsvtofc1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbtsvtofc1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbtsvtofc1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbtsvtofc1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbtsvtofc1_SNG
      Animation     = cbtsvtofc1_SNG.cbtsvtofc1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbtsvtofc1_DSNG
      Animation     = cbtsvtofc1_DSNG.cbtsvtofc1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 79.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanSovietOffice02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTSvtOfc2
    End
    ConditionState = DAMAGED
      Model         = CBTSvtOfc2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTSvtOfc2_E
    End
    ConditionState = RUBBLE
      Model         = CBTSvtOfc2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTSvtOfc2_G
      Animation     = CBTSvtOfc2_G.CBTSvtOfc2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTSvtOfc2_DG
      Animation     = CBTSvtOfc2_DG.CBTSvtOfc2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTSvtOfc2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTSvtOfc2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTSvtOfc2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTSvtOfc2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTSvtOfc2_NG
      Animation     = CBTSvtOfc2_NG.CBTSvtOfc2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTSvtOfc2_DNG
      Animation     = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTSvtOfc2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTSvtOfc2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTSvtOfc2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTSvtOfc2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTSvtOfc2_SG
      Animation     = CBTSvtOfc2_SG.CBTSvtOfc2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTSvtOfc2_DSG
      Animation     = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTSvtOfc2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTSvtOfc2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTSvtOfc2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTSvtOfc2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTSvtOfc2_SNG
      Animation     = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG

      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTSvtOfc2_DSNG
      Animation     = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 55.0
  GeometryMinorRadius   = 79.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_StanSovietOffice02
;Used in USA08 ending cinematic.


  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBUSABldng01
      Animation     = CBUSABldng01.CBUSABldng01
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = CBTSvtOfc2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTSvtOfc2_E
    End
    ConditionState = RUBBLE
      Model         = CBTSvtOfc2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTSvtOfc2_G
      Animation     = CBTSvtOfc2_G.CBTSvtOfc2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTSvtOfc2_DG
      Animation     = CBTSvtOfc2_DG.CBTSvtOfc2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTSvtOfc2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTSvtOfc2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTSvtOfc2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTSvtOfc2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTSvtOfc2_NG
      Animation     = CBTSvtOfc2_NG.CBTSvtOfc2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTSvtOfc2_DNG
      Animation     = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTSvtOfc2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTSvtOfc2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTSvtOfc2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTSvtOfc2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTSvtOfc2_SG
      Animation     = CBTSvtOfc2_SG.CBTSvtOfc2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTSvtOfc2_DSG
      Animation     = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTSvtOfc2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTSvtOfc2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTSvtOfc2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTSvtOfc2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTSvtOfc2_SNG
      Animation     = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG

      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTSvtOfc2_DSNG
      Animation     = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 55.0
  GeometryMinorRadius   = 79.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanTownHouse2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBTownHs02
    End
    ConditionState    = DAMAGED
      Model         = CBTownHs02_D
    End
    ConditionState    = REALLYDAMAGED
      Model         = CBTownHs02_E
    End
    ConditionState    = RUBBLE
      Model         = CBTownHs02_R
    End

    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBTownHs02_G
      Animation     = CBTownHs02_G.CBTownHs02_G
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = CBTownHs02_DG
      Animation     = CBTownHs02_DG.CBTownHs02_DG
      AnimationMode = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model         = CBTownHs02_N
    End
    ConditionState    = DAMAGED NIGHT
      Model         = CBTownHs02_DN
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model         = CBTownHs02_E
    End
    ConditionState    = RUBBLE NIGHT
      Model         = CBTownHs02_R
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBTownHs02_NG
      Animation     = CBTownHs02_NG.CBTownHs02_NG
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBTownHs02_DNG
      Animation     = CBTownHs02_DNG.CBTownHs02_DNG
      AnimationMode = LOOP
    End
    
        ; Snow
    ConditionState = SNOW
      Model         = CBTownHs02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTownHs02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTownHs02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTownHs02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTownHs02_SG
      Animation     = CBTownHs02_SG.CBTownHs02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTownHs02_DSG
      Animation     = CBTownHs02_DSG.CBTownHs02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTownHs02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTownHs02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTownHs02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTownHs02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTownHs02_SNG
      Animation     = CBTownHs02_SNG.CBTownHs02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTownHs02_DSNG
      Animation     = CBTownHs02_DSNG.CBTownHs02_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 27.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TechHospitalBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = ZBHospibib
    End
    ConditionState = DAMAGED
      Model = ZBHospibib_D
    End
    ConditionState = REALLYDAMAGED
      Model = ZBHospibib_E
    End
    ConditionState = SNOW
      Model = ZBHospibib_S
    End
    ConditionState = SNOW DAMAGED
      Model = ZBHospibib_DS
    End
    ConditionState = SNOW REALLYDAMAGED
      Model = ZBHospibib_ES
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanCottageBib1

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBGCtage01Bib
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE


  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SecretLab

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBSECRTLAB
    End
    ConditionState = DAMAGED
      Model         = CBSECRTLAB_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBSECRTLAB_E
    End
    ConditionState = RUBBLE
      Model         = CBSECRTLAB_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBSECRTLAB_G
      Animation     = CBSECRTLAB_G.CBSECRTLAB_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBSECRTLAB_DG
      Animation     = CBSECRTLAB_DG.CBSECRTLAB_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBSECRTLAB_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBSECRTLAB_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBSECRTLAB_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBSECRTLAB_RN
    End
    
        ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBSECRTLAB_NG
      Animation     = CBSECRTLAB_NG.CBSECRTLAB_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBSECRTLAB_DNG
      Animation     = CBSECRTLAB_DNG.CBSECRTLAB_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBSECRTLAB_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBSECRTLAB_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBSECRTLAB_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBSECRTLAB_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBSECRTLAB_SG
      Animation     = CBSECRTLAB_SG.CBSECRTLAB_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBSECRTLAB_DSG
      Animation     = CBSECRTLAB_DSG.CBSECRTLAB_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBSECRTLAB_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBSECRTLAB_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBSECRTLAB_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBSECRTLAB_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBSECRTLAB_SNG
      Animation     = CBSECRTLAB_SNG.CBSECRTLAB_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBSECRTLAB_DSNG
      Animation     = CBSECRTLAB_DSNG.CBSECRTLAB_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SecretLab
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 41.0
  GeometryMinorRadius   = 44.0
  GeometryHeight        = 75.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanTownHouseBib1

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CBTownHs01Bib
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanTownHouseBib2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CBTownHs02Bib
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanPubBib2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CBGPub02Bib
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianMegaMall01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
  
    ; day
    ConditionState = NONE
      Model         = CBNMegaMal
    End
    ConditionState = DAMAGED
      Model         = CBNMegaMal_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNMegaMal_E
    End
    ConditionState = RUBBLE
      Model         = CBNMegaMal_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNMegaMal_G
      Animation     = CBNMegaMal_G.CBNMegaMal_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNMegaMal_DG
      Animation     = CBNMegaMal_DG.CBNMegaMal_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNMegaMal_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNMegaMal_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNMegaMal_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNMegaMal_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNMegaMal_NG
      Animation     = CBNMegaMal_NG.CBNMegaMal_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNMegaMal_DNG
      Animation     = CBNMegaMal_DNG.CBNMegaMal_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNMegaMal_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNMegaMal_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNMegaMal_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNMegaMal_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNMegaMal_SG
      Animation     = CBNMegaMal_SG.CBNMegaMal_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNMegaMal_DSG
      Animation     = CBNMegaMal_DSG.CBNMegaMal_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNMegaMal_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNMegaMal_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNMegaMal_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNMegaMal_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNMegaMal_SNG
      Animation     = CBNMegaMal_SNG.CBNMegaMal_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNMegaMal_DSNG
      Animation     = CBNMegaMal_DSNG.CBNMegaMal_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 42.0
  GeometryMinorRadius = 66.0
  GeometryHeight      = 66.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianElectricRetail

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBNElecRtl
    End
    ConditionState = DAMAGED
      Model         = CBNElecRtl_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNElecRtl_E
    End
    ConditionState = RUBBLE
      Model         = CBNElecRtl_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNElecRtl_G
      Animation     = CBNElecRtl_G.CBNElecRtl_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNElecRtl_DG
      Animation     = CBNElecRtl_DG.CBNElecRtl_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNElecRtl_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNElecRtl_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNElecRtl_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNElecRtl_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNElecRtl_NG
      Animation     = CBNElecRtl_NG.CBNElecRtl_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNElecRtl_DNG
      Animation     = CBNElecRtl_DNG.CBNElecRtl_DNG
      AnimationMode = LOOP
    End
    
        ; Snow
    ConditionState = SNOW
      Model         = CBNElecRtl_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNElecRtl_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNElecRtl_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNElecRtl_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNElecRtl_SG
      Animation     = CBNElecRtl_SG.CBNElecRtl_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNElecRtl_DSG
      Animation     = CBNElecRtl_DSG.CBNElecRtl_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNElecRtl_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNElecRtl_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNElecRtl_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNElecRtl_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNElecRtl_SNG
      Animation     = CBNElecRtl_SNG.CBNElecRtl_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNElecRtl_DSNG
      Animation     = CBNElecRtl_DSNG.CBNElecRtl_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 28.0
  GeometryHeight      = 31.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianNightClub

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNiteClub
      Animation     = CBNiteClub.CBNiteClub
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = CBNiteClub_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNiteClub_E
    End
    ConditionState = RUBBLE
      Model         = CBNiteClub_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNiteClub_G
      Animation     = CBNiteClub_G.CBNiteClub_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNiteClub_DG
      Animation     = CBNiteClub_DG.CBNiteClub_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNiteClub_N
      Animation     = CBNiteClub_N.CBNiteClub_N
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNiteClub_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNiteClub_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNiteClub_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNiteClub_NG
      Animation     = CBNiteClub_NG.CBNiteClub_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNiteClub_DNG
      Animation     = CBNiteClub_DNG.CBNiteClub_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNiteClub_S
      Animation     = CBNiteClub_S.CBNiteClub_S
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNiteClub_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNiteClub_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNiteClub_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNiteClub_SG
      Animation     = CBNiteClub_SG.CBNiteClub_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNiteClub_DSG
      Animation     = CBNiteClub_DSG.CBNiteClub_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNiteClub_SN
      Animation     = CBNiteClub_SN.CBNiteClub_SN
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNiteClub_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNiteClub_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNiteClub_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNiteClub_SNG
      Animation     = CBNiteClub_SNG.CBNiteClub_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNiteClub_DSNG
      Animation     = CBNiteClub_DSNG.CBNiteClub_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; ***AUDIO parameters ***
;  SoundAmbient = ChinaNightClubLoop

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 37.0
  GeometryMinorRadius = 43.0
  GeometryHeight      = 52.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianTVStation

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState = NONE
      Model         = CBNTVSTAT
      Animation     = CBNTVSTAT.CBNTVSTAT
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED
      Model         = CBNTVSTAT_D
      Animation     = CBNTVSTAT_D.CBNTVSTAT_D
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNTVSTAT_E
    End
    ConditionState = RUBBLE
      Model         = CBNTVSTAT_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBNTVSTAT_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNTVSTAT_G
      Animation     = CBNTVSTAT_G.CBNTVSTAT_G
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNTVSTAT_DG
      Animation     = CBNTVSTAT_DG.CBNTVSTAT_DG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    
    ; night
    ConditionState = NIGHT
      Model         = CBNTVSTAT_N
      Animation     = CBNTVSTAT_N.CBNTVSTAT_N
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNTVSTAT_DN
      Animation     = CBNTVSTAT_DN.CBNTVSTAT_DN
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNTVSTAT_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNTVSTAT_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNTVSTAT_NG
      Animation     = CBNTVSTAT_NG.CBNTVSTAT_NG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNTVSTAT_DNG
      Animation     = CBNTVSTAT_DNG.CBNTVSTAT_DNG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = REALLYDAMAGED NIGHT GARRISONED
      Model         = CBNTVSTAT_E
    End
    ConditionState = RUBBLE NIGHT GARRISONED
      Model         = CBNTVSTAT_R
    End
    
    ;Snow States
    
        ; Snow
    ConditionState = SNOW
      Model         = CBNTVSTAT_S
      Animation     = CBNTVSTAT_S.CBNTVSTAT_S
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNTVSTAT_DS
      Animation     = CBNTVSTAT_DS.CBNTVSTAT_DS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNTVSTAT_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNTVSTAT_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBNTVSTAT_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBNTVSTAT_SG
      Animation     = CBNTVSTAT_SG.CBNTVSTAT_SG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBNTVSTAT_DSG
      Animation     = CBNTVSTAT_DSG.CBNTVSTAT_DSG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End

    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBNTVSTAT_SN
      Animation     = CBNTVSTAT_SN.CBNTVSTAT_SN
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBNTVSTAT_DSN
      Animation     = CBNTVSTAT_DSN.CBNTVSTAT_DSN
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBNTVSTAT_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBNTVSTAT_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBNTVSTAT_SNG
      Animation     = CBNTVSTAT_SNG.CBNTVSTAT_SNG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBNTVSTAT_DSNG
      Animation     = CBNTVSTAT_DSNG.CBNTVSTAT_DSNG
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = REALLYDAMAGED NIGHT GARRISONED SNOW
      Model         = CBNTVSTAT_ESN
    End
    ConditionState = RUBBLE NIGHT GARRISONED SNOW
      Model         = CBNTVSTAT_RSN
    End   
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 8
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_04
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End

  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare   
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 50.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 100.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EnglishTVStatio

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
   
    ; day
    ConditionState  = NONE
      Model         = CBETVStat
      Animation     = CBETVStat.CBETVStat
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED
      Model         = CBETVStat_D
      Animation     = CBETVStat_D.CBETVStat_D
      AnimationMode = LOOP
    End
    ConditionState  = REALLYDAMAGED
      Model         = CBETVStat_E
    End
    ConditionState  = RUBBLE
      Model         = CBETVStat_R
    End

    ; day garrisoned
    ConditionState  = GARRISONED
      Model         = CBETVStat_G
      Animation     = CBETVStat_G.CBETVStat_G
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED GARRISONED
      Model         = CBETVStat_DG
      Animation     = CBETVStat_DG.CBETVStat_DG
      AnimationMode = LOOP
    End

    
    ; night
    ConditionState  = NIGHT
      Model         = CBETVStat_N
      Animation     = CBETVStat_N.CBETVStat_N
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED NIGHT
      Model         = CBETVStat_DN
      Animation     = CBETVStat_DN.CBETVStat_DN
      AnimationMode = LOOP
    End
    ConditionState  = REALLYDAMAGED NIGHT
      Model         = CBETVStat_E
    End
    ConditionState  = RUBBLE NIGHT
      Model         = CBETVStat_R
    End

    ; night garrisoned
    ConditionState  = NIGHT GARRISONED
      Model         = CBETVStat_NG
      Animation     = CBETVStat_NG.CBETVStat_NG
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED NIGHT GARRISONED
      Model         = CBETVStat_DNG
      Animation     = CBETVStat_DNG.CBETVStat_DNG
      AnimationMode = LOOP
    End

    
    ;Snow States
    
    ConditionState  = SNOW
      Model         = CBETVStat_S
      Animation     = CBETVStat_S.CBETVStat_S
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED SNOW
      Model         = CBETVStat_DS
      Animation     = CBETVStat_DS.CBETVStat_DS
      AnimationMode = LOOP
    End
    ConditionState  = REALLYDAMAGED SNOW
      Model         = CBETVStat_ES
    End
    ConditionState  = RUBBLE SNOW
      Model         = CBETVStat_RS
    End

    ; snow garrisoned
    ConditionState  = GARRISONED SNOW
      Model         = CBETVStat_SG
      Animation     = CBETVStat_SG.CBETVStat_SG
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED GARRISONED SNOW
      Model         = CBETVStat_DSG
      Animation     = CBETVStat_DSG.CBETVStat_DSG
      AnimationMode = LOOP
    End

    
    ; night snow
    ConditionState  = NIGHT SNOW
      Model         = CBETVStat_SN
      Animation     = CBETVStat_SN.CBETVStat_SN
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED NIGHT SNOW
      Model         = CBETVStat_DSN
      Animation     = CBETVStat_DSN.CBETVStat_DSN
      AnimationMode = LOOP
    End
    ConditionState  = REALLYDAMAGED NIGHT SNOW
      Model         = CBETVStat_ESN
    End
    ConditionState  = RUBBLE NIGHT SNOW
      Model         = CBETVStat_RSN
    End

    ; night garrisoned snow
    ConditionState  = NIGHT GARRISONED SNOW
      Model         = CBETVStat_SNG
      Animation     = CBETVStat_SNG.CBETVStat_SNG
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBETVStat_DSNG
      Animation     = CBETVStat_DSNG.CBETVStat_DSNG
      AnimationMode = LOOP
    End 
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 39.0
  GeometryHeight      = 15.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianArcade

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
   
    ; day
    ConditionState = NONE
      Model         = CBNArcade
      Animation     = CBNArcade.CBNArcade
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = CBNArcade_D
      Animation     = CBNArcade_D.CBNArcade_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNArcade_E
    End
    ConditionState = RUBBLE
      Model         = CBNArcade_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNArcade_G
      Animation     = CBNArcade_G.CBNArcade_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNArcade_DG
      Animation     = CBNArcade_DG.CBNArcade_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNArcade_N
      Animation     = CBNArcade_N.CBNArcade_N
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNArcade_DN
      Animation     = CBNArcade_DN.CBNArcade_DN
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNArcade_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNArcade_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNArcade_NG
      Animation     = CBNArcade_NG.CBNArcade_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNArcade_DNG
      Animation     = CBNArcade_DNG.CBNArcade_DNG
      AnimationMode = LOOP
    End
    
        ; Snow
    ConditionState = SNOW
      Model         = CBNArcade_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNArcade_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNArcade_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNArcade_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNArcade_SG
      Animation     = CBNArcade_SG.CBNArcade_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNArcade_DSG
      Animation     = CBNArcade_DSG.CBNArcade_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNArcade_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNArcade_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNArcade_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNArcade_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNArcade_SNG
      Animation     = CBNArcade_SNG.CBNArcade_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNArcade_DSNG
      Animation     = CBNArcade_DSNG.CBNArcade_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 14.0
  GeometryHeight      = 45.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianDealership

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBNDealerS
      Animation     = CBNDealerS.CBNDealerS
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = CBNDealerS_D
      Animation     = CBNDealerS_D.CBNDealerS_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNDealerS_E
    End
    ConditionState = RUBBLE
      Model         = CBNDealerS_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNDealerS_G
      Animation     = CBNDealerS_G.CBNDealerS_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNDealerS_DG
      Animation     = CBNDealerS_DG.CBNDealerS_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNDealerS_N
      Animation     = CBNDealerS_N.CBNDealerS_N
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNDealerS_DN
      Animation     = CBNDealerS_DN.CBNDealerS_DN
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNDealerS_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNDealerS_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNDealerS_NG
      Animation     = CBNDealerS_NG.CBNDealerS_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNDealerS_DNG
      Animation     = CBNDealerS_DNG.CBNDealerS_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNDealerS_S
      Animation     = CBNDealerS_S.CBNDealerS_S
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNDealerS_DS
      Animation     = CBNDealerS_DS.CBNDealerS_DS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNDealerS_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNDealerS_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNDealerS_SG
      Animation     = CBNDealerS_SG.CBNDealerS_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNDealerS_DSG
      Animation     = CBNDealerS_DSG.CBNDealerS_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNDealerS_SN
      Animation     = CBNDealerS_SN.CBNDealerS_SN
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNDealerS_DSN
      Animation     = CBNDealerS_DSN.CBNDealerS_DSN
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNDealerS_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNDealerS_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNDealerS_SNG
      Animation     = CBNDealerS_SNG.CBNDealerS_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNDealerS_DSNG
      Animation     = CBNDealerS_DSNG.CBNDealerS_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 24.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 31.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianBank

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

   
     ; day
    ConditionState = NONE
      Model         = CBNBank
    End
    ConditionState = DAMAGED
      Model         = CBNBank_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNBank_E
    End
    ConditionState = RUBBLE
      Model         = CBNBank_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBNBank_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNBank_G
      Animation     = CBNBank_G.CBNBank_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNBank_DG
      Animation     = CBNBank_DG.CBNBank_DG
      AnimationMode = LOOP
    End

    ; night
    ConditionState = NIGHT
      Model         = CBNBank_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNBank_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNBank_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNBank_EN
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBNBank_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNBank_NG
      Animation     = CBNBank_NG.CBNBank_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNBank_DNG
      Animation     = CBNBank_DNG.CBNBank_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBNBank_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNBank_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNBank_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNBank_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBNBank_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBNBank_SG
      Animation     = CBNBank_SG.CBNBank_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBNBank_DSG
      Animation     = CBNBank_DSG.CBNBank_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBNBank_SN
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBNBank_DSN
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBNBank_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBNBank_ESN
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBNBank_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBNBank_SNG
      Animation     = CBNBank_SNG.CBNBank_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBNBank_DSNG
      Animation     = CBNBank_DSNG.CBNBank_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
 
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 50.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 100.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object AsianRetailStore01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNRetal01
    End
    ConditionState = DAMAGED
      Model         = CBNRetal01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNRetal01_E
    End
    ConditionState = RUBBLE
      Model         = CBNRetal01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNRetal01_G
      Animation     = CBNRetal01_G.CBNRetal01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNRetal01_DG
      Animation     = CBNRetal01_DG.CBNRetal01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNRetal01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNRetal01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNRetal01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNRetal01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNRetal01_NG
      Animation     = CBNRetal01_NG.CBNRetal01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNRetal01_DNG
      Animation     = CBNRetal01_DNG.CBNRetal01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNRetal01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNRetal01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNRetal01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNRetal01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNRetal01_SG
      Animation     = CBNRetal01_SG.CBNRetal01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNRetal01_DSG
      Animation     = CBNRetal01_DSG.CBNRetal01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNRetal01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNRetal01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNRetal01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNRetal01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNRetal01_SNG
      Animation     = CBNRetal01_SNG.CBNRetal01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNRetal01_DSNG
      Animation     = CBNRetal01_DSNG.CBNRetal01_DSNG
      AnimationMode = LOOP
    End

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 23.0
  GeometryMinorRadius = 16.0
  GeometryHeight      = 47.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianRetailStore02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBNRetal02
    End
    ConditionState = DAMAGED
      Model         = CBNRetal02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNRetal02_E
    End
    ConditionState = RUBBLE
      Model         = CBNRetal02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNRetal02_G
      Animation     = CBNRetal02_G.CBNRetal02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNRetal02_DG
      Animation     = CBNRetal02_DG.CBNRetal02_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNRetal02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNRetal02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNRetal02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNRetal02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNRetal02_NG
      Animation     = CBNRetal02_NG.CBNRetal02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNRetal02_DNG
      Animation     = CBNRetal02_DNG.CBNRetal02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNRetal02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNRetal02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNRetal02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNRetal02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNRetal02_SG
      Animation     = CBNRetal02_SG.CBNRetal02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNRetal02_DSG
      Animation     = CBNRetal02_DSG.CBNRetal02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNRetal02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNRetal02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNRetal02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNRetal02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNRetal02_SNG
      Animation     = CBNRetal02_SNG.CBNRetal02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNRetal02_DSNG
      Animation     = CBNRetal02_DSNG.CBNRetal02_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 15.0
  GeometryHeight      = 52.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianHotel01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBNHotel01
    End
    ConditionState = DAMAGED
      Model         = CBNHotel01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNHotel01_E
    End
    ConditionState = RUBBLE
      Model         = CBNHotel01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNHotel01_G
      Animation     = CBNHotel01_G.CBNHotel01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNHotel01_DG
      Animation     = CBNHotel01_DG.CBNHotel01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNHotel01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNHotel01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNHotel01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNHotel01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNHotel01_NG
      Animation     = CBNHotel01_NG.CBNHotel01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNHotel01_DNG
      Animation     = CBNHotel01_DNG.CBNHotel01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNHotel01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNHotel01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNHotel01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNHotel01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNHotel01_SG
      Animation     = CBNHotel01_SG.CBNHotel01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNHotel01_DSG
      Animation     = CBNHotel01_DSG.CBNHotel01_DSG

      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNHotel01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNHotel01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNHotel01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNHotel01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNHotel01_SNG
      Animation     = CBNHotel01_SNG.CBNHotel01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNHotel01_DSNG
      Animation     = CBNHotel01_DSNG.CBNHotel01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 24.0
  GeometryMinorRadius = 20.0
  GeometryHeight      = 72.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object CivilianBunker01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBBunker01
    End
    ConditionState = DAMAGED
      Model         = CBBunker01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBBunker01_E
    End
    ConditionState = RUBBLE
      Model         = CBBunker01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBBunker01_G
      Animation     = CBBunker01_G.CBBunker01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBBunker01_DG
      Animation     = CBBunker01_DG.CBBunker01_DG
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED GARRISONED
      Model         = CBBunker01_EG
      Animation     = CBBunker01_EG.CBBunker01_EG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBBunker01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBBunker01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBBunker01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBBunker01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBBunker01_NG
      Animation     = CBBunker01_NG.CBBunker01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBBunker01_DNG
      Animation     = CBBunker01_DNG.CBBunker01_DNG
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED NIGHT GARRISONED
      Model         = CBBunker01_ENG
      Animation     = CBBunker01_ENG.CBBunker01_ENG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBBunker01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBBunker01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBBunker01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBBunker01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBBunker01_SG
      Animation     = CBBunker01_SG.CBBunker01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBBunker01_DSG
      Animation     = CBBunker01_DSG.CBBunker01_DSG
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED SNOW GARRISONED
      Model         = CBBunker01_ESG
      Animation     = CBBunker01_ESG.CBBunker01_ESG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBBunker01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBBunker01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBBunker01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBBunker01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBBunker01_SNG
      Animation     = CBBunker01_SNG.CBBunker01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBBunker01_DSNG
      Animation     = CBBunker01_DSNG.CBBunker01_DSNG
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT GARRISONED
      Model         = CBBunker01_ESNG
      Animation     = CBBunker01_ESNG.CBBunker01_ESNG
      AnimationMode = LOOP
    End

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Bunker
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 16.0
  GeometryHeight      = 12.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object NuclearBunker

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBNukeBunk2
    End
    ConditionState = DAMAGED
      Model         = CBNukeBunk2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNukeBunk2_E
    End
    ConditionState = RUBBLE
      Model         = CBNukeBunk2_R
    End

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Bunker
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare   
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
    DeathWeapon = ChinaPowerPlantDeathWeapon
    StartsActive  = Yes
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry            = BOX
  GeometryMajorRadius = 48.0
  GeometryMinorRadius = 66.0
  GeometryHeight      = 22.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object NukeBunker01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBNukeBunk
    End
    ConditionState = DAMAGED
      Model         = CBNukeBunk_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNukeBunk_E
    End
    ConditionState = RUBBLE
      Model         = CBNukeBunk_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Bunker
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = ChinaPowerPlantDeathWeapon
    StartsActive  = Yes
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 36.0
  GeometryHeight      = 22.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianOffice01
  
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNOffice1
    End
    ConditionState = DAMAGED
      Model         = CBNOffice1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNOffice1_E
    End
    ConditionState = RUBBLE
      Model         = CBNOffice1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNOffice1_G
      Animation     = CBNOffice1_G.CBNOffice1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNOffice1_DG
      Animation     = CBNOffice1_DG.CBNOffice1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNOffice1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNOffice1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNOffice1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNOffice1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNOffice1_NG
      Animation     = CBNOffice1_NG.CBNOffice1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNOffice1_DNG
      Animation     = CBNOffice1_DNG.CBNOffice1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNOffice1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNOffice1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNOffice1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNOffice1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNOffice1_SG
      Animation     = CBNOffice1_SG.CBNOffice1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNOffice1_DSG
      Animation     = CBNOffice1_DSG.CBNOffice1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNOffice1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNOffice1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNOffice1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNOffice1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNOffice1_SNG
      Animation     = CBNOffice1_SNG.CBNOffice1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNOffice1_DSNG
      Animation     = CBNOffice1_DSNG.CBNOffice1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

    ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 29.0
  GeometryMinorRadius = 19.0
  GeometryHeight      = 67.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianTEROilDepot

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBTOilDepo
    End
    ConditionState = DAMAGED
      Model         = CBTOilDepo_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTOilDepo_E
    End
    ConditionState = RUBBLE
      Model         = CBTOilDepo_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTOilDepo_G
      Animation     = CBTOilDepo_G.CBTOilDepo_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTOilDepo_DG
      Animation     = CBTOilDepo_DG.CBTOilDepo_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTOilDepo_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTOilDepo_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTOilDepo_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTOilDepo_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTOilDepo_NG
      Animation     = CBTOilDepo_NG.CBTOilDepo_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTOilDepo_DNG
      Animation     = CBTOilDepo_DNG.CBTOilDepo_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTOilDepo_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTOilDepo_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTOilDepo_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTOilDepo_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTOilDepo_SG
      Animation     = CBTOilDepo_SG.CBTOilDepo_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTOilDepo_DSG
      Animation     = CBTOilDepo_DSG.CBTOilDepo_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTOilDepo_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTOilDepo_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTOilDepo_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTOilDepo_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTOilDepo_SNG
      Animation     = CBTOilDepo_SNG.CBTOilDepo_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTOilDepo_DSNG
      Animation     = CBTOilDepo_DSNG.CBTOilDepo_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:OilDepot
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

   ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry            = BOX
  GeometryMajorRadius = 38.0
  GeometryMinorRadius = 40.0
  GeometryHeight      = 17.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianTEROutPost

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBTOutpost
    End
    ConditionState = DAMAGED
      Model         = CBTOutpost_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTOutpost_E
    End
    ConditionState = RUBBLE
      Model         = CBTOutpost_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTOutpost_G
      Animation     = CBTOutpost_G.CBTOutpost_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTOutpost_DG
      Animation     = CBTOutpost_DG.CBTOutpost_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTOutpost_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTOutpost_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTOutpost_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTOutpost_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTOutpost_NG
      Animation     = CBTOutpost_NG.CBTOutpost_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTOutpost_DNG
      Animation     = CBTOutpost_DNG.CBTOutpost_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTOutpost_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTOutpost_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTOutpost_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTOutpost_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTOutpost_SG
      Animation     = CBTOutpost_SG.CBTOutpost_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTOutpost_DSG
      Animation     = CBTOutpost_DSG.CBTOutpost_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTOutpost_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTOutpost_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTOutpost_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTOutpost_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTOutpost_SNG
      Animation     = CBTOutpost_SNG.CBTOutpost_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTOutpost_DSNG
      Animation     = CBTOutpost_DSNG.CBTOutpost_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  ; Behavior = KeepObjectDie ModuleTag_IWantRubble
  ; End
  
  Behavior = GarrisonContain ModuleTag_10
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Geometry            = BOX
  GeometryMajorRadius = 33.0
  GeometryMinorRadius = 39.0
  GeometryHeight      = 20.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHighrise01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

   ; day
    ConditionState = NONE
      Model         = CBMogdis01
    End
    ConditionState = DAMAGED
      Model         = CBMogdis01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis01_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis01_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBMogdis01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis01_G
      Animation     = CBMogdis01_G.CBMogdis01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis01_DG
      Animation     = CBMogdis01_DG.CBMogdis01_DG
      AnimationMode = LOOP
    End

    ; night
    ConditionState = NIGHT
      Model         = CBMogdis01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis01_EN
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBMogdis01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis01_NG
      Animation     = CBMogdis01_NG.CBMogdis01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis01_DNG
      Animation     = CBMogdis01_DNG.CBMogdis01_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis01_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBMogdis01_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBMogdis01_SG
; @todo srj -- anim missing
;      Animation     = CBMogdis01_SG.CBMogdis01_SG
;      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBMogdis01_DSG
      Animation     = CBMogdis01_DSG.CBMogdis01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBMogdis01_SN
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBMogdis01_DSN
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBMogdis01_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBMogdis01_ESN
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBMogdis01_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBMogdis01_SNG
; @todo srj -- anim missing
;      Animation     = CBMogdis01_SNG.CBMogdis01_SNG
;      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBMogdis01_DSNG
      Animation     = CBMogdis01_DSNG.CBMogdis01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_04
;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
  End

  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_07
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 40.0
  GeometryHeight        = 75.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object QuonsetHut01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBQuonset1
    End
    ConditionState = DAMAGED
      Model         = CBQuonset1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBQuonset1_E
    End
    ConditionState = RUBBLE
      Model         = CBQuonset1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBQuonset1_G
      Animation     = CBQuonset1_G.CBQuonset1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBQuonset1_DG
      Animation     = CBQuonset1_DG.CBQuonset1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBQuonset1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBQuonset1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBQuonset1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBQuonset1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBQuonset1_NG
      Animation     = CBQuonset1_NG.CBQuonset1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBQuonset1_DNG
      Animation     = CBQuonset1_DNG.CBQuonset1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBQuonset1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBQuonset1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBQuonset1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBQuonset1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBQuonset1_SG
      Animation     = CBQuonset1_SG.CBQuonset1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBQuonset1_DSG
      Animation     = CBQuonset1_DSG.CBQuonset1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBQuonset1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBQuonset1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBQuonset1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBQuonset1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBQuonset1_SNG
      Animation     = CBQuonset1_SNG.CBQuonset1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBQuonset1_DSNG
      Animation     = CBQuonset1_DSNG.CBQuonset1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 19.0
  GeometryMinorRadius   = 14.0
  GeometryHeight        = 12.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanHanger01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHanger1
    End
    ConditionState = DAMAGED
      Model         = CBTHanger1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHanger1_E
    End
    ConditionState = RUBBLE
      Model         = CBTHanger1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHanger1_G
      Animation     = CBTHanger1_G.CBTHanger1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHanger1_DG
      Animation     = CBTHanger1_DG.CBTHanger1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHanger1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHanger1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHanger1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHanger1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHanger1_NG
      Animation     = CBTHanger1_NG.CBTHanger1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHanger1_DNG
      Animation     = CBTHanger1_DNG.CBTHanger1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHanger1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHanger1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHanger1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHanger1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHanger1_SG
      Animation     = CBTHanger1_SG.CBTHanger1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHanger1_DSG
      Animation     = CBTHanger1_DSG.CBTHanger1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHanger1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHanger1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHanger1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHanger1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHanger1_SNG
      Animation     = CBTHanger1_SNG.CBTHanger1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHanger1_DSNG
      Animation     = CBTHanger1_DSNG.CBTHanger1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 48.0
  GeometryMinorRadius   = 23.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_MH03


;-- Added underside polygons for this building. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CINE_MH07
    End
    ConditionState = DAMAGED
      Model         = CBMogdis07_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis07_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis07_R
    End

        ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis07_G
      Animation     = CBMogdis07_G.CBMogdis07_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis07_DG
      Animation     = CBMogdis07_DG.CBMogdis07_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBMogdis07_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis07_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis07_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis07_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis07_NG
      Animation     = CBMogdis07_NG.CBMogdis07_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis07_DNG
      Animation     = CBMogdis07_DNG.CBMogdis07_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis07_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis07_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis07_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis07_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis07_SG
      Animation     = CBMogdis07_SG.CBMogdis07_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis07_DSG
      Animation     = CBMogdis07_DSG.CBMogdis07_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis07_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis07_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis07_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis07_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis07_SNG
      Animation     = CBMogdis07_SNG.CBMogdis07_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis07_DSNG
      Animation     = CBMogdis07_DSNG.CBMogdis07_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 69.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanHanger02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHanger2
    End
    ConditionState = DAMAGED
      Model         = CBTHanger2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHanger2_E
    End
    ConditionState = RUBBLE
      Model         = CBTHanger2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHanger2_G
      Animation     = CBTHanger2_G.CBTHanger2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHanger2_DG
      Animation     = CBTHanger2_DG.CBTHanger2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHanger2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHanger2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHanger2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHanger2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHanger2_NG
      Animation     = CBTHanger2_NG.CBTHanger2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHanger2_DNG
      Animation     = CBTHanger2_DNG.CBTHanger2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHanger2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHanger2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHanger2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHanger2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHanger2_SG
      Animation     = CBTHanger2_SG.CBTHanger2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHanger2_DSG
      Animation     = CBTHanger2_DSG.CBTHanger2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHanger2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHanger2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHanger2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHanger2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHanger2_SNG
      Animation     = CBTHanger2_SNG.CBTHanger2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHanger2_DSNG
      Animation     = CBTHanger2_DSNG.CBTHanger2_DSNG
      AnimationMode = LOOP
    End
End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit    
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 22.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 23.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanOilTank01

;Are we sure this shouldn't be considered a prop? -GB


  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTOilTnk1
    End
    ConditionState = DAMAGED
      Model         = CBTOilTnk1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTOilTnk1_E
    End
    ConditionState = RUBBLE
      Model         = CBTOilTnk1_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:OilTank
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 19.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanOilTank02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTOilTnk2
    End
    ConditionState = DAMAGED
      Model         = CBTOilTnk2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTOilTnk2_E
    End
    ConditionState = RUBBLE
      Model         = CBTOilTnk2_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:OilTank
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 19.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object VehicleHanger01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBVhanger1
    End
    ConditionState = DAMAGED
      Model         = CBVhanger1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBVhanger1_E
    End
    ConditionState = RUBBLE
      Model         = CBVhanger1_R
    End
    
    ConditionState = GARRISONED
      Model         = CBVhanger1_G
      Animation     = CBVhanger1_G.CBVhanger1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBVhanger1_DG
      Animation     = CBVhanger1_DG.CBVhanger1_DG
      AnimationMode = LOOP
    End
    
    ; NIGHT
    ConditionState = NIGHT
      Model         = CBVhanger1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBVhanger1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBVhanger1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBVhanger1_RN
    End
    
    ConditionState = GARRISONED NIGHT
      Model         = CBVhanger1_NG
      Animation     = CBVhanger1_NG.CBVhanger1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED NIGHT
      Model         = CBVhanger1_DNG
      Animation     = CBVhanger1_DNG.CBVhanger1_DNG
      AnimationMode = LOOP
    End
    
    
    ; SNOW
    ConditionState = SNOW
      Model         = CBVhanger1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBVhanger1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBVhanger1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBVhanger1_RS
    End
    
    ConditionState = GARRISONED SNOW
      Model         = CBVhanger1_SG
      Animation     = CBVhanger1_SG.CBVhanger1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBVhanger1_DSG
      Animation     = CBVhanger1_DSG.CBVhanger1_DSG
      AnimationMode = LOOP
    End
    
    ; SNOW NIGHT
    ConditionState = SNOW NIGHT
      Model         = CBVhanger1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBVhanger1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBVhanger1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBVhanger1_RSN
    End
    
    ConditionState = GARRISONED SNOW NIGHT
      Model         = CBVhanger1_SNG
      Animation     = CBVhanger1_SNG.CBVhanger1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW NIGHT
      Model         = CBVhanger1_DSNG
      Animation     = CBVhanger1_DSNG.CBVhanger1_DSNG
      AnimationMode = LOOP
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 23.0
  GeometryMinorRadius   = 30.0
  GeometryHeight        = 34.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanWatchTowerTall

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTower01
    End
    ConditionState = DAMAGED
      Model         = CBTower01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTower01_E
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = RUBBLE
      Model         = CBTower01_E
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = POST_COLLAPSE
      Model         = CBTower01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTower01_G
      Animation     = CBTower01_G.CBTower01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTower01_DG
      Animation     = CBTower01_DG.CBTower01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTower01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTower01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTower01_EN
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTower01_EN
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBTower01_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTower01_NG
      Animation     = CBTower01_NG.CBTower01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTower01_DNG
      Animation     = CBTower01_DNG.CBTower01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTower01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTower01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTower01_ES
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTower01_ES
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBTower01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTower01_SG
      Animation     = CBTower01_SG.CBTower01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTower01_DSG
      Animation     = CBTower01_DSG.CBTower01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTower01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTower01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTower01_ESN
      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTower01_ESN

      ParticleSysBone        = Smoke02 StructureToppleSmokeTrail
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBTower01_RS
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTower01_SNG
      Animation     = CBTower01_SNG.CBTower01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTower01_DSNG
      Animation     = CBTower01_DSNG.CBTower01_DSNG
      AnimationMode = LOOP
    End


  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

    
  Behavior                = StructureToppleUpdate ModuleTag_04
    MinToppleDelay        = 250
    MaxToppleDelay        = 500
    MinToppleBurstDelay   = 1500
    MaxToppleBurstDelay   = 2500
    StructuralIntegrity   = 0.75
    StructuralDecay       = 1.0
    DamageFXTypes         = ALL -WATER
    ToppleStartFX         = FX_DefaultStructureToppleStart
    ToppleDelayFX         = FX_DefaultStructureToppleDelay
    CrushingFX            = FX_DefaultStructureCrushing
    AngleFX               = 20.0 FX_StructureToppleAngle20
    ToppleDoneFX          = FX_DefaultStructureToppleDone
    CrushingWeaponName    = ToppledStructureWeapon
  End

;  Behavior = BoneFXUpdate ModuleTag_05
;    DamageFXTypes           = ALL -WATER
;    RubbleFXList1           = bone:Fire02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary
;    DamageParticleTypes     = ALL -WATER    
;    RubbleParticleSystem1   = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail
;  End
;
;  Behavior = BoneFXDamage ModuleTag_06
;    ;nothing
;  End
;
;  Behavior = TransitionDamageFX ModuleTag_07
;    DamageFXTypes       = ALL -WATER  
;    RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
;    DamageParticleTypes = ALL -WATER    
;    ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
;  End

  Behavior = FlammableUpdate ModuleTag_09
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  

  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 15.0
  GeometryHeight        = 120.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GLAVictoryStatue_Topple

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = PMGLAVICTORY
    End
    ConditionState = DAMAGED
      Model         = PMGLAVICTORY
    End
    ConditionState = REALLYDAMAGED
      Model         = PMGLAVICTORY
    End
    ConditionState = RUBBLE
      Model         = PMGLAVICTORY
    End
    ConditionState = POST_COLLAPSE
      Model         = PMGLAVICTORY_R
    End

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End
  
  
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound        = GarrisonEnter
;    ExitSound         = GarrisonExit
;  End

    
  Behavior                = StructureToppleUpdate ModuleTag_04
    MinToppleDelay        = 250
    MaxToppleDelay        = 500
    MinToppleBurstDelay   = 1500
    MaxToppleBurstDelay   = 2500
    StructuralIntegrity   = 0.75
    StructuralDecay       = 1.0
    DamageFXTypes         = ALL -WATER
    ToppleStartFX         = FX_DefaultStructureToppleStart
    ToppleDelayFX         = FX_DefaultStructureToppleDelay
    CrushingFX            = FX_DefaultStructureCrushing
    AngleFX               = 20.0 FX_StructureToppleAngle20
    ToppleDoneFX          = FX_DefaultStructureToppleDone
    CrushingWeaponName    = ToppledStructureWeapon
  End

;  Behavior = BoneFXUpdate ModuleTag_05
;    DamageFXTypes           = ALL -WATER
;    RubbleFXList1           = bone:Fire02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary
;    DamageParticleTypes     = ALL -WATER    
;    RubbleParticleSystem1   = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail
;  End
;
;  Behavior = BoneFXDamage ModuleTag_06
;    ;nothing
;  End
;
;  Behavior = TransitionDamageFX ModuleTag_07
;    DamageFXTypes       = ALL -WATER  
;    RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
;    DamageParticleTypes = ALL -WATER    
;    ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
;  End

  Behavior = FlammableUpdate ModuleTag_09
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  

  Geometry              = CYLINDER
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 12.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------

Object Shack

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNShack
    End
    ConditionState = DAMAGED
      Model         = CBNShack_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNShack_E
    End
    ConditionState = RUBBLE
      Model         = CBNShack_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNShack_G
      Animation     = CBNShack_G.CBNShack_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNShack_DG
      Animation     = CBNShack_DG.CBNShack_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNShack_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNShack_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNShack_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNShack_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNShack_NG
      Animation     = CBNShack_NG.CBNShack_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNShack_DNG
      Animation     = CBNShack_DNG.CBNShack_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNShack_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNShack_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNShack_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNShack_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNShack_SG
      Animation     = CBNShack_SG.CBNShack_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNShack_DSG
      Animation     = CBNShack_DSG.CBNShack_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNShack_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNShack_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNShack_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNShack_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNShack_SNG
      Animation     = CBNShack_SNG.CBNShack_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNShack_DSNG
      Animation     = CBNShack_DSNG.CBNShack_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 14.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BarnCoop

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNBarnCoo
    End
    ConditionState = DAMAGED
      Model         = CBNBarnCoo_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNBarnCoo_E
    End
    ConditionState = RUBBLE
      Model         = CBNBarnCoo_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNBarnCoo_G
      Animation     = CBNBarnCoo_G.CBNBarnCoo_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNBarnCoo_DG
      Animation     = CBNBarnCoo_DG.CBNBarnCoo_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNBarnCoo_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNBarnCoo_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNBarnCoo_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNBarnCoo_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNBarnCoo_NG
      Animation     = CBNBarnCoo_NG.CBNBarnCoo_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNBarnCoo_DNG
      Animation     = CBNBarnCoo_DNG.CBNBarnCoo_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNBarnCoo_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNBarnCoo_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNBarnCoo_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNBarnCoo_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNBarnCoo_SG
      Animation     = CBNBarnCoo_SG.CBNBarnCoo_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNBarnCoo_DSG
      Animation     = CBNBarnCoo_DSG.CBNBarnCoo_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNBarnCoo_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNBarnCoo_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNBarnCoo_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNBarnCoo_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNBarnCoo_SNG
      Animation     = CBNBarnCoo_SNG.CBNBarnCoo_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNBarnCoo_DSNG
      Animation     = CBNBarnCoo_DSNG.CBNBarnCoo_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; ***AUDIO parameters ***
  SoundAmbient = FarmAmbientLoop
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 26.0
  GeometryMinorRadius   = 34.0
  GeometryHeight        = 19.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object RiverHouse01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNRiverHo
    End
    ConditionState = DAMAGED
      Model         = CBNRiverHo_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNRiverHo_E
    End
    ConditionState = RUBBLE
      Model         = CBNRiverHo_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNRiverHo_G
      Animation     = CBNRiverHo_G.CBNRiverHo_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNRiverHo_DG
      Animation     = CBNRiverHo_DG.CBNRiverHo_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNRiverHo_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNRiverHo_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNRiverHo_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNRiverHo_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNRiverHo_NG
      Animation     = CBNRiverHo_NG.CBNRiverHo_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNRiverHo_DNG
      Animation     = CBNRiverHo_DNG.CBNRiverHo_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNRiverHo_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNRiverHo_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNRiverHo_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNRiverHo_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNRiverHo_SG
      Animation     = CBNRiverHo_SG.CBNRiverHo_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNRiverHo_DSG
      Animation     = CBNRiverHo_DSG.CBNRiverHo_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNRiverHo_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNRiverHo_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNRiverHo_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNRiverHo_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNRiverHo_SNG
      Animation     = CBNRiverHo_SNG.CBNRiverHo_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNRiverHo_DSNG
      Animation     = CBNRiverHo_DSNG.CBNRiverHo_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; ***AUDIO parameters ***
  SoundAmbient = DocksWallaLoop


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
 
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object RiverHouse02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNRiverH2
    End
    ConditionState = DAMAGED
      Model         = CBNRiverH2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNRiverH2_E

    End
    ConditionState = RUBBLE
      Model         = CBNRiverH2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNRiverH2_G
      Animation     = CBNRiverH2_G.CBNRiverH2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNRiverH2_DG
      Animation     = CBNRiverH2_DG.CBNRiverH2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNRiverH2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNRiverH2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNRiverH2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNRiverH2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNRiverH2_NG
      Animation     = CBNRiverH2_NG.CBNRiverH2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNRiverH2_DNG
      Animation     = CBNRiverH2_DNG.CBNRiverH2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNRiverH2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNRiverH2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNRiverH2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNRiverH2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNRiverH2_SG
      Animation     = CBNRiverH2_SG.CBNRiverH2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNRiverH2_DSG
      Animation     = CBNRiverH2_DSG.CBNRiverH2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNRiverH2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNRiverH2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNRiverH2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNRiverH2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNRiverH2_SNG
      Animation     = CBNRiverH2_SNG.CBNRiverH2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNRiverH2_DSNG
      Animation     = CBNRiverH2_DSNG.CBNRiverH2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; ***AUDIO parameters ***
  SoundAmbient = DocksWallaLoop


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 22.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BoatDocks01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNBoatDoc
    End
    ConditionState = DAMAGED
      Model         = CBNBoatDoc_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNBoatDoc_E
    End
    ConditionState = RUBBLE
      Model         = CBNBoatDoc_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNBoatDoc_G
      Animation     = CBNBoatDoc_G.CBNBoatDoc_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNBoatDoc_DG
      Animation     = CBNBoatDoc_DG.CBNBoatDoc_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNBoatDoc_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNBoatDoc_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNBoatDoc_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNBoatDoc_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNBoatDoc_NG
      Animation     = CBNBoatDoc_NG.CBNBoatDoc_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNBoatDoc_DNG
      Animation     = CBNBoatDoc_DNG.CBNBoatDoc_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNBoatDoc_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNBoatDoc_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNBoatDoc_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNBoatDoc_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNBoatDoc_SG
      Animation     = CBNBoatDoc_SG.CBNBoatDoc_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNBoatDoc_DSG
      Animation     = CBNBoatDoc_DSG.CBNBoatDoc_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNBoatDoc_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNBoatDoc_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNBoatDoc_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNBoatDoc_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNBoatDoc_SNG
      Animation     = CBNBoatDoc_SNG.CBNBoatDoc_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNBoatDoc_DSNG
      Animation     = CBNBoatDoc_DSNG.CBNBoatDoc_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Docks
  EditorSorting         = STRUCTURE
  ArmorSet
    Conditions          = None
    Armor               = StructureArmor
    DamageFX            = StructureDamageFXNoShake
  End

  ; *** AUDIO Parameters ***
  SoundAmbient = DocksVillageWaterLapping


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth           = 200.0
    InitialHealth       = 200.0
  End
  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End

  Geometry              = BOX
  GeometryMajorRadius   = 6.0
  GeometryMinorRadius   = 39.0
  GeometryHeight        = 3.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BoatDocks02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNBoatDo2
    End
    ConditionState = DAMAGED
      Model         = CBNBoatDo2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNBoatDo2_E
    End
    ConditionState = RUBBLE
      Model         = CBNBoatDo2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNBoatDo2_G
      Animation     = CBNBoatDo2_G.CBNBoatDo2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNBoatDo2_DG
      Animation     = CBNBoatDo2_DG.CBNBoatDo2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNBoatDo2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNBoatDo2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNBoatDo2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNBoatDo2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNBoatDo2_NG
      Animation     = CBNBoatDo2_NG.CBNBoatDo2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNBoatDo2_DNG
      Animation     = CBNBoatDo2_DNG.CBNBoatDo2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNBoatDo2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNBoatDo2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNBoatDo2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNBoatDo2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNBoatDo2_SG
      Animation     = CBNBoatDo2_SG.CBNBoatDo2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNBoatDo2_DSG
      Animation     = CBNBoatDo2_DSG.CBNBoatDo2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNBoatDo2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNBoatDo2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNBoatDo2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNBoatDo2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNBoatDo2_SNG
      Animation     = CBNBoatDo2_SNG.CBNBoatDo2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNBoatDo2_DSNG
      Animation     = CBNBoatDo2_DSNG.CBNBoatDo2_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Docks
  EditorSorting         = STRUCTURE
  ArmorSet
    Conditions          = None
    Armor               = StructureArmor
    DamageFX            = StructureDamageFXNoShake
  End

  ; *** AUDIO Parameters ***
  SoundAmbient = DocksVillageWaterLapping


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth           = 200.0
    InitialHealth       = 200.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 8.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GasStorageFacility

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGasfacl
    End
    ConditionState = DAMAGED
      Model         = CBGasfacl_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGasfacl_E
    End
    ConditionState = RUBBLE
      Model         = CBGasfacl_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGasfacl_G
      Animation     = CBGasfacl_G.CBGasfacl_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGasfacl_DG
      Animation     = CBGasfacl_DG.CBGasfacl_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGasfacl_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGasfacl_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGasfacl_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGasfacl_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGasfacl_NG
      Animation     = CBGasfacl_NG.CBGasfacl_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGasfacl_DNG
      Animation     = CBGasfacl_DNG.CBGasfacl_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGasfacl_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGasfacl_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGasfacl_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGasfacl_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGasfacl_SG
      Animation     = CBGasfacl_SG.CBGasfacl_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGasfacl_DSG
      Animation     = CBGasfacl_DSG.CBGasfacl_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGasfacl_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGasfacl_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGasfacl_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGasfacl_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGasfacl_SNG
      Animation     = CBGasfacl_SNG.CBGasfacl_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGasfacl_DSNG
      Animation     = CBGasfacl_DSNG.CBGasfacl_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
 

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; ***AUDIO parameters ***
  SoundAmbient = CivIndustrialPlantAmbientLoop


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare

  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 75.0
  GeometryMinorRadius   = 96.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SovietGovernmentBuildingSmall

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBsovbld2
    End
    ConditionState = DAMAGED
      Model         = CBsovbld2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBsovbld2_E
    End
    ConditionState = RUBBLE
      Model         = CBsovbld2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBsovbld2_G
      Animation     = CBsovbld2_G.CBsovbld2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBsovbld2_DG
      Animation     = CBsovbld2_DG.CBsovbld2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBsovbld2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBsovbld2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBsovbld2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBsovbld2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBsovbld2_NG
      Animation     = CBsovbld2_NG.CBsovbld2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBsovbld2_DNG
      Animation     = CBsovbld2_DNG.CBsovbld2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBsovbld2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBsovbld2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBsovbld2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBsovbld2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBsovbld2_SG
      Animation     = CBsovbld2_SG.CBsovbld2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBsovbld2_DSG
      Animation     = CBsovbld2_DSG.CBsovbld2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBsovbld2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBsovbld2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBsovbld2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBsovbld2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBsovbld2_SNG
      Animation     = CBsovbld2_SNG.CBsovbld2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBsovbld2_DSNG
      Animation     = CBsovbld2_DSNG.CBsovbld2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 43.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 33.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object IndustrialBuilding02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBIndWhs02
    End
    ConditionState = DAMAGED
      Model         = CBIndWhs02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBIndWhs02_E
    End
    ConditionState = RUBBLE
      Model         = CBIndWhs02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBIndWhs02_G
      Animation     = CBIndWhs02_G.CBIndWhs02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBIndWhs02_DG
      Animation     = CBIndWhs02_DG.CBIndWhs02_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBIndWhs02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBIndWhs02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBIndWhs02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBIndWhs02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBIndWhs02_NG
      Animation     = CBIndWhs02_NG.CBIndWhs02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBIndWhs02_DNG
      Animation     = CBIndWhs02_DNG.CBIndWhs02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBIndWhs02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBIndWhs02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBIndWhs02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBIndWhs02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBIndWhs02_SG
      Animation     = CBIndWhs02_SG.CBIndWhs02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBIndWhs02_DSG
      Animation     = CBIndWhs02_DSG.CBIndWhs02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBIndWhs02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBIndWhs02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBIndWhs02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBIndWhs02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBIndWhs02_SNG
      Animation     = CBIndWhs02_SNG.CBIndWhs02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBIndWhs02_DSNG
      Animation     = CBIndWhs02_DSNG.CBIndWhs02_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 8
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End


  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 61.0
  GeometryMinorRadius = 33.0
  GeometryHeight      = 45.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object IndustrialBuilding01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBIndWhs01
    End
    ConditionState = DAMAGED
      Model         = CBIndWhs01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBIndWhs01_E
    End
    ConditionState = RUBBLE
      Model         = CBIndWhs01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBIndWhs01_G
      Animation     = CBIndWhs01_G.CBIndWhs01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBIndWhs01_DG
      Animation     = CBIndWhs01_DG.CBIndWhs01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBIndWhs01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBIndWhs01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBIndWhs01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBIndWhs01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBIndWhs01_NG
      Animation     = CBIndWhs01_NG.CBIndWhs01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBIndWhs01_DNG
      Animation     = CBIndWhs01_DNG.CBIndWhs01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBIndWhs01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBIndWhs01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBIndWhs01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBIndWhs01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBIndWhs01_SG
      Animation     = CBIndWhs01_SG.CBIndWhs01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBIndWhs01_DSG
      Animation     = CBIndWhs01_DSG.CBIndWhs01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBIndWhs01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBIndWhs01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBIndWhs01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBIndWhs01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBIndWhs01_SNG
      Animation     = CBIndWhs01_SNG.CBIndWhs01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBIndWhs01_DSNG
      Animation     = CBIndWhs01_DSNG.CBIndWhs01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 72.0
  GeometryMinorRadius   = 31.0
  GeometryHeight        = 44.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EuropeanParkingGarage

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBEuroPkg
    End
    ConditionState = DAMAGED
      Model         = CBEuroPkg_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBEuroPkg_E
    End
    ConditionState = RUBBLE
      Model         = CBEuroPkg_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBEuroPkg_G
      Animation     = CBEuroPkg_G.CBEuroPkg_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBEuroPkg_DG
      Animation     = CBEuroPkg_DG.CBEuroPkg_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBEuroPkg_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBEuroPkg_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBEuroPkg_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBEuroPkg_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBEuroPkg_NG
      Animation     = CBEuroPkg_NG.CBEuroPkg_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBEuroPkg_DNG
      Animation     = CBEuroPkg_DNG.CBEuroPkg_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow

    ConditionState = SNOW
      Model         = CBEuroPkg_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBEuroPkg_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBEuroPkg_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBEuroPkg_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBEuroPkg_SG
      Animation     = CBEuroPkg_SG.CBEuroPkg_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBEuroPkg_DSG
      Animation     = CBEuroPkg_DSG.CBEuroPkg_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBEuroPkg_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBEuroPkg_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBEuroPkg_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBEuroPkg_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBEuroPkg_SNG
      Animation     = CBEuroPkg_SNG.CBEuroPkg_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBEuroPkg_DSNG
      Animation     = CBEuroPkg_DSNG.CBEuroPkg_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 46.0
  GeometryMinorRadius   = 24.0
  GeometryHeight        = 46.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Tent01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTTent01
    End
    ConditionState = DAMAGED
      Model         = CBTTent01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTTent01_E
    End
    ConditionState = RUBBLE
      Model         = CBTTent01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTTent01_G
      Animation     = CBTTent01_G.CBTTent01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTTent01_DG
      Animation     = CBTTent01_DG.CBTTent01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTTent01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTTent01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTTent01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTTent01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTTent01_NG
      Animation     = CBTTent01_NG.CBTTent01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTTent01_DNG
      Animation     = CBTTent01_DNG.CBTTent01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTTent01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTTent01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTTent01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTTent01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED

      Model         = CBTTent01_SG
      Animation     = CBTTent01_SG.CBTTent01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTTent01_DSG
      Animation     = CBTTent01_DSG.CBTTent01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTTent01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTTent01_DSN
    End

    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTTent01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTTent01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTTent01_SNG
      Animation     = CBTTent01_SNG.CBTTent01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTTent01_DSNG
      Animation     = CBTTent01_DSNG.CBTTent01_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Tent
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 4
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 18.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 10.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Tent02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTTent02
    End
    ConditionState = DAMAGED
      Model         = CBTTent02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTTent02_E
    End
    ConditionState = RUBBLE
      Model         = CBTTent02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTTent02_G
      Animation     = CBTTent02_G.CBTTent02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTTent02_DG
      Animation     = CBTTent02_DG.CBTTent02_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTTent02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTTent02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTTent02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTTent02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTTent02_NG
      Animation     = CBTTent02_NG.CBTTent02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTTent02_DNG
      Animation     = CBTTent02_DNG.CBTTent02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTTent02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTTent02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTTent02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTTent02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTTent02_SG
      Animation     = CBTTent02_SG.CBTTent02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTTent02_DSG
      Animation     = CBTTent02_DSG.CBTTent02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTTent02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTTent02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTTent02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTTent02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTTent02_SNG
      Animation     = CBTTent02_SNG.CBTTent02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTTent02_DSNG
      Animation     = CBTTent02_DSNG.CBTTent02_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Tent
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 4
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 15.0
  GeometryHeight        = 6.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Tent03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTTent03
    End
    ConditionState = DAMAGED
      Model         = CBTTent03_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTTent03_E
    End
    ConditionState = RUBBLE
      Model         = CBTTent03_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTTent03_G
      Animation     = CBTTent03_G.CBTTent03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTTent03_DG
      Animation     = CBTTent03_DG.CBTTent03_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTTent03_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTTent03_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTTent03_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTTent03_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTTent03_NG
      Animation     = CBTTent03_NG.CBTTent03_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTTent03_DNG
      Animation     = CBTTent03_DNG.CBTTent03_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTTent03_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTTent03_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTTent03_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTTent03_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTTent03_SG
      Animation     = CBTTent03_SG.CBTTent03_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTTent03_DSG
      Animation     = CBTTent03_DSG.CBTTent03_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTTent03_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTTent03_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTTent03_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTTent03_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTTent03_SNG
      Animation     = CBTTent03_SNG.CBTTent03_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTTent03_DSNG
      Animation     = CBTTent03_DSNG.CBTTent03_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Tent
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 4
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 13.0
  GeometryHeight        = 8.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Tent04

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTTent04
    End
    ConditionState = DAMAGED
      Model         = CBTTent04_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTTent04_E
    End
    ConditionState = RUBBLE
      Model         = CBTTent04_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTTent04_G
      Animation     = CBTTent04_G.CBTTent04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTTent04_DG
      Animation     = CBTTent04_DG.CBTTent04_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTTent04_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTTent04_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTTent04_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTTent04_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTTent04_NG
      Animation     = CBTTent04_NG.CBTTent04_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTTent04_DNG
      Animation     = CBTTent04_DNG.CBTTent04_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTTent04_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTTent04_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTTent04_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTTent04_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTTent04_SG
      Animation     = CBTTent04_SG.CBTTent04_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTTent04_DSG
      Animation     = CBTTent04_DSG.CBTTent04_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTTent04_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTTent04_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTTent04_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTTent04_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTTent04_SNG
      Animation     = CBTTent04_SNG.CBTTent04_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTTent04_DSNG
      Animation     = CBTTent04_DSNG.CBTTent04_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Tent
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 4
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 26.0
  GeometryHeight        = 10.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanTallTower

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBTalTower
    End
    ConditionState    = DAMAGED
      Model         = CBTalTower_D
    End
    ConditionState    = REALLYDAMAGED
      Model         = CBTalTower_E
    End
    ConditionState    = RUBBLE
      Model         = CBTalTower_E
    End

    ConditionState = POST_COLLAPSE
      Model         = CBTalTower_R
    End

    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBTalTower_G
      Animation     = CBTalTower_G.CBTalTower_G
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = CBTalTower_DG
      Animation     = CBTalTower_DG.CBTalTower_DG
      AnimationMode = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model         = CBTalTower_N
    End
    ConditionState    = DAMAGED NIGHT
      Model         = CBTalTower_DN
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model         = CBTalTower_E
    End
    ConditionState    = RUBBLE NIGHT
      Model         = CBTalTower_E
    End
    
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBTalTower_R
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBTalTower_NG
      Animation     = CBTalTower_NG.CBTalTower_NG
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBTalTower_DNG
      Animation     = CBTalTower_DNG.CBTalTower_DNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
  End

  Behavior                = StructureToppleUpdate ModuleTag_04
    MinToppleDelay        = 250
    MaxToppleDelay        = 500
    MinToppleBurstDelay   = 1500
    MaxToppleBurstDelay   = 2500
    StructuralIntegrity   = 0.75
    StructuralDecay       = 1.0
    DamageFXTypes         = ALL -WATER
    ToppleStartFX         = FX_DefaultStructureToppleStart
    ToppleDelayFX         = FX_DefaultStructureToppleDelay
    CrushingFX            = FX_DefaultStructureCrushing
    AngleFX               = 20.0 FX_StructureToppleAngle20
    ToppleDoneFX          = FX_DefaultStructureToppleDone
    CrushingWeaponName    = ToppledStructureWeapon
  End
  
  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 7.0
  GeometryMinorRadius   = 7.0
  GeometryHeight        = 80.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ConvienceStore

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBCnvStr01
    End
    ConditionState = DAMAGED
      Model         = CBCnvStr01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBCnvStr01_E
    End
    ConditionState = RUBBLE
      Model         = CBCnvStr01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBCnvStr01_G
      Animation     = CBCnvStr01_G.CBCnvStr01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBCnvStr01_DG
      Animation     = CBCnvStr01_DG.CBCnvStr01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBCnvStr01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBCnvStr01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBCnvStr01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBCnvStr01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBCnvStr01_NG
      Animation     = CBCnvStr01_NG.CBCnvStr01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBCnvStr01_DNG
      Animation     = CBCnvStr01_DNG.CBCnvStr01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBCnvStr01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBCnvStr01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBCnvStr01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBCnvStr01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBCnvStr01_SG
      Animation     = CBCnvStr01_SG.CBCnvStr01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBCnvStr01_DSG
      Animation     = CBCnvStr01_DSG.CBCnvStr01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBCnvStr01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBCnvStr01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBCnvStr01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBCnvStr01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBCnvStr01_SNG
      Animation     = CBCnvStr01_SNG.CBCnvStr01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBCnvStr01_DSNG
      Animation     = CBCnvStr01_DSNG.CBCnvStr01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 22.0
  GeometryHeight        = 57.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GasStation

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGasSttn
    End
    ConditionState = DAMAGED
      Model         = CBGasSttn_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGasSttn_E
    End
    ConditionState = RUBBLE
      Model         = CBGasSttn_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGasSttn_G
      Animation     = CBGasSttn_G.CBGasSttn_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGasSttn_DG
      Animation     = CBGasSttn_DG.CBGasSttn_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGasSttn_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGasSttn_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGasSttn_EN

    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGasSttn_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGasSttn_NG
      Animation     = CBGasSttn_NG.CBGasSttn_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGasSttn_DNG
      Animation     = CBGasSttn_DNG.CBGasSttn_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGasSttn_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGasSttn_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGasSttn_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGasSttn_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGasSttn_SG
      Animation     = CBGasSttn_SG.CBGasSttn_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGasSttn_DSG
      Animation     = CBGasSttn_DSG.CBGasSttn_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGasSttn_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGasSttn_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGasSttn_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGasSttn_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGasSttn_SNG
      Animation     = CBGasSttn_SNG.CBGasSttn_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGasSttn_DSNG
      Animation     = CBGasSttn_DSNG.CBGasSttn_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 30.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object WaterPlant

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBH2oPlnt
    End
    ConditionState = DAMAGED
      Model         = CBH2oPlnt_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBH2oPlnt_E
    End
    ConditionState = RUBBLE
      Model         = CBH2oPlnt_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBH2oPlnt_G
      Animation     = CBH2oPlnt_G.CBH2oPlnt_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBH2oPlnt_DG
      Animation     = CBH2oPlnt_DG.CBH2oPlnt_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBH2oPlnt_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBH2oPlnt_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBH2oPlnt_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBH2oPlnt_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBH2oPlnt_NG
      Animation     = CBH2oPlnt_NG.CBH2oPlnt_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBH2oPlnt_DNG
      Animation     = CBH2oPlnt_DNG.CBH2oPlnt_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBH2oPlnt_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBH2oPlnt_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBH2oPlnt_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBH2oPlnt_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBH2oPlnt_SG
      Animation     = CBH2oPlnt_SG.CBH2oPlnt_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBH2oPlnt_DSG
      Animation     = CBH2oPlnt_DSG.CBH2oPlnt_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBH2oPlnt_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBH2oPlnt_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBH2oPlnt_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBH2oPlnt_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBH2oPlnt_SNG
      Animation     = CBH2oPlnt_SNG.CBH2oPlnt_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBH2oPlnt_DSNG
      Animation     = CBH2oPlnt_DSNG.CBH2oPlnt_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 95.0
  GeometryMinorRadius   = 76.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanTownHall01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = cbmectdrl1
    End
    ConditionState = DAMAGED
      Model         = cbmectdrl1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbmectdrl1_E
    End
    ConditionState = RUBBLE
      Model         = cbmectdrl1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbmectdrl1_G
      Animation     = cbmectdrl1_G.cbmectdrl1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbmectdrl1_DG
      Animation     = cbmectdrl1_DG.cbmectdrl1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbmectdrl1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbmectdrl1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbmectdrl1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbmectdrl1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbmectdrl1_NG
      Animation     = cbmectdrl1_NG.cbmectdrl1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbmectdrl1_DNG
      Animation     = cbmectdrl1_DNG.cbmectdrl1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbmectdrl1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbmectdrl1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbmectdrl1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbmectdrl1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbmectdrl1_SG
      Animation     = cbmectdrl1_SG.cbmectdrl1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbmectdrl1_DSG
      Animation     = cbmectdrl1_DSG.cbmectdrl1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbmectdrl1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbmectdrl1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbmectdrl1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbmectdrl1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbmectdrl1_SNG
      Animation     = cbmectdrl1_SNG.cbmectdrl1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbmectdrl1_DSNG
      Animation     = cbmectdrl1_DSNG.cbmectdrl1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 75.0
  GeometryMinorRadius   = 60.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanTownHall02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = cbmectdrl2
    End
    ConditionState = DAMAGED
      Model         = cbmectdrl2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbmectdrl2_E
    End
    ConditionState = RUBBLE
      Model         = cbmectdrl2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbmectdrl2_G
      Animation     = cbmectdrl2_G.cbmectdrl2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbmectdrl2_DG
      Animation     = cbmectdrl2_DG.cbmectdrl2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbmectdrl2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbmectdrl2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbmectdrl2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbmectdrl2_RN

    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbmectdrl2_NG
      Animation     = cbmectdrl2_NG.cbmectdrl2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbmectdrl2_DNG
      Animation     = cbmectdrl2_DNG.cbmectdrl2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbmectdrl2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbmectdrl2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbmectdrl2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbmectdrl2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbmectdrl2_SG
      Animation     = cbmectdrl2_SG.cbmectdrl2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbmectdrl2_DSG
      Animation     = cbmectdrl2_DSG.cbmectdrl2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbmectdrl2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbmectdrl2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbmectdrl2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbmectdrl2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbmectdrl2_SNG
      Animation     = cbmectdrl2_SNG.cbmectdrl2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbmectdrl2_DSNG
      Animation     = cbmectdrl2_DSNG.cbmectdrl2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 42.0
  GeometryMinorRadius   = 58.0
  GeometryHeight        = 51.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Crypt01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBoldmslm
    End
    ConditionState = DAMAGED
      Model         = CBoldmslm_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBoldmslm_E
    End
    ConditionState = RUBBLE
      Model         = CBoldmslm_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBoldmslm_G
      Animation     = CBoldmslm_G.CBoldmslm_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBoldmslm_DG
      Animation     = CBoldmslm_DG.CBoldmslm_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBoldmslm_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBoldmslm_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBoldmslm_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBoldmslm_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBoldmslm_NG
      Animation     = CBoldmslm_NG.CBoldmslm_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBoldmslm_DNG
      Animation     = CBoldmslm_DNG.CBoldmslm_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBoldmslm_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBoldmslm_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBoldmslm_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBoldmslm_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBoldmslm_SG
      Animation     = CBoldmslm_SG.CBoldmslm_SG

      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBoldmslm_DSG
      Animation     = CBoldmslm_DSG.CBoldmslm_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBoldmslm_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBoldmslm_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBoldmslm_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBoldmslm_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBoldmslm_SNG
      Animation     = CBoldmslm_SNG.CBoldmslm_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBoldmslm_DSNG
      Animation     = CBoldmslm_DSNG.CBoldmslm_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 25.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object OilRefinery

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBOilRfny
    End
    ConditionState = DAMAGED
      Model         = CBOilRfny_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBOilRfny_E
    End
    ConditionState = RUBBLE
      Model         = CBOilRfny_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBOilRfny_G
      Animation     = CBOilRfny_G.CBOilRfny_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBOilRfny_DG
      Animation     = CBOilRfny_DG.CBOilRfny_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBOilRfny_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBOilRfny_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBOilRfny_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBOilRfny_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBOilRfny_NG
      Animation     = CBOilRfny_NG.CBOilRfny_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBOilRfny_DNG
      Animation     = CBOilRfny_DNG.CBOilRfny_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBOilRfny_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBOilRfny_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBOilRfny_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBOilRfny_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBOilRfny_SG
      Animation     = CBOilRfny_SG.CBOilRfny_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBOilRfny_DSG
      Animation     = CBOilRfny_DSG.CBOilRfny_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBOilRfny_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBOilRfny_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBOilRfny_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBOilRfny_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBOilRfny_SNG
      Animation     = CBOilRfny_SNG.CBOilRfny_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBOilRfny_DSNG
      Animation     = CBOilRfny_DSNG.CBOilRfny_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End


  ; ***AUDIO parameters ***
  SoundAmbient = CivIndustrialPlantAmbientLoop
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 66.0
  GeometryMinorRadius   = 71.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SovietBuilding

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBSovBldg
    End
    ConditionState = DAMAGED
      Model         = CBSovBldg_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBSovBldg_E
    End
    ConditionState = RUBBLE
      Model         = CBSovBldg_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBSovBldg_G
      Animation     = CBSovBldg_G.CBSovBldg_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBSovBldg_DG
      Animation     = CBSovBldg_DG.CBSovBldg_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBSovBldg_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBSovBldg_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBSovBldg_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBSovBldg_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBSovBldg_NG
      Animation     = CBSovBldg_NG.CBSovBldg_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBSovBldg_DNG
      Animation     = CBSovBldg_DNG.CBSovBldg_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBSovBldg_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBSovBldg_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBSovBldg_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBSovBldg_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBSovBldg_SG
      Animation     = CBSovBldg_SG.CBSovBldg_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBSovBldg_DSG
      Animation     = CBSovBldg_DSG.CBSovBldg_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBSovBldg_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBSovBldg_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBSovBldg_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBSovBldg_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBSovBldg_SNG
      Animation     = CBSovBldg_SNG.CBSovBldg_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBSovBldg_DSNG
      Animation     = CBSovBldg_DSNG.CBSovBldg_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 51.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 70.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SovietRadioBuilding

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBSovRdio
    End
    ConditionState = DAMAGED
      Model         = CBSovRdio_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBSovRdio_E
    End
    ConditionState = RUBBLE
      Model         = CBSovRdio_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBSovRdio_G
      Animation     = CBSovRdio_G.CBSovRdio_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBSovRdio_DG
      Animation     = CBSovRdio_DG.CBSovRdio_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBSovRdio_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBSovRdio_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBSovRdio_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBSovRdio_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBSovRdio_NG
      Animation     = CBSovRdio_NG.CBSovRdio_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBSovRdio_DNG
      Animation     = CBSovRdio_DNG.CBSovRdio_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBSovRdio_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBSovRdio_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBSovRdio_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBSovRdio_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBSovRdio_SG
      Animation     = CBSovRdio_SG.CBSovRdio_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBSovRdio_DSG
      Animation     = CBSovRdio_DSG.CBSovRdio_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBSovRdio_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBSovRdio_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBSovRdio_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBSovRdio_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBSovRdio_SNG
      Animation     = CBSovRdio_SNG.CBSovRdio_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBSovRdio_DSNG
      Animation     = CBSovRdio_DSNG.CBSovRdio_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End
  
;----------------------- This Building Doesnt need to do this.
;  Behavior                  = StructureCollapseUpdate ModuleTag_04
;    MinCollapseDelay        = 500
;    MaxCollapseDelay        = 1000
;    CollapseDamping         = 0.0
;    MaxShudder              = 0.6
;    MinBurstDelay           = 250
;    MaxBurstDelay           = 800
;    BigBurstFrequency       = 4
;    OCL                     = INITIAL   OCL_StructureCollapseInitial
;    OCL                     = DELAY     OCL_StructureCollapseDelay
;    OCL                     = FINAL     OCL_StructureCollapseFinal
;    FXList                  = INITIAL   FX_StructureCollapseInitial
;    FXList                  = DELAY     FX_StructureCollapseDelay
;    FXList                  = BURST     FX_StructureCollapseBurst
;    FXList                  = FINAL     FX_StructureCollapseFinal
;  End

  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 61.0
  GeometryMinorRadius   = 26.0
  GeometryHeight        = 45.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GrassHut01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGrasHut1
    End
    ConditionState = DAMAGED
      Model         = CBGrasHut1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGrasHut1_E
    End
    ConditionState = RUBBLE
      Model         = CBGrasHut1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGrasHut1_G
      Animation     = CBGrasHut1_G.CBGrasHut1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGrasHut1_DG
      Animation     = CBGrasHut1_DG.CBGrasHut1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGrasHut1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGrasHut1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGrasHut1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGrasHut1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGrasHut1_NG
      Animation     = CBGrasHut1_NG.CBGrasHut1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGrasHut1_DNG
      Animation     = CBGrasHut1_DNG.CBGrasHut1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGrasHut1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGrasHut1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGrasHut1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGrasHut1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGrasHut1_SG
      Animation     = CBGrasHut1_SG.CBGrasHut1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGrasHut1_DSG
      Animation     = CBGrasHut1_DSG.CBGrasHut1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGrasHut1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGrasHut1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGrasHut1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGrasHut1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGrasHut1_SNG
      Animation     = CBGrasHut1_SNG.CBGrasHut1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGrasHut1_DSNG
      Animation     = CBGrasHut1_DSNG.CBGrasHut1_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GrassHut
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 10.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GrassHut02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGrasHut2
    End
    ConditionState = DAMAGED
      Model         = CBGrasHut2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGrasHut2_E
    End
    ConditionState = RUBBLE
      Model         = CBGrasHut2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGrasHut2_G
      Animation     = CBGrasHut2_G.CBGrasHut2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGrasHut2_DG
      Animation     = CBGrasHut2_DG.CBGrasHut2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGrasHut2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGrasHut2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGrasHut2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGrasHut2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGrasHut2_NG
      Animation     = CBGrasHut2_NG.CBGrasHut2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGrasHut2_DNG
      Animation     = CBGrasHut2_DNG.CBGrasHut2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGrasHut2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGrasHut2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGrasHut2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGrasHut2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGrasHut2_SG
      Animation     = CBGrasHut2_SG.CBGrasHut2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGrasHut2_DSG
      Animation     = CBGrasHut2_DSG.CBGrasHut2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGrasHut2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGrasHut2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGrasHut2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGrasHut2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGrasHut2_SNG
      Animation     = CBGrasHut2_SNG.CBGrasHut2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGrasHut2_DSNG
      Animation     = CBGrasHut2_DSNG.CBGrasHut2_DSNG
      AnimationMode = LOOP
    End
  End 

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GrassHut
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 15.0
  GeometryHeight        = 12.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object GrassHut03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGrasHut3
    End
    ConditionState = DAMAGED
      Model         = CBGrasHut3_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGrasHut3_E
    End
    ConditionState = RUBBLE
      Model         = CBGrasHut3_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGrasHut3_G
      Animation     = CBGrasHut3_G.CBGrasHut3_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGrasHut3_DG
      Animation     = CBGrasHut3_DG.CBGrasHut3_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGrasHut3_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGrasHut3_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGrasHut3_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGrasHut3_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGrasHut3_NG
      Animation     = CBGrasHut3_NG.CBGrasHut3_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGrasHut3_DNG
      Animation     = CBGrasHut3_DNG.CBGrasHut3_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGrasHut3_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGrasHut3_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGrasHut3_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGrasHut3_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGrasHut3_SG
      Animation     = CBGrasHut3_SG.CBGrasHut3_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGrasHut3_DSG
      Animation     = CBGrasHut3_DSG.CBGrasHut3_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGrasHut3_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGrasHut3_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGrasHut3_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGrasHut3_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGrasHut3_SNG
      Animation     = CBGrasHut3_SNG.CBGrasHut3_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGrasHut3_DSNG
      Animation     = CBGrasHut3_DSNG.CBGrasHut3_DSNG
      AnimationMode = LOOP
    End
  End 

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GrassHut
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 13.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object GrassHut04

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGrasHut4
    End
    ConditionState = DAMAGED
      Model         = CBGrasHut4_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGrasHut4_E
    End
    ConditionState = RUBBLE
      Model         = CBGrasHut4_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGrasHut4_G
      Animation     = CBGrasHut4_G.CBGrasHut4_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGrasHut4_DG
      Animation     = CBGrasHut4_DG.CBGrasHut4_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGrasHut4_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGrasHut4_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGrasHut4_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGrasHut4_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGrasHut4_NG
      Animation     = CBGrasHut4_NG.CBGrasHut4_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGrasHut4_DNG
      Animation     = CBGrasHut4_DNG.CBGrasHut4_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGrasHut4_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGrasHut4_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGrasHut4_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGrasHut4_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGrasHut4_SG
      Animation     = CBGrasHut4_SG.CBGrasHut4_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGrasHut4_DSG
      Animation     = CBGrasHut4_DSG.CBGrasHut4_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGrasHut4_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGrasHut4_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGrasHut4_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGrasHut4_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGrasHut4_SNG
      Animation     = CBGrasHut4_SNG.CBGrasHut4_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGrasHut4_DSNG
      Animation     = CBGrasHut4_DSNG.CBGrasHut4_DSNG
      AnimationMode = LOOP
    End
  End 

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GrassHut
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 14.0
  GeometryMinorRadius   = 22.0
  GeometryHeight        = 19.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object WoodTower

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTower
    End
    ConditionState = DAMAGED
      Model         = CBTower_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTower_E
    End
    ConditionState = RUBBLE
      Model         = CBTower_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTower_G
      Animation     = CBTower_G.CBTower_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTower_DG
      Animation     = CBTower_DG.CBTower_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTower_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTower_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTower_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTower_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTower_NG
      Animation     = CBTower_NG.CBTower_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTower_DNG
      Animation     = CBTower_DNG.CBTower_DNG
      AnimationMode = LOOP
    End
    
    
      

    ; Snow
    ConditionState = SNOW
      Model         = CBTower_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTower_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTower_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTower_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTower_SG
      Animation     = CBTower_SG.CBTower_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTower_DSG
      Animation     = CBTower_DSG.CBTower_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTower_SN
    End
    ConditionState = DAMAGED SNOW NIGHT

      Model         = CBTower_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTower_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTower_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTower_SNG
      Animation     = CBTower_SNG.CBTower_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTower_DSNG
      Animation     = CBTower_DSNG.CBTower_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 11.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GuardTower

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTower2
    End
    ConditionState = DAMAGED
      Model         = CBTower2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTower2_E
    End
    ConditionState = RUBBLE
      Model         = CBTower2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTower2_G
      Animation     = CBTower2_G.CBTower2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTower2_DG
      Animation     = CBTower2_DG.CBTower2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTower2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTower2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTower2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTower2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTower2_NG
      Animation     = CBTower2_NG.CBTower2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTower2_DNG
      Animation     = CBTower2_DNG.CBTower2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTower2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTower2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTower2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTower2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTower2_SG
      Animation     = CBTower2_SG.CBTower2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTower2_DSG
      Animation     = CBTower2_DSG.CBTower2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTower2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTower2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTower2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTower2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTower2_SNG
      Animation     = CBTower2_SNG.CBTower2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTower2_DSNG
      Animation     = CBTower2_DSNG.CBTower2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 12.0
  GeometryHeight        = 49.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuGarage

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis02
    End
    ConditionState = DAMAGED
      Model         = CBMogdis02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis02_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis02_G
      Animation     = CBMogdis02_G.CBMogdis02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis02_DG
      Animation     = CBMogdis02_DG.CBMogdis02_DG
      AnimationMode = LOOP
    End
    
        ; night
    ConditionState = NIGHT
      Model         = CBMogDis02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogDis02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogDis02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogDis02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogDis02_NG
      Animation     = CBMogDis02_NG.CBMogDis02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogDis02_DNG
      Animation     = CBMogDis02_DNG.CBMogDis02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogDis02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogDis02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogDis02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogDis02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogDis02_SG
      Animation     = CBMogDis02_SG.CBMogDis02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogDis02_DSG
      Animation     = CBMogDis02_DSG.CBMogDis02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogDis02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogDis02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogDis02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogDis02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogDis02_SNG
      Animation     = CBMogDis02_SNG.CBMogDis02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogDis02_DSNG
      Animation     = CBMogDis02_DSNG.CBMogDis02_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuShop01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis03
    End
    ConditionState = DAMAGED
      Model         = CBMogdis03_D
    End

    ConditionState = REALLYDAMAGED
      Model         = CBMogdis03_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis03_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis03_G
      Animation     = CBMogdis03_G.CBMogdis03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis03_DG
      Animation     = CBMogdis03_DG.CBMogdis03_DG
      AnimationMode = LOOP
    End
    
        ; night
    ConditionState = NIGHT
      Model         = CBMogdis03_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis03_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis03_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis03_RN
    End


    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis03_NG
      Animation     = CBMogdis03_NG.CBMogdis03_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis03_DNG
      Animation     = CBMogdis03_DNG.CBMogdis03_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis03_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis03_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis03_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis03_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis03_SG
      Animation     = CBMogdis03_SG.CBMogdis03_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis03_DSG
      Animation     = CBMogdis03_DSG.CBMogdis03_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis03_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis03_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis03_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis03_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis03_SNG
      Animation     = CBMogdis03_SNG.CBMogdis03_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis03_DSNG
      Animation     = CBMogdis03_DSNG.CBMogdis03_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuShop02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis04
    End
    ConditionState = DAMAGED
      Model         = CBMogdis04_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis04_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis04_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis04_G
      Animation     = CBMogdis04_G.CBMogdis04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis04_DG
      Animation     = CBMogdis04_DG.CBMogdis04_DG
      AnimationMode = LOOP
    End
    
        ; night
    ConditionState = NIGHT
      Model         = CBMogdis04_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis04_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis04_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis04_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis04_NG
      Animation     = CBMogdis04_NG.CBMogdis04_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis04_DNG
      Animation     = CBMogdis04_DNG.CBMogdis04_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis04_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis04_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis04_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis04_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis04_SG
      Animation     = CBMogdis04_SG.CBMogdis04_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis04_DSG
      Animation     = CBMogdis04_DSG.CBMogdis04_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis04_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis04_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis04_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis04_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis04_SNG
      Animation     = CBMogdis04_SNG.CBMogdis04_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis04_DSNG
      Animation     = CBMogdis04_DSNG.CBMogdis04_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis08
    End
    ConditionState = DAMAGED
      Model         = CBMogdis08_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis08_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis08_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis08_G
      Animation     = CBMogdis08_G.CBMogdis08_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis08_DG
      Animation     = CBMogdis08_DG.CBMogdis08_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBMogdis08_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis08_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis08_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis08_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis08_NG
      Animation     = CBMogdis08_NG.CBMogdis08_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis08_DNG
      Animation     = CBMogdis08_DNG.CBMogdis08_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis08_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis08_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis08_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis08_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis08_SG
      Animation     = CBMogdis08_SG.CBMogdis08_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis08_DSG
      Animation     = CBMogdis08_DSG.CBMogdis08_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis08_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis08_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis08_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis08_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis08_SNG
      Animation     = CBMogdis08_SNG.CBMogdis08_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis08_DSNG
      Animation     = CBMogdis08_DSNG.CBMogdis08_DSNG
      AnimationMode = LOOP
    End
End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 26.0
  GeometryMinorRadius   = 21.0
  GeometryHeight        = 35.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuGarage02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis05
    End
    ConditionState = DAMAGED
      Model         = CBMogdis05_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis05_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis05_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis05_G
      Animation     = CBMogdis05_G.CBMogdis05_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis05_DG
      Animation     = CBMogdis05_DG.CBMogdis05_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBMogdis05_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis05_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis05_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis05_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis05_NG
      Animation     = CBMogdis05_NG.CBMogdis05_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis05_DNG
      Animation     = CBMogdis05_DNG.CBMogdis05_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis05_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis05_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis05_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis05_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis05_SG
      Animation     = CBMogdis05_SG.CBMogdis05_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis05_DSG
      Animation     = CBMogdis05_DSG.CBMogdis05_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis05_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis05_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis05_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis05_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis05_SNG
; @todo srj -- missing
;      Animation     = CBMogdis05_SNG.CBMogdis05_SNG
;      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis05_DSNG
      Animation     = CBMogdis05_DSNG.CBMogdis05_DSNG
      AnimationMode = LOOP
    End
End

   ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
 

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuWell

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = CBMogWell
    End
    ConditionState = DAMAGED
      Model = CBMogWell_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogWell_E
    End
    ConditionState = RUBBLE
      Model         = CBMogWell_E
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = MISC_MAN_MADE
  KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters *** 
  KindOf                = STRUCTURE SELECTABLE IMMOBILE 
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Shadow          = SHADOW_VOLUME

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ;ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ;RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End
  
  ; An Explosive Death
  Behavior = FXListDie ModuleTag_10
    DeathTypes = ALL -CRUSHED
    DeathFX = FX_PropExplode
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 4.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuHighrise02 

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
    ; day
    ConditionState = NONE
      Model         = CBMogdis06
    End
    ConditionState = DAMAGED
      Model         = CBMogdis06_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis06_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis06_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis06_G
      Animation     = CBMogdis06_G.CBMogdis06_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis06_DG
      Animation     = CBMogdis06_DG.CBMogdis06_DG
      AnimationMode = LOOP
    End
    
        ; night
    ConditionState = NIGHT
      Model         = CBMogdis06_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis06_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis06_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis06_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis06_NG
      Animation     = CBMogdis06_NG.CBMogdis06_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis06_DNG
      Animation     = CBMogdis06_DNG.CBMogdis06_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis06_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis06_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis06_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis06_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis06_SG
      Animation     = CBMogdis06_SG.CBMogdis06_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis06_DSG
      Animation     = CBMogdis06_DSG.CBMogdis06_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis06_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis06_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis06_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis06_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis06_SNG
      Animation     = CBMogdis06_SNG.CBMogdis06_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis06_DSNG
      Animation     = CBMogdis06_DSNG.CBMogdis06_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
 

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 69.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHighrise03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis07
    End
    ConditionState = DAMAGED
      Model         = CBMogdis07_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis07_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis07_R
    End

        ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis07_G
      Animation     = CBMogdis07_G.CBMogdis07_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis07_DG
      Animation     = CBMogdis07_DG.CBMogdis07_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBMogdis07_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis07_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis07_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis07_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis07_NG
      Animation     = CBMogdis07_NG.CBMogdis07_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis07_DNG
      Animation     = CBMogdis07_DNG.CBMogdis07_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis07_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis07_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis07_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis07_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis07_SG
      Animation     = CBMogdis07_SG.CBMogdis07_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis07_DSG
      Animation     = CBMogdis07_DSG.CBMogdis07_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis07_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis07_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis07_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis07_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis07_SNG
      Animation     = CBMogdis07_SNG.CBMogdis07_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis07_DSNG
      Animation     = CBMogdis07_DSNG.CBMogdis07_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 69.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object FarmHouse

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNFarmHse
    End
    ConditionState = DAMAGED
      Model         = CBNFarmHse_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNFarmHse_E
    End
    ConditionState = RUBBLE
      Model         = CBNFarmHse_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNFarmHse_G
      Animation     = CBNFarmHse_G.CBNFarmHse_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNFarmHse_DG
      Animation     = CBNFarmHse_DG.CBNFarmHse_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNFarmHse_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNFarmHse_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNFarmHse_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNFarmHse_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNFarmHse_NG
      Animation     = CBNFarmHse_NG.CBNFarmHse_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNFarmHse_DNG
      Animation     = CBNFarmHse_DNG.CBNFarmHse_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNFarmHse_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNFarmHse_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNFarmHse_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNFarmHse_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNFarmHse_SG
      Animation     = CBNFarmHse_SG.CBNFarmHse_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNFarmHse_DSG
      Animation     = CBNFarmHse_DSG.CBNFarmHse_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNFarmHse_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNFarmHse_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNFarmHse_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNFarmHse_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNFarmHse_SNG
      Animation     = CBNFarmHse_SNG.CBNFarmHse_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNFarmHse_DSNG
      Animation     = CBNFarmHse_DSNG.CBNFarmHse_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EuroHighrise

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

     ; day
    ConditionState = NONE
      Model         = CBEuroCnd
    End
    ConditionState = DAMAGED
      Model         = CBEuroCnd_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBEuroCnd_E
    End
    ConditionState = RUBBLE
      Model         = CBEuroCnd_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBEuroCnd_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBEuroCnd_G
      Animation     = CBEuroCnd_G.CBEuroCnd_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBEuroCnd_DG
      Animation     = CBEuroCnd_DG.CBEuroCnd_DG
      AnimationMode = LOOP
    End

    ; night
    ConditionState = NIGHT
      Model         = CBEuroCnd_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBEuroCnd_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBEuroCnd_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBEuroCnd_EN
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBEuroCnd_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBEuroCnd_NG
      Animation     = CBEuroCnd_NG.CBEuroCnd_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBEuroCnd_DNG
      Animation     = CBEuroCnd_DNG.CBEuroCnd_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBEuroCnd_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBEuroCnd_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBEuroCnd_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBEuroCnd_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBEuroCnd_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBEuroCnd_SG
      Animation     = CBEuroCnd_SG.CBEuroCnd_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBEuroCnd_DSG
      Animation     = CBEuroCnd_DSG.CBEuroCnd_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBEuroCnd_SN
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBEuroCnd_DSN
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBEuroCnd_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBEuroCnd_ESN
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBEuroCnd_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBEuroCnd_SNG
      Animation     = CBEuroCnd_SNG.CBEuroCnd_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBEuroCnd_DSNG
      Animation     = CBEuroCnd_DSNG.CBEuroCnd_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** AUDIO parameters ***
  SoundOnDamaged        = BuildingDestroy
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_04
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End

  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare    
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 43.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 100.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EuroHighrise2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBEuroCnd2
    End
    ConditionState = DAMAGED
      Model         = CBEuroCnd2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBEuroCnd2_E
    End
    ConditionState = RUBBLE
      Model         = CBEuroCnd2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBEuroCnd2_G
      Animation     = CBEuroCnd2_G.CBEuroCnd2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBEuroCnd2_DG
      Animation     = CBEuroCnd2_DG.CBEuroCnd2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBEuroCnd2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBEuroCnd2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBEuroCnd2_EN

    End
    ConditionState = RUBBLE NIGHT
      Model         = CBEuroCnd2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBEuroCnd2_NG
      Animation     = CBEuroCnd2_NG.CBEuroCnd2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBEuroCnd2_DNG
      Animation     = CBEuroCnd2_DNG.CBEuroCnd2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBEuroCnd2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBEuroCnd2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBEuroCnd2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBEuroCnd2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBEuroCnd2_SG
      Animation     = CBEuroCnd2_SG.CBEuroCnd2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBEuroCnd2_DSG
      Animation     = CBEuroCnd2_DSG.CBEuroCnd2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBEuroCnd2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBEuroCnd2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBEuroCnd2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBEuroCnd2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBEuroCnd2_SNG
      Animation     = CBEuroCnd2_SNG.CBEuroCnd2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBEuroCnd2_DSNG
      Animation     = CBEuroCnd2_DSNG.CBEuroCnd2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 21.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MidEastCathedral02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = cbmectdrl2
    End
    ConditionState = DAMAGED
      Model         = cbmectdrl2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbmectdrl2_E
    End
    ConditionState = RUBBLE
      Model         = cbmectdrl2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbmectdrl2_G
      Animation     = cbmectdrl2_G.cbmectdrl2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbmectdrl2_DG
      Animation     = cbmectdrl2_DG.cbmectdrl2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbmectdrl2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbmectdrl2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbmectdrl2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbmectdrl2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbmectdrl2_NG
      Animation     = cbmectdrl2_NG.cbmectdrl2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbmectdrl2_DNG
      Animation     = cbmectdrl2_DNG.cbmectdrl2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbmectdrl2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbmectdrl2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbmectdrl2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbmectdrl2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbmectdrl2_SG
      Animation     = cbmectdrl2_SG.cbmectdrl2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbmectdrl2_DSG
      Animation     = cbmectdrl2_DSG.cbmectdrl2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbmectdrl2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbmectdrl2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbmectdrl2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbmectdrl2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbmectdrl2_SNG
      Animation     = cbmectdrl2_SNG.cbmectdrl2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbmectdrl2_DSNG
      Animation     = cbmectdrl2_DSNG.cbmectdrl2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 65.0
  GeometryHeight        = 52.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHouse01
    End
    ConditionState = DAMAGED
      Model         = CBTHouse01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse01_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse01_G
      Animation     = CBTHouse01_G.CBTHouse01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse01_DG
      Animation     = CBTHouse01_DG.CBTHouse01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse01_NG
      Animation     = CBTHouse01_NG.CBTHouse01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse01_DNG
      Animation     = CBTHouse01_DNG.CBTHouse01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse01_SG
      Animation     = CBTHouse01_SG.CBTHouse01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse01_DSG
      Animation     = CBTHouse01_DSG.CBTHouse01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse01_SNG
      Animation     = CBTHouse01_SNG.CBTHouse01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse01_DSNG
      Animation     = CBTHouse01_DSNG.CBTHouse01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 23.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TallTower02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBTower02    
    End
    ConditionState   = DAMAGED
      Model         = CBTower02_D
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLAPowerPlantSmoke
    End
    ConditionState    = REALLYDAMAGED
      Model         = CBTower02_E
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End

    ConditionState    = RUBBLE
      Model         = CBTower02_E
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
 
    ConditionState    = POST_COLLAPSE
      Model         = CBTower02_R
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Smoke04 GLATowerSmoke
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
    
    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTower02_G
      Animation     = CBTower02_G.CBTower02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTower02_GD
      Animation     = CBTower02_GD.CBTower02_GD
      AnimationMode = LOOP
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
    End

    
    ; night
    ConditionState = NIGHT
      Model         = CBTower02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTower02_DN
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTower02_E
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTower02_E
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBTower02_R
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Smoke04 GLATowerSmoke
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTower02_GN
      Animation     = CBTower02_GN.CBTower02_GN
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTower02_GDN
      Animation     = CBTower02_GDN.CBTower02_GDN
      AnimationMode = LOOP
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
    End
    
       ; snow
    ConditionState = SNOW
      Model = CBTower02_S    
    End
    ConditionState   = DAMAGED SNOW
      Model         = CBTower02_DS
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
    End
    ConditionState    = REALLYDAMAGED SNOW
      Model         = CBTower02_ES
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End

    ConditionState    = RUBBLE SNOW
      Model         = CBTower02_ES
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
 
    ConditionState    = POST_COLLAPSE SNOW
      Model         = CBTower02_RS
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Smoke04 GLATowerSmoke
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
    
    ; day garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBTower02_GS
      Animation     = CBTower02_GS.CBTower02_GS
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBTower02_GDS
      Animation     = CBTower02_GDS.CBTower02_GDS
      AnimationMode = LOOP
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 GLAPowerPlantSmoke
    End

    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBTower02_NS
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBTower02_DNS
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBTower02_ES
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBTower02_ES
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End
    ConditionState = POST_COLLAPSE NIGHT SNOW
      Model         = CBTower02_RS
      ParticleSysBone = Smoke01 SteamVentTower
      ParticleSysBone = Smoke02 GLATowerSmoke
      ParticleSysBone = Smoke03 SteamVentTower
      ParticleSysBone = Smoke04 GLATowerSmoke
      ParticleSysBone = Fire01 GLATowerFlame
      ParticleSysBone = Fire02 GLATowerFlame
      ParticleSysBone = Fire03 GLATowerFlame
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBTower02_GNS
      Animation     = CBTower02_GNS.CBTower02_GNS
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBTower02_GDNS
      Animation     = CBTower02_GDNS.CBTower02_GDNS
      AnimationMode = LOOP
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 GLAPowerPlantSmoke
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 8
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  ; ***ENGINEERING parameters ***
  Behavior                = StructureToppleUpdate ModuleTag_04
    MinToppleDelay      = 250
    MaxToppleDelay      = 500
    MinToppleBurstDelay = 1500
    MaxToppleBurstDelay = 2500
    StructuralIntegrity  = 0.75
    StructuralDecay      = 1.0
    DamageFXTypes       = ALL -WATER
    ToppleStartFX        = FX_DefaultStructureToppleStart
    ToppleDelayFX        = FX_DefaultStructureToppleDelay
    CrushingFX           = FX_SmallTowerCrushing
    AngleFX              = 20.0 FX_StructureToppleAngle20
    ToppleDoneFX        = FX_DefaultStructureToppleDone
    CrushingWeaponName  = ToppledStructureWeapon
  End

  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
    
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 6.0
  GeometryMinorRadius   = 5.0
  GeometryHeight        = 92.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

 ;------------------------------------------------------------------------------
Object CivilianHighrise01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
   ; day
    ConditionState = NONE
      Model         = CBHigh01
    End
    ConditionState = DAMAGED
      Model         = CBHigh01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBHigh01_E
    End
    ConditionState = RUBBLE
      Model         = CBHigh01_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBHigh01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBHigh01_G
      Animation     = CBHigh01_G.CBHigh01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBHigh01_DG
      Animation     = CBHigh01_DG.CBHigh01_DG
      AnimationMode = LOOP
    End

    ; night
    ConditionState = NIGHT
      Model         = CBHigh01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBHigh01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBHigh01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBHigh01_EN
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBHigh01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBHigh01_NG
      Animation     = CBHigh01_NG.CBHigh01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBHigh01_DNG
      Animation     = CBHigh01_DNG.CBHigh01_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBHigh01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBHigh01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBHigh01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBHigh01_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBHigh01_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBHigh01_SG
      Animation     = CBHigh01_SG.CBHigh01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBHigh01_DSG
      Animation     = CBHigh01_DSG.CBHigh01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBHigh01_SN
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBHigh01_DSN
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBHigh01_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBHigh01_ESN
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBHigh01_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBHigh01_SNG
      Animation     = CBHigh01_SNG.CBHigh01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBHigh01_DSNG
      Animation     = CBHigh01_DSNG.CBHigh01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 29.0
  GeometryMinorRadius   = 18.0
  GeometryHeight        = 81.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianHighrise02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

   ; day
    ConditionState = NONE
      Model         = CBHigh02
    End
    ConditionState = DAMAGED
      Model         = CBHigh02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBHigh02_E
    End
    ConditionState = RUBBLE
      Model         = CBHigh02_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBHigh02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBHigh02_G
      Animation     = CBHigh02_G.CBHigh02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBHigh02_DG
      Animation     = CBHigh02_DG.CBHigh02_DG
      AnimationMode = LOOP
    End

    ; night
    ConditionState = NIGHT
      Model         = CBHigh02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBHigh02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBHigh02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBHigh02_EN
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBHigh02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBHigh02_NG
      Animation     = CBHigh02_NG.CBHigh02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBHigh02_DNG
      Animation     = CBHigh02_DNG.CBHigh02_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBHigh02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBHigh02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBHigh02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBHigh02_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBHigh02_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBHigh02_SG
      Animation     = CBHigh02_SG.CBHigh02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBHigh02_DSG
      Animation     = CBHigh02_DSG.CBHigh02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBHigh02_SN
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBHigh02_DSN
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBHigh02_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBHigh02_ESN
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBHigh02_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBHigh02_SNG
      Animation     = CBHigh02_SNG.CBHigh02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBHigh02_DSNG
      Animation     = CBHigh02_DSNG.CBHigh02_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 31.0
  GeometryMinorRadius   = 29.0
  GeometryHeight        = 90.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

    End

;------------------------------------------------------------------------------
Object Dam

  ; *** ART Parameters ***
  Draw                         = W3DModelDraw ModuleTag_01
    ConditionState             = NONE
      Model                    = CBDam   
      ParticleSysBone          = Spray01 DamOverflow
      ParticleSysBone          = Spray03 DamOverflow
      ParticleSysBone          = Spray05 DamOverflow
      ParticleSysBone          = Spray06 DamWavesOutward
    End   
    ConditionState             = DAMAGED
      Model                    = CBDam_D
      ParticleSysBone          = Spray04 DamOverflow
      ParticleSysBone          = Spray07 DamOverflow
      ParticleSysBone          = Spray08 DamOverflow
      ParticleSysBone          = WaterSpray01 WaterSpraySplash
      ParticleSysBone          = WaterSpray02 WaterSpraySplash
      ParticleSysBone          = WaterSpray03 WaterSpraySplash
      ParticleSysBone          = Spray08 DamWavesOutward
    End
    ConditionState             = REALLYDAMAGED
      Model                    = CBDam_E
      Animation                = CBDam_E.CBDam_E
      AnimationMode            = ONCE
      Flags                    = START_FRAME_FIRST
      ParticleSysBone          = WaterSpray01 WaterSpraySplash
      ParticleSysBone          = WaterSpray02 WaterSpraySplash
      ParticleSysBone          = WaterSpray04 WaterSpraySplash
      ParticleSysBone          = Spray03 DamWavesOutward
      ParticleSysBone          = WaterSprayBig01 WaterSpray
    End
    ConditionState    = RUBBLE
      Model           = CBDam_R
      Animation       = CBDam_R.CBDam_R
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
      ParticleSysBone          = WaterSpray01 WaterSpray
      ParticleSysBone          = WaterSpray02 WaterSpray
      ParticleSysBone          = WaterSpray03 WaterSpray
      ParticleSysBone          = WaterSpray01 DamMist
    End
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Dam
  EditorSorting       = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 3000.0
    InitialHealth   = 3000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** AUDIO Parameters ***
  SoundAmbient = DamAmbientLoop
  SoundAmbientDamaged = DamDamageLoop1
  SoundAmbientReallyDamaged = DamDamageLoop2
  SoundAmbientRubble = DamDamageLoop3

;Don't comment out the sounds!
  Behavior = TransitionDamageFX ModuleTag_03
;     DamagedParticleSystem1       = Bone:WaterSpray01    RandomBone:No PSys:WaterSpraySplash
;     DamagedParticleSystem2       = Bone:WaterSpray02    RandomBone:No PSys:WaterSpraySplash2
;     DamagedParticleSystem3       = Bone:WaterSpray03    RandomBone:No PSys:WaterSpraySplash
;     DamagedParticleSystem4       = Bone:Spray04         RandomBone:No PSys:DamOverflow
;     DamagedParticleSystem5       = Bone:Spray05         RandomBone:No PSys:DamOverflow
;     DamagedParticleSystem6       = Bone:Spray06         RandomBone:No PSys:DamOverflow
;     DamagedParticleSystem7       = Bone:Spray07         RandomBone:No PSys:DamOverflow
;     DamagedParticleSystem8       = Bone:Spray08         RandomBone:No PSys:DamOverflow
;     DamagedParticleSystem9       = Bone:Spray08         RandomBone:No PSys:DamMistSmall

     DamagedFXList1               = Loc:X:0 Y:0 Z:0      FXList:FX_DamDamaged

;     ReallyDamagedParticleSystem1 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSpray
;     ReallyDamagedParticleSystem2 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSprayLargeSpray
;     ReallyDamagedParticleSystem3 = Bone:WaterSpray01    RandomBone:No PSys:WaterSpraySplash
;     ReallyDamagedParticleSystem4 = Bone:WaterSpray02    RandomBone:No PSys:WaterSpraySplash
;     ReallyDamagedParticleSystem5 = Bone:WaterSpray03    RandomBone:No PSys:WaterSpraySplash
;     ReallyDamagedParticleSystem6 = Bone:Spray06         RandomBone:No PSys:DamMistSmall

     ReallyDamagedFXList1         = Loc:X:0 Y:0 Z:0      FXList:FX_DamReallyDamaged

;     RubbleParticleSystem1        = Bone:WaterSpray01    RandomBone:No PSys:WaterSpray
;     RubbleParticleSystem2        = Bone:WaterSpray01    RandomBone:No PSys:WaterSprayLargeSpray
;     RubbleParticleSystem3        = Bone:WaterSpray02    RandomBone:No PSys:WaterSpray
;     RubbleParticleSystem4        = Bone:WaterSpray02    RandomBone:No PSys:WaterSprayLargeSpray
;     RubbleParticleSystem5        = Bone:WaterSpray03    RandomBone:No PSys:WaterSpray
;     RubbleParticleSystem6        = Bone:WaterSpray03    RandomBone:No PSys:WaterSprayLargeSpray
;    RubbleParticleSystem7        = Bone:WaterSpray04    RandomBone:No PSys:DamMistSmall
;     RubbleParticleSystem8        = Bone:WaterSpray01    RandomBone:No PSys:DamMist

     RubbleFXList1                = Loc:X:0 Y:0 Z:0      FXList:FX_DamRubble

  End 
  

    
  Behavior                 = CreateObjectDie ModuleTag_04
    CreationList      = OCL_DamDie
  End
  Behavior = DamDie ModuleTag_05
    ;nothing
  End     ;Note, must be after create object die
  
  Geometry            = BOX
  GeometryMajorRadius = 150   ; 25.0
  GeometryMinorRadius = 25    ; 16.0
  GeometryHeight      = 200   ; 50.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ParticleTestObject

  ; *** ART Parameters ***
  Draw                = W3DModelDraw ModuleTag_01
    ConditionState    = NONE
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    
    ; day garrisoned
    ConditionState    = GARRISONED
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    ConditionState    = DAMAGED GARRISONED
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED GARRISONED
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    ;ConditionState    = RUBBLE GARRISONED
    ;  Model           = EXTestObject
    ;  ParticleSysBone = Fire01 SmolderingFire
    ;  ParticleSysBone = Fire01 SmolderingFlameCore
    ;  ParticleSysBone = Smoke01 SmolderingSmoke
    ;End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED NIGHT GARRISONED
      Model           = EXTestObject
      ParticleSysBone = Fire01 SmolderingFire
      ParticleSysBone = Fire01 SmolderingFlameCore
      ParticleSysBone = Smoke01 SmolderingSmoke
    End
    ;ConditionState    = RUBBLE NIGHT GARRISONED
    ; Model           = EXTestObject
    ; ParticleSysBone = Fire01 SmolderingFire
    ; ParticleSysBone = Fire01 SmolderingFlameCore
    ; ParticleSysBone = Smoke01 SmolderingSmoke
    ;End
  End


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End


    
  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = Yes
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object WatchTower03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState    = NONE
      Model           = CBTower03
    End   
    ConditionState    = DAMAGED
      Model         = CBTower03_D
    End
    ConditionState    = REALLYDAMAGED
      Model         = CBTower03_E
    End
    ConditionState    = RUBBLE
      Model         = CBTower03_R
    End

    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBTower03_G
      Animation     = CBTower03_G.CBTower03_G
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = CBTower03_DG
      Animation     = CBTower03_DG.CBTower03_DG
      AnimationMode = LOOP
    End
    AliasConditionState    = REALLYDAMAGED GARRISONED

    
    ; night
    ConditionState    = NIGHT
      Model         = CBTower03_N
    End
    ConditionState    = DAMAGED NIGHT
      Model         = CBTower03_DN
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model         = CBTower03_E
    End
    ConditionState    = RUBBLE NIGHT
      Model         = CBTower03_R
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBTower03_NG
      Animation     = CBTower03_NG.CBTower03_NG
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBTower03_DNG
      Animation     = CBTower03_DNG.CBTower03_DNG
      AnimationMode = LOOP
    End
    AliasConditionState    = REALLYDAMAGED NIGHT GARRISONED

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy



  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 10.0
  GeometryHeight        = 75.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHouse03
    End
    ConditionState = DAMAGED
      Model         = CBTHouse03_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse03_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse03_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse03_G
      Animation     = CBTHouse03_G.CBTHouse03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse03_DG
      Animation     = CBTHouse03_DG.CBTHouse03_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse03_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse03_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse03_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse03_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse03_NG
      Animation     = CBTHouse03_NG.CBTHouse03_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse03_DNG
      Animation     = CBTHouse03_DNG.CBTHouse03_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse03_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse03_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse03_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse03_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse03_SG
      Animation     = CBTHouse03_SG.CBTHouse03_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse03_DSG
      Animation     = CBTHouse03_DSG.CBTHouse03_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse03_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse03_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse03_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse03_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse03_SNG
      Animation     = CBTHouse03_SNG.CBTHouse03_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse03_DSNG
      Animation     = CBTHouse03_DSNG.CBTHouse03_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 56.0
  GeometryMinorRadius   = 45.0
  GeometryHeight        = 33.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse04

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTHouse04
    End
    ConditionState = DAMAGED
      Model         = CBTHouse04_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse04_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse04_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse04_G
      Animation     = CBTHouse04_G.CBTHouse04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse04_DG
      Animation     = CBTHouse04_DG.CBTHouse04_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse04_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse04_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse04_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse04_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse04_NG
      Animation     = CBTHouse04_NG.CBTHouse04_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse04_DNG
      Animation     = CBTHouse04_DNG.CBTHouse04_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse04_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse04_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse04_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse04_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse04_SG
      Animation     = CBTHouse04_SG.CBTHouse04_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse04_DSG
      Animation     = CBTHouse04_DSG.CBTHouse04_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse04_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse04_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse04_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse04_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse04_SNG
      Animation     = CBTHouse04_SNG.CBTHouse04_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse04_DSNG
      Animation     = CBTHouse04_DSNG.CBTHouse04_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 24.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse05

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTHouse05
    End
    ConditionState = DAMAGED
      Model         = CBTHouse05_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse05_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse05_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse05_G
      Animation     = CBTHouse05_G.CBTHouse05_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse05_DG
      Animation     = CBTHouse05_DG.CBTHouse05_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse05_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse05_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse05_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse05_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse05_NG
      Animation     = CBTHouse05_NG.CBTHouse05_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse05_DNG
      Animation     = CBTHouse05_DNG.CBTHouse05_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse05_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse05_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse05_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse05_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse05_SG
      Animation     = CBTHouse05_SG.CBTHouse05_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse05_DSG
      Animation     = CBTHouse05_DSG.CBTHouse05_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse05_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse05_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse05_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse05_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse05_SNG
      Animation     = CBTHouse05_SNG.CBTHouse05_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse05_DSNG
      Animation     = CBTHouse05_DSNG.CBTHouse05_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse06

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTHouse06
    End

    ConditionState = DAMAGED
      Model         = CBTHouse06_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse06_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse06_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse06_G
      Animation     = CBTHouse06_G.CBTHouse06_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse06_DG
      Animation     = CBTHouse06_DG.CBTHouse06_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse06_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse06_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse06_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse06_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse06_NG
      Animation     = CBTHouse06_NG.CBTHouse06_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse06_DNG
      Animation     = CBTHouse06_DNG.CBTHouse06_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse06_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse06_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse06_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse06_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse06_SG
      Animation     = CBTHouse06_SG.CBTHouse06_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse06_DSG
      Animation     = CBTHouse06_DSG.CBTHouse06_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse06_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse06_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse06_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse06_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse06_SNG
      Animation     = CBTHouse06_SNG.CBTHouse06_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse06_DSNG
      Animation     = CBTHouse06_DSNG.CBTHouse06_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 21.0
  GeometryHeight        = 24.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse07

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTHouse07
    End
    ConditionState = DAMAGED
      Model         = CBTHouse07_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse07_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse07_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse07_G
      Animation     = CBTHouse07_G.CBTHouse07_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse07_DG
      Animation     = CBTHouse07_DG.CBTHouse07_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse07_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse07_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse07_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse07_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse07_NG
      Animation     = CBTHouse07_NG.CBTHouse07_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse07_DNG
      Animation     = CBTHouse07_DNG.CBTHouse07_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse07_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse07_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse07_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse07_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse07_SG
      Animation     = CBTHouse07_SG.CBTHouse07_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse07_DSG
      Animation     = CBTHouse07_DSG.CBTHouse07_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse07_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse07_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse07_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse07_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse07_SNG
      Animation     = CBTHouse07_SNG.CBTHouse07_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse07_DSNG
      Animation     = CBTHouse07_DSNG.CBTHouse07_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 54.0
  GeometryMinorRadius   = 27.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse08

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBTHouse08
    End
    ConditionState = DAMAGED
      Model         = CBTHouse08_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse08_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse08_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse08_G
      Animation     = CBTHouse08_G.CBTHouse08_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse08_DG
      Animation     = CBTHouse08_DG.CBTHouse08_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse08_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse08_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse08_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse08_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse08_NG
      Animation     = CBTHouse08_NG.CBTHouse08_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse08_DNG
      Animation     = CBTHouse08_DNG.CBTHouse08_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse08_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse08_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse08_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse08_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse08_SG
      Animation     = CBTHouse08_SG.CBTHouse08_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse08_DSG
      Animation     = CBTHouse08_DSG.CBTHouse08_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse08_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse08_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse08_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse08_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse08_SNG
      Animation     = CBTHouse08_SNG.CBTHouse08_SNG
      AnimationMode = LOOP
    End

    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse08_DSNG
      Animation     = CBTHouse08_DSNG.CBTHouse08_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 56.0
  GeometryMinorRadius   = 45.0
  GeometryHeight        = 33.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse09

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHouse09
    End
    ConditionState = DAMAGED
      Model         = CBTHouse09_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse09_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse09_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse09_G
      Animation     = CBTHouse09_G.CBTHouse09_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse09_DG
      Animation     = CBTHouse09_DG.CBTHouse09_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse09_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse09_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse09_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse09_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse09_NG
      Animation     = CBTHouse09_NG.CBTHouse09_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse09_DNG
      Animation     = CBTHouse09_DNG.CBTHouse09_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse09_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse09_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse09_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse09_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse09_SG
      Animation     = CBTHouse09_SG.CBTHouse09_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse09_DSG
      Animation     = CBTHouse09_DSG.CBTHouse09_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse09_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse09_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse09_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse09_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse09_SNG
      Animation     = CBTHouse09_SNG.CBTHouse09_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse09_DSNG
      Animation     = CBTHouse09_DSNG.CBTHouse09_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 24.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse10

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTHouse10
    End
    ConditionState = DAMAGED
      Model         = CBTHouse10_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse10_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse10_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse10_G
      Animation     = CBTHouse10_G.CBTHouse10_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse10_DG
      Animation     = CBTHouse10_DG.CBTHouse10_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse10_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse10_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse10_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse10_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse10_NG
      Animation     = CBTHouse10_NG.CBTHouse10_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse10_DNG
      Animation     = CBTHouse10_DNG.CBTHouse10_DNG
      AnimationMode = LOOP
    End
    

    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse10_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse10_DS
    End
    ConditionState = REALLYDAMAGED SNOW

      Model         = CBTHouse10_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse10_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse10_SG
      Animation     = CBTHouse10_SG.CBTHouse10_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse10_DSG
      Animation     = CBTHouse10_DSG.CBTHouse10_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse10_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse10_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse10_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse10_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse10_SNG
      Animation     = CBTHouse10_SNG.CBTHouse10_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse10_DSNG
      Animation     = CBTHouse10_DSNG.CBTHouse10_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
 
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 40v.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse11

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHouse11
    End
    ConditionState = DAMAGED
      Model         = CBTHouse11_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse11_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse11_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse11_G
      Animation     = CBTHouse11_G.CBTHouse11_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse11_DG
      Animation     = CBTHouse11_DG.CBTHouse11_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse11_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse11_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse11_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse11_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse11_NG
      Animation     = CBTHouse11_NG.CBTHouse11_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse11_DNG
      Animation     = CBTHouse11_DNG.CBTHouse11_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse11_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse11_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse11_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse11_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse11_SG
      Animation     = CBTHouse11_SG.CBTHouse11_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse11_DSG
      Animation     = CBTHouse11_DSG.CBTHouse11_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse11_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse11_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse11_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse11_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse11_SNG
      Animation     = CBTHouse11_SNG.CBTHouse11_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse11_DSNG
      Animation     = CBTHouse11_DSNG.CBTHouse11_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 21.0
  GeometryHeight        = 24.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse12

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBTHouse12
    End
    ConditionState = DAMAGED
      Model         = CBTHouse12_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse12_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse12_R

    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse12_G
      Animation     = CBTHouse12_G.CBTHouse12_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse12_DG
      Animation     = CBTHouse12_DG.CBTHouse12_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse12_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse12_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse12_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse12_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse12_NG
      Animation     = CBTHouse12_NG.CBTHouse12_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse12_DNG
      Animation     = CBTHouse12_DNG.CBTHouse12_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBTHouse12_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTHouse12_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTHouse12_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBTHouse12_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBTHouse12_SG
      Animation     = CBTHouse12_SG.CBTHouse12_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBTHouse12_DSG
      Animation     = CBTHouse12_DSG.CBTHouse12_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBTHouse12_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBTHouse12_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBTHouse12_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBTHouse12_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBTHouse12_SNG
      Animation     = CBTHouse12_SNG.CBTHouse12_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBTHouse12_DSNG
      Animation     = CBTHouse12_DSNG.CBTHouse12_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 54.0
  GeometryMinorRadius   = 27.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object MogadishuHouse13

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBTHouse13
    End
    ConditionState = DAMAGED
      Model         = CBTHouse13_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTHouse13_E
    End
    ConditionState = RUBBLE
      Model         = CBTHouse13_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTHouse13_G
      Animation     = CBTHouse13_G.CBTHouse13_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTHouse13_DG
      Animation     = CBTHouse13_DG.CBTHouse13_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTHouse13_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTHouse13_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTHouse13_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBTHouse13_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTHouse13_NG
      Animation     = CBTHouse13_NG.CBTHouse13_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse13_DNG
      Animation     = CBTHouse13_DNG.CBTHouse13_DNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 32.0
  GeometryMinorRadius   = 39.0
  GeometryHeight        = 45.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuSmallApartment

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
  
     ; day
    ConditionState = NONE
      Model         = CBTSmlApt
    End
    ConditionState = DAMAGED
      Model         = CBTSmlApt_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBTSmlApt_E
    End
    ConditionState = RUBBLE
      Model         = CBTSmlApt_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBTSmlApt_G
      Animation     = CBTSmlApt_G.CBTSmlApt_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBTSmlApt_GD
      Animation     = CBTSmlApt_GD.CBTSmlApt_GD
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBTSmlApt_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBTSmlApt_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBTSmlApt_EN
    End
 
    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBTSmlApt_GN
      Animation     = CBTSmlApt_GN.CBTSmlApt_GN
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBTSmlApt_GDN
      Animation     = CBTSmlApt_GDN.CBTSmlApt_GDN
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuArchedHouse
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
   ; day  
    ConditionState    = NONE
      Model           = CBTArcHse
    End   
    ConditionState    = DAMAGED
      Model           = CBTArcHse_D
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTArcHse_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
   End
    ConditionState    = RUBBLE
      Model           = CBTArcHse_R
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
      ParticleSysBone = Smoke03 SmolderingFire
   End
   
   ; day garrisoned
    ConditionState    = GARRISONED
      Model           = CBTArcHse_G
      Animation       = CBTArcHse_G.CBTArcHse_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model           = CBTArcHse_GD
      Animation       = CBTArcHse_GD.CBTArcHse_GD
      AnimationMode   = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model           = CBTArcHse_N
    End
    ConditionState    = DAMAGED NIGHT
      Model           = CBTArcHse_DN
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model           = CBTArcHse_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
    End
    ConditionState    = RUBBLE NIGHT
      Model           = CBTArcHse_R
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
      ParticleSysBone = Smoke03 SmolderingFire
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model           = CBTArcHse_NG
      Animation       = CBTArcHse_NG.CBTArcHse_NG
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model           = CBTArcHse_GDN
      Animation       = CBTArcHse_GDN.CBTArcHse_GDN
      AnimationMode   = LOOP
    End 

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 27.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuDome
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
   ; day  
    ConditionState    = NONE
      Model           = CBTDome
    End   
    ConditionState    = DAMAGED
      Model           = CBTDome_D
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTDome_E
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
      ParticleSysBone = Smoke04 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
   End
    ConditionState    = RUBBLE
      Model           = CBTDome_R
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
      ParticleSysBone = Smoke03 SmolderingFireTower
   End
   
   ; day garrisoned
    ConditionState    = GARRISONED
      Model           = CBTDome_G
      Animation       = CBTDome_G.CBTDome_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model           = CBTDome_GD
      Animation       = CBTDome_GD.CBTDome_GD
      AnimationMode   = LOOP
    End
    
   
    
    ; night
    ConditionState    = NIGHT
      Model           = CBTDome_N
    End
    ConditionState    = DAMAGED NIGHT
      Model           = CBTDome_DN
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model           = CBTDome_E
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
      ParticleSysBone = Smoke04 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
    End
    ConditionState    = RUBBLE NIGHT
      Model           = CBTDome_R
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
      ParticleSysBone = Smoke03 SmolderingFireTower
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model           = CBTDome_GN
      Animation       = CBTDome_GN.CBTDome_GN
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model           = CBTDome_GDN
      Animation       = CBTDome_GDN.CBTDome_GDN
      AnimationMode   = LOOP
    End 
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 16.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuTower04
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
   
   ; day  
    ConditionState    = NONE
      Model           = CBTower04
    End   
    ConditionState    = DAMAGED
      Model           = CBTower04_D
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTower04_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
   End
   ConditionState    = RUBBLE
      Model           = CBTower04_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
      ParticleSysBone = Smoke03 SmolderingFire
   End
    ConditionState    = POST_COLLAPSE
      Model           = CBTower04_R
    End
   
   ; day garrisoned
    ConditionState    = GARRISONED
      Model           = CBTower04_G
      Animation       = CBTower04_G.CBTower04_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model           = CBTower04_GD
      Animation       = CBTower04_GD.CBTower04_GD
      AnimationMode   = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model           = CBTower04_N
    End
    ConditionState    = DAMAGED NIGHT
      Model           = CBTower04_DN
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model           = CBTower04_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke04 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
    End
    ConditionState    = RUBBLE NIGHT
      Model           = CBTower04_E
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Smoke03 SmolderingSmoke
      ParticleSysBone = Smoke01 SmolderingFire
      ParticleSysBone = Smoke02 SmolderingFire
      ParticleSysBone = Smoke03 SmolderingFire
    End
    ConditionState    = POST_COLLAPSE NIGHT
      Model           = CBTower04_R
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model           = CBTower04_GN
      Animation       = CBTower04_GN.CBTower04_GN
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model           = CBTower04_GDN
      Animation       = CBTower04_GDN.CBTower04_GDN
      AnimationMode   = LOOP
    End 

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior                = StructureToppleUpdate ModuleTag_04
    MinToppleDelay      = 250
    MaxToppleDelay      = 500
    MinToppleBurstDelay = 1500
    MaxToppleBurstDelay = 2500
    StructuralIntegrity  = 0.75
    StructuralDecay      = 1.0
    DamageFXTypes       = ALL -WATER
    ToppleStartFX        = FX_DefaultStructureToppleStart
    ToppleDelayFX        = FX_DefaultStructureToppleDelay
    CrushingFX          = FX_DefaultStructureCrushing
    AngleFX              = 20.0 FX_StructureToppleAngle20
    ToppleDoneFX        = FX_DefaultStructureToppleDone
    CrushingWeaponName  = ToppledStructureWeapon
  End

  Behavior = BoneFXUpdate ModuleTag_05
    DamageFXTypes       = ALL -WATER
    RubbleFXList1        = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary
    DamageParticleTypes = ALL -WATER    
    RubbleParticleSystem1  = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail
  End

  Behavior = BoneFXDamage ModuleTag_06
    ;nothing
  End

  Behavior = TransitionDamageFX ModuleTag_07
    DamageFXTypes       = ALL -WATER  
    RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
    DamageParticleTypes = ALL -WATER    
    ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
  End
        
  Behavior = FlammableUpdate ModuleTag_09
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_10
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_11
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 10.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuTower05
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
   ; day  
    ConditionState    = NONE
      Model           = CBTower05
    End   
    ConditionState    = DAMAGED
      Model           = CBTower05_D
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTower05_E
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
   End
    ConditionState    = RUBBLE
      Model           = CBTower05_E
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
      ParticleSysBone = Smoke03 SmolderingFireTower
   End
    ConditionState    = POST_COLLAPSE
      Model           = CBTower05_R
    End

   ; day garrisoned
    ConditionState    = GARRISONED
      Model           = CBTower05_G
      Animation       = CBTower05_G.CBTower05_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model           = CBTower05_GD
      Animation       = CBTower05_GD.CBTower05_GD
      AnimationMode   = LOOP
      ParticleSysBone = Smoke01 SmolderingSmokeTower
    End
 
    ; night
    ConditionState    = NIGHT
      Model           = CBTower05_N
    End
    ConditionState    = DAMAGED NIGHT
      Model           = CBTower05_DN
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model           = CBTower05_E
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
    End
    ConditionState    = RUBBLE NIGHT
      Model           = CBTower05_E
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke02 SmolderingSmokeTower
      ParticleSysBone = Smoke03 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFireTower
      ParticleSysBone = Smoke02 SmolderingFireTower
      ParticleSysBone = Smoke03 SmolderingFireTower
    End
    ConditionState    = POST_COLLAPSE NIGHT
      Model           = CBTower05_R
    End
    
    
    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model           = CBTower05_GN
      Animation       = CBTower05_GN.CBTower05_GN
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model           = CBTower05_GDN
      Animation       = CBTower05_GDN.CBTower05_GDN
      AnimationMode   = LOOP
      ParticleSysBone = Smoke01 SmolderingSmokeTower
      ParticleSysBone = Smoke01 SmolderingFire
    End 

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Structure
  EditorSorting         = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth           = 2000.0
    InitialHealth       = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End


  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior                = StructureToppleUpdate ModuleTag_04
    MinToppleDelay      = 250

    MaxToppleDelay      = 500
    MinToppleBurstDelay = 1500
    MaxToppleBurstDelay = 2500
    StructuralIntegrity = 0.75
    StructuralDecay     = 1.0
    DamageFXTypes       = ALL -WATER
    ToppleStartFX       = FX_DefaultStructureToppleStart
    ToppleDelayFX       = FX_DefaultStructureToppleDelay
    CrushingFX          = FX_DefaultStructureCrushing
    AngleFX             = 20.0 FX_StructureToppleAngle20
    ToppleDoneFX        = FX_DefaultStructureToppleDone
    CrushingWeaponName  = ToppledStructureWeapon
  End

  Behavior = BoneFXUpdate ModuleTag_05
    DamageFXTypes       = ALL -WATER
    RubbleFXList1       = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary
    DamageParticleTypes = ALL -WATER    
    RubbleParticleSystem1  = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail
  End

  Behavior = BoneFXDamage ModuleTag_06
    ;nothing
  End

  Behavior = TransitionDamageFX ModuleTag_07
    DamageFXTypes       = ALL -WATER  
    RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
    DamageParticleTypes = ALL -WATER    
    ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion
  End
    
  Behavior = FlammableUpdate ModuleTag_09
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_10
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare  
  End
  
  Behavior = FXListDie ModuleTag_11
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 10.0
  GeometryHeight        = 80.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object Outhouse01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = PMOuthouse01
    End
    ConditionState = DAMAGED
      Model = PMOuthouse01_D
    End
    ConditionState = REALLYDAMAGED
      Model = PMOuthouse01_E
    End
    ConditionState = RUBBLE
      Model = PMOuthouse01_E
    End

    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = PMOuthouse01_G
      Animation     = PMOuthouse01_G.PMOuthouse01_G
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = PMOuthouse01_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TheLoo
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 40.0
    InitialHealth   = 40.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 1
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 4.0
  GeometryMinorRadius   = 3.0
  GeometryHeight        = 15.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Outhouse02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = PMOuthouse02
    End
    ConditionState = DAMAGED
      Model = PMOuthouse02_D
    End
    ConditionState = REALLYDAMAGED
      Model = PMOuthouse02_E
    End
    ConditionState = RUBBLE
      Model = PMOuthouse02_E
    End

    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = PMOuthouse02
      Animation     = PMOuthouse02_G.PMOuthouse02_G
      AnimationMode = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = PMOuthouse02_D
    End

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TheLoo
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 40.0
    InitialHealth   = 40.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 1
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 4.0
  GeometryMinorRadius   = 5.0
  GeometryHeight        = 18.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object MogadishuHouse15

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState    = NONE
      Model           = CBTHouse15
    End   
    ConditionState    = DAMAGED
      Model           = CBTHouse15_D
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTHouse15_E
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame

   End
    ConditionState    = RUBBLE
      Model           = CBTHouse15_R
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
   End
   
   ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBTHouse15_G
      Animation       = CBTHouse15_G.CBTHouse15_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = CBTHouse15_DG
      Animation       = CBTHouse15_DG.CBTHouse15_DG
      AnimationMode   = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model         = CBTHouse15_N
    End
    ConditionState    = DAMAGED NIGHT
      Model         = CBTHouse15_DN
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model         = CBTHouse15_E
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
    End
    ConditionState    = RUBBLE NIGHT
      Model         = CBTHouse15_R
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBTHouse15_G
      Animation       = CBTHouse15_G.CBTHouse15_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse15_DG
      Animation       = CBTHouse15_DG.CBTHouse15_DG
      AnimationMode   = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 22.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse16

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState    = NONE
      Model           = CBTHouse16
    End   
    ConditionState    = DAMAGED
      Model           = CBTHouse16_D
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTHouse16_E
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
   End
    ConditionState    = RUBBLE
      Model           = CBTHouse16_R
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
   End
   
   ; day garrisoned
    ConditionState    = GARRISONED
      Model           = CBTHouse16_G
      Animation       = CBTHouse16_G.CBTHouse16_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model           = CBTHouse16_DG
      Animation       = CBTHouse16_DG.CBTHouse16_DG
      AnimationMode   = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model         = CBTHouse16_N
    End
    ConditionState    = DAMAGED NIGHT
      Model         = CBTHouse16_DN
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model         = CBTHouse16_E
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
    End
    ConditionState    = RUBBLE NIGHT
      Model         = CBTHouse16_R
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Fire01 GLAPowerPlantFlame
    End

    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBTHouse16_NG
;      Animation       = CBTHouse16_NG.CBTHouse16_NG
;      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse16_DNG
;      Animation       = CBTHouse16_DNG.CBTHouse16_DNG
;      AnimationMode   = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 23.0
  GeometryMinorRadius   = 31.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuHouse17

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState    = NONE
      Model           = CBTHouse17
    End   
    ConditionState    = DAMAGED
      Model           = CBTHouse17_D
    End
    ConditionState    = REALLYDAMAGED
      Model           = CBTHouse17_E
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
   End
    ConditionState    = RUBBLE
      Model           = CBTHouse17_R
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
   End

   ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBTHouse17_G
      Animation       = CBTHouse17_G.CBTHouse17_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = CBTHouse17_DG
      Animation       = CBTHouse17_DG.CBTHouse17_DG
      AnimationMode   = LOOP
    End

    
    ; night
    ConditionState    = NIGHT
      Model         = CBTHouse17_N
    End
    ConditionState    = DAMAGED NIGHT
      Model         = CBTHouse17_DN
    End
    ConditionState    = REALLYDAMAGED NIGHT
      Model         = CBTHouse17_E
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
    End
    ConditionState    = RUBBLE NIGHT
      Model         = CBTHouse17_R
      ParticleSysBone = Smoke01 SteamVent
      ParticleSysBone = Smoke02 SteamVent
    End


    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBTHouse17_G
      Animation       = CBTHouse17_G.CBTHouse17_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBTHouse17_DG
      Animation       = CBTHouse17_DG.CBTHouse17_DG
      AnimationMode   = LOOP
    End

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 21.0
  GeometryMinorRadius   = 24.0
  GeometryHeight        = 39.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Subway01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
        ; day
    ConditionState = NONE
      Model         = CBNSubSt
    End
    ConditionState = DAMAGED
      Model         = CBNSubSt_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNSubSt_E
    End
    ConditionState = RUBBLE
      Model         = CBNSubSt_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNSubSt_G
      Animation     = CBNSubSt_G.CBNSubSt_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNSubSt_DG
      Animation     = CBNSubSt_DG.CBNSubSt_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNSubSt_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNSubSt_DN
    End
    ConditionState = REALLYDAMAGED NIGHT

      Model         = CBNSubSt_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNSubSt_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNSubSt_NG
      Animation     = CBNSubSt_NG.CBNSubSt_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNSubSt_DNG
      Animation     = CBNSubSt_DNG.CBNSubSt_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNSubSt_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNSubSt_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNSubSt_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNSubSt_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNSubSt_SG
      Animation     = CBNSubSt_SG.CBNSubSt_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNSubSt_DSG
      Animation     = CBNSubSt_DSG.CBNSubSt_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNSubSt_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNSubSt_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNSubSt_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNSubSt_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNSubSt_SNG
      Animation     = CBNSubSt_SNG.CBNSubSt_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNSubSt_DSNG
      Animation     = CBNSubSt_DSNG.CBNSubSt_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 50.0
  GeometryHeight        = 16.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsiaTownHall01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBNTBuil
    End
    ConditionState = DAMAGED
      Model = CBNTBuil_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBNTBuil_E
    End
    ConditionState = RUBBLE
      Model = CBNTBuil_R
    End

    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBNTBuil_G
      Animation       = CBNTBuil_G.CBNTBuil_G
      AnimationMode   = LOOP
    End
    ConditionState    = DAMAGED GARRISONED
      Model         = CBNTBuil_DG
      Animation       = CBNTBuil_DG.CBNTBuil_DG
      AnimationMode   = LOOP
    End


    ; night garrisoned
    ConditionState    = NIGHT GARRISONED
      Model         = CBNTBuil
    End
    ConditionState    = DAMAGED NIGHT GARRISONED
      Model         = CBNTBuil_D
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1        = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2        = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3        = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4        = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 26.0
  GeometryMinorRadius   = 24.0
  GeometryHeight        = 19.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianApartmentComplex

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
     ; day
    ConditionState = NONE
      Model         = CBNAptCom
    End
    ConditionState = DAMAGED
      Model         = CBNAptCom_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNAptCom_E
    End
    ConditionState = RUBBLE
      Model         = CBNAptCom_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNAptCom_G
      Animation     = CBNAptCom_G.CBNAptCom_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNAptCom_DG
      Animation     = CBNAptCom_DG.CBNAptCom_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNAptCom_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNAptCom_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNAptCom_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNAptCom_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNAptCom_NG
      Animation     = CBNAptCom_NG.CBNAptCom_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNAptCom_DNG
      Animation     = CBNAptCom_DNG.CBNAptCom_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNAptCom_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNAptCom_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNAptCom_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNAptCom_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNAptCom_SG
      Animation     = CBNAptCom_SG.CBNAptCom_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNAptCom_DSG
      Animation     = CBNAptCom_DSG.CBNAptCom_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNAptCom_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNAptCom_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNAptCom_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNAptCom_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNAptCom_SNG
      Animation     = CBNAptCom_SNG.CBNAptCom_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNAptCom_DSNG
      Animation     = CBNAptCom_DSNG.CBNAptCom_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 105.0
  GeometryMinorRadius   = 30.0
  GeometryHeight        = 56.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object AsianApartmentUnit

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNAptUnit
    End
    ConditionState = DAMAGED
      Model         = CBNAptUnit_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNAptUnit_E
    End
    ConditionState = RUBBLE
      Model         = CBNAptUnit_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNAptUnit_G
      Animation     = CBNAptUnit_G.CBNAptUnit_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNAptUnit_DG
      Animation     = CBNAptUnit_DG.CBNAptUnit_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNAptUnit_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNAptUnit_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNAptUnit_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNAptUnit_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNAptUnit_NG
      Animation     = CBNAptUnit_NG.CBNAptUnit_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNAptUnit_DNG
      Animation     = CBNAptUnit_DNG.CBNAptUnit_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNAptUnit_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNAptUnit_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNAptUnit_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNAptUnit_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNAptUnit_SG
      Animation     = CBNAptUnit_SG.CBNAptUnit_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNAptUnit_DSG
      Animation     = CBNAptUnit_DSG.CBNAptUnit_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNAptUnit_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNAptUnit_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNAptUnit_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNAptUnit_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNAptUnit_SNG
      Animation     = CBNAptUnit_SNG.CBNAptUnit_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNAptUnit_DSNG
      Animation     = CBNAptUnit_DSNG.CBNAptUnit_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 21.0
  GeometryMinorRadius   = 13.0
  GeometryHeight        = 34.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object ChemicalFactory

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
; day
    ConditionState        = NONE
      Model               = CBChemFact
    End
    ConditionState        = DAMAGED
      Model               = CBChemFact_D
    End
    ConditionState        = REALLYDAMAGED
      Model               = CBChemFact_E
    End
    ConditionState        = RUBBLE
      Model               = CBChemFact_R
    End

; day garrisoned
    ConditionState        = GARRISONED
      Model               = CBChemFact_G
      Animation           = CBChemFact_G.CBChemFact_G
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED GARRISONED
      Model               = CBChemFact_DG
      Animation           = CBChemFact_DG.CBChemFact_DG
      AnimationMode       = LOOP
    End
    
; night
    ConditionState        = NIGHT
      Model               = CBChemFact_N
    End
    ConditionState        = DAMAGED NIGHT
      Model               = CBChemFact_DN
    End
    ConditionState        = REALLYDAMAGED NIGHT
      Model               = CBChemFact_EN
    End
    ConditionState        = RUBBLE NIGHT
      Model               = CBChemFact_RN
    End

; night garrisoned
    ConditionState        = NIGHT GARRISONED
      Model               = CBChemFact_NG
      Animation           = CBChemFact_NG.CBChemFact_NG
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED NIGHT GARRISONED
      Model               = CBChemFact_DNG
      Animation           = CBChemFact_DNG.CBChemFact_DNG
      AnimationMode       = LOOP
    End
 
; Snow
    ConditionState        = SNOW
      Model               = CBChemFact_S
    End
    ConditionState        = DAMAGED SNOW
      Model               = CBChemFact_DS
    End
    ConditionState        = REALLYDAMAGED SNOW
      Model               = CBChemFact_ES
    End
    ConditionState        = RUBBLE SNOW
      Model               = CBChemFact_RS
    End

; snow garrisoned
    ConditionState        = SNOW GARRISONED
      Model               = CBChemFact_SG
      Animation           = CBChemFact_SG.CBChemFact_SG
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED SNOW GARRISONED
      Model               = CBChemFact_DSG
      Animation           = CBChemFact_DSG.CBChemFact_DSG
      AnimationMode       = LOOP
    End
    
; night snow
    ConditionState        = SNOW NIGHT
      Model               = CBChemFact_SN
    End
    ConditionState        = DAMAGED SNOW NIGHT
      Model               = CBChemFact_DSN
    End
    ConditionState        = REALLYDAMAGED SNOW NIGHT
      Model               = CBChemFact_ESN
    End
    ConditionState        = RUBBLE SNOW NIGHT
      Model               = CBChemFact_RSN
    End
    
; night snow garrisoned
    ConditionState        = SNOW NIGHT GARRISONED
      Model               = CBChemFact_SNG
      Animation           = CBChemFact_SNG.CBChemFact_SNG
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED SNOW NIGHT GARRISONED
      Model               = CBChemFact_DSNG
      Animation           = CBChemFact_DSNG.CBChemFact_DSNG
      AnimationMode       = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ChemicalFactory
  EditorSorting   = STRUCTURE


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
    DeathWeapon   = AnthraxBombWeapon
    StartsActive  = Yes 
  End

  Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05
    StartsActive                    = Yes
    ContinuousWeaponDamaged         = SmallPoisonFieldWeaponUpgraded
    ContinuousWeaponReallyDamaged   = MediumPoisonFieldWeaponUpgraded
    DamageTypes = ALL
    DamageAmount                    = 1  ; if damage is >= this value, fire the weapon
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_08
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 36.0
  GeometryMinorRadius   = 61.0
  GeometryHeight        = 73.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object PharmaceuticalFactory

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
; day
    ConditionState        = NONE
      Model               = CBChemFact
    End
    ConditionState        = DAMAGED
      Model               = CBChemFact_D
    End
    ConditionState        = REALLYDAMAGED
      Model               = CBChemFact_E
    End
    ConditionState        = RUBBLE
      Model               = CBChemFact_R
    End

; day garrisoned
    ConditionState        = GARRISONED
      Model               = CBChemFact_G
      Animation           = CBChemFact_G.CBChemFact_G
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED GARRISONED
      Model               = CBChemFact_DG
      Animation           = CBChemFact_DG.CBChemFact_DG
      AnimationMode       = LOOP
    End
    
; night
    ConditionState        = NIGHT
      Model               = CBChemFact_N
    End
    ConditionState        = DAMAGED NIGHT
      Model               = CBChemFact_DN
    End
    ConditionState        = REALLYDAMAGED NIGHT
      Model               = CBChemFact_EN
    End
    ConditionState        = RUBBLE NIGHT
      Model               = CBChemFact_RN
    End

; night garrisoned
    ConditionState        = NIGHT GARRISONED
      Model               = CBChemFact_NG
      Animation           = CBChemFact_NG.CBChemFact_NG
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED NIGHT GARRISONED
      Model               = CBChemFact_DNG
      Animation           = CBChemFact_DNG.CBChemFact_DNG
      AnimationMode       = LOOP
    End
 
; Snow
    ConditionState        = SNOW
      Model               = CBChemFact_S
    End
    ConditionState        = DAMAGED SNOW
      Model               = CBChemFact_DS
    End
    ConditionState        = REALLYDAMAGED SNOW
      Model               = CBChemFact_ES
    End
    ConditionState        = RUBBLE SNOW
      Model               = CBChemFact_RS
    End

; snow garrisoned
    ConditionState        = SNOW GARRISONED
      Model               = CBChemFact_SG
      Animation           = CBChemFact_SG.CBChemFact_SG
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED SNOW GARRISONED
      Model               = CBChemFact_DSG
      Animation           = CBChemFact_DSG.CBChemFact_DSG
      AnimationMode       = LOOP
    End
    
; night snow
    ConditionState        = SNOW NIGHT
      Model               = CBChemFact_SN
    End
    ConditionState        = DAMAGED SNOW NIGHT
      Model               = CBChemFact_DSN
    End
    ConditionState        = REALLYDAMAGED SNOW NIGHT
      Model               = CBChemFact_ESN
    End
    ConditionState        = RUBBLE SNOW NIGHT
      Model               = CBChemFact_RSN
    End
    
; night snow garrisoned
    ConditionState        = SNOW NIGHT GARRISONED
      Model               = CBChemFact_SNG
      Animation           = CBChemFact_SNG.CBChemFact_SNG
      AnimationMode       = LOOP
    End
    ConditionState        = DAMAGED SNOW NIGHT GARRISONED
      Model               = CBChemFact_DSNG
      Animation           = CBChemFact_DSNG.CBChemFact_DSNG
      AnimationMode       = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:PharmaceuticalFactory
  EditorSorting   = STRUCTURE


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
    DeathWeapon   = AnthraxBombWeapon
    StartsActive  = Yes 
  End

  Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05
    StartsActive                    = Yes
    ContinuousWeaponDamaged         = SmallPoisonFieldWeaponUpgraded
    ContinuousWeaponReallyDamaged   = MediumPoisonFieldWeaponUpgraded
    DamageTypes = ALL
    DamageAmount                    = 1  ; if damage is >= this value, fire the weapon
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_07
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_08
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 36.0
  GeometryMinorRadius   = 61.0
  GeometryHeight        = 73.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ChemicalBunker

  ; *** ART Parameters ***
  SelectPortrait = SSChemBunk_L
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model        = CBChemBunk
    End
    ConditionState = DAMAGED
      Model        = CBChemBunk_D
    End
    ConditionState = REALLYDAMAGED
      Model        = CBChemBunk_E
    End
    ConditionState = RUBBLE
      Model        = CBChemBunk_R
    End

    
    ; night
    ConditionState = NIGHT
      Model        = CBChemBunk_N
    End
    ConditionState = DAMAGED NIGHT
      Model        = CBChemBunk_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model        = CBChemBunk_EN
    End
    ConditionState = RUBBLE NIGHT
      Model        = CBChemBunk_RN
    End

    
    ; Snow
    ConditionState = SNOW
      Model        = CBChemBunk_S
    End
    ConditionState = DAMAGED SNOW
      Model        = CBChemBunk_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model        = CBChemBunk_ES
    End
    ConditionState = RUBBLE SNOW
      Model        = CBChemBunk_RS
    End


    
    ; night snow
    ConditionState = SNOW NIGHT
      Model        = CBChemBunk_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model        = CBChemBunk_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model        = CBChemBunk_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model        = CBChemBunk_RSN
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Bunker
  EditorSorting   = STRUCTURE
  ShroudClearingRange    = 100

  ; ***AUDIO parameters ***
  SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop
  SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End


  Behavior = FireWeaponWhenDeadBehavior     ModuleTag_ChangeDeathWeapon
    DeathWeapon   = AnthraxBombWeapon
    StartsActive  = Yes
  End

  Behavior = FireWeaponWhenDamagedBehavior     ModuleTag_SoloMissionChange
    StartsActive = Yes
    ContinuousWeaponDamaged         = SmallPoisonFieldWeaponUpgraded
    ContinuousWeaponReallyDamaged   = MediumPoisonFieldWeaponUpgraded
    DamageTypes = ALL
    DamageAmount = 1  ; if damage is >= this value, fire the weapon
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_06
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_07
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 22.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_ChemicalBunker
;Removed anthrax bomb poison field.


  ; *** ART Parameters ***
  SelectPortrait = SSChemBunk_L
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model        = CBChemBunk
    End
    ConditionState = DAMAGED
      Model        = CBChemBunk_D
    End
    ConditionState = REALLYDAMAGED
      Model        = CBChemBunk_E
    End
    ConditionState = RUBBLE
      Model        = CBChemBunk_R
    End

    
    ; night
    ConditionState = NIGHT
      Model        = CBChemBunk_N
    End
    ConditionState = DAMAGED NIGHT
      Model        = CBChemBunk_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model        = CBChemBunk_EN
    End
    ConditionState = RUBBLE NIGHT
      Model        = CBChemBunk_RN
    End

    
    ; Snow
    ConditionState = SNOW
      Model        = CBChemBunk_S
    End
    ConditionState = DAMAGED SNOW
      Model        = CBChemBunk_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model        = CBChemBunk_ES
    End
    ConditionState = RUBBLE SNOW
      Model        = CBChemBunk_RS
    End


    
    ; night snow
    ConditionState = SNOW NIGHT
      Model        = CBChemBunk_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model        = CBChemBunk_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model        = CBChemBunk_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model        = CBChemBunk_RSN
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Bunker
  EditorSorting   = STRUCTURE
  ShroudClearingRange    = 100

  ; ***AUDIO parameters ***
  SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop
  SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

; - REMOVED to increase framerate on USA05 Cinematic.
;  Behavior = FireWeaponWhenDeadBehavior     ModuleTag_ChangeDeathWeapon
;    DeathWeapon   = AnthraxBombWeapon
;    StartsActive  = Yes
;  End
;
;  Behavior = FireWeaponWhenDamagedBehavior     ModuleTag_SoloMissionChange
;    StartsActive = Yes
;    ContinuousWeaponDamaged         = SmallPoisonFieldWeaponUpgraded
;    ContinuousWeaponReallyDamaged   = MediumPoisonFieldWeaponUpgraded
;    DamageTypes = ALL
;    DamageAmount = 1  ; if damage is >= this value, fire the weapon
;  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
    OrientToObject = No
  End
    
  Behavior                = TransitionDamageFX ModuleTag_06
    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
    ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_07
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 22.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GasStation03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
      ; day
    ConditionState = NONE
      Model         = CBNGasSt
    End
    ConditionState = DAMAGED
      Model         = CBNGasSt_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNGasSt_E
    End
    ConditionState = RUBBLE
      Model         = CBNGasSt_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNGasSt_G
      Animation     = CBNGasSt_G.CBNGasSt_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNGasSt_DG
      Animation     = CBNGasSt_DG.CBNGasSt_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNGasSt_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNGasSt_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNGasSt_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNGasSt_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNGasSt_NG
      Animation     = CBNGasSt_NG.CBNGasSt_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNGasSt_DNG
      Animation     = CBNGasSt_DNG.CBNGasSt_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNGasSt_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNGasSt_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNGasSt_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNGasSt_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNGasSt_SG
      Animation     = CBNGasSt_SG.CBNGasSt_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNGasSt_DSG
      Animation     = CBNGasSt_DSG.CBNGasSt_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNGasSt_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNGasSt_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNGasSt_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNGasSt_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNGasSt_SNG
      Animation     = CBNGasSt_SNG.CBNGasSt_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNGasSt_DSNG
      Animation     = CBNGasSt_DSNG.CBNGasSt_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 16.0
  GeometryMinorRadius   = 34.0
  GeometryHeight        = 23.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsiaGovernmentBuilding

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNGovBuil
    End
    ConditionState = DAMAGED
      Model         = CBNGovBuil_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNGovBuil_E
    End
    ConditionState = RUBBLE
      Model         = CBNGovBuil_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNGovBuil_G
      Animation     = CBNGovBuil_G.CBNGovBuil_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNGovBuil_DG
      Animation     = CBNGovBuil_DG.CBNGovBuil_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNGovBuil_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNGovBuil_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNGovBuil_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNGovBuil_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNGovBuil_NG
      Animation     = CBNGovBuil_NG.CBNGovBuil_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNGovBuil_DNG
      Animation     = CBNGovBuil_DNG.CBNGovBuil_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNGovBuil_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNGovBuil_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNGovBuil_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNGovBuil_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNGovBuil_SG
      Animation     = CBNGovBuil_SG.CBNGovBuil_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNGovBuil_DSG
      Animation     = CBNGovBuil_DSG.CBNGovBuil_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNGovBuil_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNGovBuil_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNGovBuil_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNGovBuil_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNGovBuil_SNG
      Animation     = CBNGovBuil_SNG.CBNGovBuil_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNGovBuil_DSNG
      Animation     = CBNGovBuil_DSNG.CBNGovBuil_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting    = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
   ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 47.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 58.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianTrainStation

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
      ; day
    ConditionState = NONE
      Model         = CBNTraist
    End
    ConditionState = DAMAGED
      Model         = CBNTraist_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNTraist_E
    End
    ConditionState = RUBBLE
      Model         = CBNTraist_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNTraist_G
      Animation     = CBNTraist_G.CBNTraist_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNTraist_DG
      Animation     = CBNTraist_DG.CBNTraist_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNTraist_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNTraist_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNTraist_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNTraist_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNTraist_NG
      Animation     = CBNTraist_NG.CBNTraist_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNTraist_DNG
      Animation     = CBNTraist_DNG.CBNTraist_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNTraist_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNTraist_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNTraist_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNTraist_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNTraist_SG
      Animation     = CBNTraist_SG.CBNTraist_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNTraist_DSG
      Animation     = CBNTraist_DSG.CBNTraist_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNTraist_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNTraist_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNTraist_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNTraist_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNTraist_SNG
      Animation     = CBNTraist_SNG.CBNTraist_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNTraist_DSNG
      Animation     = CBNTraist_DSNG.CBNTraist_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 47.0
  GeometryMinorRadius   = 21.0
  GeometryHeight        = 14.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianTrainStation02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNBTraist
    End
    ConditionState = DAMAGED
      Model         = CBNBTraist_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNBTraist_E
    End
    ConditionState = RUBBLE
      Model         = CBNBTraist_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNBTraist_G
      Animation     = CBNBTraist_G.CBNBTraist_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNBTraist_DG
      Animation     = CBNBTraist_DG.CBNBTraist_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNBTraist_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNBTraist_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNBTraist_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNBTraist_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNBTraist_NG
      Animation     = CBNBTraist_NG.CBNBTraist_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNBTraist_DNG
      Animation     = CBNBTraist_DNG.CBNBTraist_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNBTraist_S
    End
    ConditionState = DAMAGED SNOW

      Model         = CBNBTraist_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNBTraist_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNBTraist_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNBTraist_SG
      Animation     = CBNBTraist_SG.CBNBTraist_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNBTraist_DSG
      Animation     = CBNBTraist_DSG.CBNBTraist_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNBTraist_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNBTraist_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNBTraist_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNBTraist_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNBTraist_SNG
      Animation     = CBNBTraist_SNG.CBNBTraist_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNBTraist_DSNG
      Animation     = CBNBTraist_DSNG.CBNBTraist_DSNG
      AnimationMode = LOOP
    End

  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare   
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 40.0
  GeometryHeight        = 31.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TechHospital

  ; *** ART Parameters ***
  SelectPortrait         = SSTechHospital_L
  Draw                   = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ; DAY ************************************
    ConditionState       = NONE
      Model              = ZBHospital
      ;Animation          = ZBHospital.ZBHospital
      ;AnimationMode      = LOOP
    End
    
    ; DAMAGED *********************************
    ConditionState       = DAMAGED
      Model              = ZBHospital_D
      Animation          = ZBHospital_D.ZBHospital_D
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
      ParticleSysBone    = Smoke04 SmolderingSmoke
      ParticleSysBone    = Smoke05 SmolderingSmoke
      ParticleSysBone    = Smoke06 SmolderingSmoke
      ParticleSysBone    = Smoke07 SmolderingSmoke
      ParticleSysBone    = Smoke08 SmolderingSmoke
      ParticleSysBone    = Smoke09 SmolderingSmoke
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Fire04 SmolderingFire
      ParticleSysBone    = Fire05 SmolderingFire
      ParticleSysBone    = Fire06 SmolderingFire
      ParticleSysBone    = Fire07 SmolderingFire
      ParticleSysBone    = Fire08 SmolderingFire
      ParticleSysBone    = Fire09 SmolderingFire
    End

    ; REALLYDAMAGED *******************************
    ConditionState       = REALLYDAMAGED
      Model              = ZBHospital_E
      Animation          = ZBHospital_E.ZBHospital_E
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmokeFactionLarge
      ParticleSysBone    = Smoke02 SmokeFactionLarge
      ParticleSysBone    = Smoke03 SmokeFactionLarge
      ParticleSysBone    = Smoke04 SmokeFactionLarge
      ParticleSysBone    = Smoke05 SmokeFactionLarge
      ParticleSysBone    = Smoke06 SmokeFactionLarge
      ParticleSysBone    = Smoke07 SmokeFactionLarge
      ParticleSysBone    = Smoke08 SmokeFactionLarge
      ParticleSysBone    = Smoke09 SmokeFactionLarge
      ParticleSysBone    = Smoke10 SmokeFactionLarge
      ParticleSysBone    = Smoke11 SmokeFactionLarge
      ParticleSysBone    = Fire01 FireFactionLarge
      ParticleSysBone    = Fire02 FireFactionLarge
      ParticleSysBone    = Fire03 FireFactionLarge
      ParticleSysBone    = Fire04 FireFactionLarge
      ParticleSysBone    = Fire05 FireFactionLarge
      ParticleSysBone    = Fire06 FireFactionLarge
      ParticleSysBone    = Fire07 FireFactionLarge
      ParticleSysBone    = Fire08 FireFactionLarge
      ParticleSysBone    = Fire09 FireFactionLarge
      ParticleSysBone    = Fire10 FireFactionLarge
      ParticleSysBone    = Fire11 FireFactionLarge
    End

    ; RUBBLE *****************************************
    ConditionState       = RUBBLE
      Model              = ZBHospital_R
    End

    ; NIGHT ************************************
    ConditionState       = NIGHT
      Model              = ZBHospital_N
      Animation          = ZBHospital_N.ZBHospital_N
      AnimationMode      = LOOP
    End
    
    ; NIGHT DAMAGED *********************************
    ConditionState       = NIGHT DAMAGED
      Model              = ZBHospital_DN
      Animation          = ZBHospital_DN.ZBHospital_DN
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
      ParticleSysBone    = Smoke04 SmolderingSmoke
      ParticleSysBone    = Smoke05 SmolderingSmoke
      ParticleSysBone    = Smoke06 SmolderingSmoke
      ParticleSysBone    = Smoke07 SmolderingSmoke
      ParticleSysBone    = Smoke08 SmolderingSmoke
      ParticleSysBone    = Smoke09 SmolderingSmoke
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Fire04 SmolderingFire
      ParticleSysBone    = Fire05 SmolderingFire
      ParticleSysBone    = Fire06 SmolderingFire
      ParticleSysBone    = Fire07 SmolderingFire
      ParticleSysBone    = Fire08 SmolderingFire
      ParticleSysBone    = Fire09 SmolderingFire
    End

    ; NIGHT REALLYDAMAGED *****************************
    ConditionState       = NIGHT REALLYDAMAGED 
      Model              = ZBHospital_EN
      Animation          = ZBHospital_EN.ZBHospital_EN
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmokeFactionLarge
      ParticleSysBone    = Smoke02 SmokeFactionLarge
      ParticleSysBone    = Smoke03 SmokeFactionLarge
      ParticleSysBone    = Smoke04 SmokeFactionLarge
      ParticleSysBone    = Smoke05 SmokeFactionLarge
      ParticleSysBone    = Smoke06 SmokeFactionLarge
      ParticleSysBone    = Smoke07 SmokeFactionLarge
      ParticleSysBone    = Smoke08 SmokeFactionLarge
      ParticleSysBone    = Smoke09 SmokeFactionLarge
      ParticleSysBone    = Smoke10 SmokeFactionLarge
      ParticleSysBone    = Smoke11 SmokeFactionLarge
      ParticleSysBone    = Fire01 FireFactionLarge
      ParticleSysBone    = Fire02 FireFactionLarge
      ParticleSysBone    = Fire03 FireFactionLarge
      ParticleSysBone    = Fire04 FireFactionLarge
      ParticleSysBone    = Fire05 FireFactionLarge
      ParticleSysBone    = Fire06 FireFactionLarge
      ParticleSysBone    = Fire07 FireFactionLarge
      ParticleSysBone    = Fire08 FireFactionLarge
      ParticleSysBone    = Fire09 FireFactionLarge
      ParticleSysBone    = Fire10 FireFactionLarge
      ParticleSysBone    = Fire11 FireFactionLarge
    End

    ; NIGHT RUBBLE ********************************
    ConditionState       = RUBBLE NIGHT
      Model              = ZBHospital_R
    End

    ; SNOW ************************************
    ConditionState       = SNOW
      Model              = ZBHospital_S
      Animation          = ZBHospital_S.ZBHospital_S
      AnimationMode      = LOOP
    End
    
    ; SNOW DAMAGED *********************************
    ConditionState       = SNOW DAMAGED
      Model              = ZBHospital_DS
      Animation          = ZBHospital_DS.ZBHospital_DS
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
      ParticleSysBone    = Smoke04 SmolderingSmoke
      ParticleSysBone    = Smoke05 SmolderingSmoke
      ParticleSysBone    = Smoke06 SmolderingSmoke
      ParticleSysBone    = Smoke07 SmolderingSmoke
      ParticleSysBone    = Smoke08 SmolderingSmoke
      ParticleSysBone    = Smoke09 SmolderingSmoke
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Fire04 SmolderingFire
      ParticleSysBone    = Fire05 SmolderingFire
      ParticleSysBone    = Fire06 SmolderingFire
      ParticleSysBone    = Fire07 SmolderingFire
      ParticleSysBone    = Fire08 SmolderingFire
      ParticleSysBone    = Fire09 SmolderingFire
    End

    ; SNOW REALLYDAMAGED **************************
    ConditionState       = SNOW REALLYDAMAGED 
      Model              = ZBHospital_ES
      Animation          = ZBHospital_ES.ZBHospital_ES
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmokeFactionLarge
      ParticleSysBone    = Smoke02 SmokeFactionLarge
      ParticleSysBone    = Smoke03 SmokeFactionLarge
      ParticleSysBone    = Smoke04 SmokeFactionLarge
      ParticleSysBone    = Smoke05 SmokeFactionLarge
      ParticleSysBone    = Smoke06 SmokeFactionLarge
      ParticleSysBone    = Smoke07 SmokeFactionLarge
      ParticleSysBone    = Smoke08 SmokeFactionLarge
      ParticleSysBone    = Smoke09 SmokeFactionLarge
      ParticleSysBone    = Smoke10 SmokeFactionLarge
      ParticleSysBone    = Smoke11 SmokeFactionLarge
      ParticleSysBone    = Fire01 FireFactionLarge
      ParticleSysBone    = Fire02 FireFactionLarge
      ParticleSysBone    = Fire03 FireFactionLarge
      ParticleSysBone    = Fire04 FireFactionLarge
      ParticleSysBone    = Fire05 FireFactionLarge
      ParticleSysBone    = Fire06 FireFactionLarge
      ParticleSysBone    = Fire07 FireFactionLarge
      ParticleSysBone    = Fire08 FireFactionLarge
      ParticleSysBone    = Fire09 FireFactionLarge
      ParticleSysBone    = Fire10 FireFactionLarge
      ParticleSysBone    = Fire11 FireFactionLarge
    End

    ; SNOW RUBBLE *************************************
    ConditionState       = SNOW RUBBLE
      Model              = ZBHospital_RS
    End
    
    ; NIGHT SNOW ************************************
    ConditionState       = NIGHT SNOW
      Model              = ZBHospital_NS
      Animation          = ZBHospital_NS.ZBHospital_NS
      AnimationMode      = LOOP
    End
    
    ; NIGHT SNOW DAMAGED *********************************
    ConditionState       = NIGHT SNOW DAMAGED
      Model              = ZBHospital_DNS
      Animation          = ZBHospital_DNS.ZBHospital_DNS
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmolderingSmoke
      ParticleSysBone    = Smoke02 SmolderingSmoke
      ParticleSysBone    = Smoke03 SmolderingSmoke
      ParticleSysBone    = Smoke04 SmolderingSmoke
      ParticleSysBone    = Smoke05 SmolderingSmoke
      ParticleSysBone    = Smoke06 SmolderingSmoke
      ParticleSysBone    = Smoke07 SmolderingSmoke
      ParticleSysBone    = Smoke08 SmolderingSmoke
      ParticleSysBone    = Smoke09 SmolderingSmoke
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire02 SmolderingFire
      ParticleSysBone    = Fire03 SmolderingFire
      ParticleSysBone    = Fire04 SmolderingFire
      ParticleSysBone    = Fire05 SmolderingFire
      ParticleSysBone    = Fire06 SmolderingFire
      ParticleSysBone    = Fire07 SmolderingFire
      ParticleSysBone    = Fire08 SmolderingFire
      ParticleSysBone    = Fire09 SmolderingFire
    End

    ; NIGHT SNOW REALLYDAMAGED ************************
    ConditionState       = NIGHT SNOW REALLYDAMAGED
      Model              = ZBHospital_ENS
      Animation          = ZBHospital_ENS.ZBHospital_ENS
      AnimationMode      = LOOP
      ParticleSysBone    = Smoke01 SmokeFactionLarge
      ParticleSysBone    = Smoke02 SmokeFactionLarge
      ParticleSysBone    = Smoke03 SmokeFactionLarge
      ParticleSysBone    = Smoke04 SmokeFactionLarge
      ParticleSysBone    = Smoke05 SmokeFactionLarge
      ParticleSysBone    = Smoke06 SmokeFactionLarge
      ParticleSysBone    = Smoke07 SmokeFactionLarge
      ParticleSysBone    = Smoke08 SmokeFactionLarge
      ParticleSysBone    = Smoke09 SmokeFactionLarge
      ParticleSysBone    = Smoke10 SmokeFactionLarge
      ParticleSysBone    = Smoke11 SmokeFactionLarge
      ParticleSysBone    = Fire01 FireFactionLarge
      ParticleSysBone    = Fire02 FireFactionLarge
      ParticleSysBone    = Fire03 FireFactionLarge
      ParticleSysBone    = Fire04 FireFactionLarge
      ParticleSysBone    = Fire05 FireFactionLarge
      ParticleSysBone    = Fire06 FireFactionLarge
      ParticleSysBone    = Fire07 FireFactionLarge
      ParticleSysBone    = Fire08 FireFactionLarge
      ParticleSysBone    = Fire09 FireFactionLarge
      ParticleSysBone    = Fire10 FireFactionLarge
      ParticleSysBone    = Fire11 FireFactionLarge
    End
    
    ; NIGHT SNOW RUBBLE ****************************
    ConditionState       = NIGHT SNOW RUBBLE
      Model              = ZBHospital_R
    End
    
  End

  ; ========================= Flag Model ===============================
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes
    
    ; DEFAULT & DAMAGED ************************************************
    ConditionState  = NONE
      Model         = ZBHospital_F
      Animation     = ZBHospital_F.ZBHospital_F
      AnimationMode = LOOP
    End
    AliasConditionState = DAMAGED
    
    ; REALLYDAMAGED ****************************************************
    ConditionState  = REALLYDAMAGED
      Model         = ZBHospital_FE
      Animation     = ZBHospital_FE.ZBHospital_FE
      AnimationMode = LOOP
    End
    
    ; RUBBLE ***********************************************************
    ConditionState  = RUBBLE
      Model         = None
    End
    
  End
  
  ; ------------ New Animations fence -----------------
  Draw = W3DModelDraw ModuleTag_LightingAnimations
  AnimationsRequirePower = No
  
    DefaultConditionState
      Model           = ZBHospital_A1
      Animation       = ZBHospital_A1.ZBHospital_A1
      AnimationMode   = LOOP
    End
    
    ConditionState    = DAMAGED
      Model           = ZBHospital_A1D
      Animation       = ZBHospital_A1D.ZBHospital_A1D
      AnimationMode   = LOOP
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = ZBHospital_A1E
      Animation       = ZBHospital_A1E.ZBHospital_A1E
      AnimationMode   = LOOP
    End
    
    ConditionState    = RUBBLE
      Model           = NONE
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName            = OBJECT:TechHospital
  EditorSorting          = STRUCTURE
  ShroudClearingRange    = 100
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX              = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                 = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING
  Body                   = ActiveBody ModuleTag_03
    MaxHealth            = 2000.0
    InitialHealth        = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit      = 20    ; Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ; in a span of this long
    AflameDuration        = 5000  ; If I catch fire, I'll burn for this long...
    AflameDamageAmount    = 25    ; taking this much damage...
    AflameDamageDelay     = 500   ; this often.
  End
  
  Behavior             = FXListDie ModuleTag_06
    DeathFX            = FX_StructureMediumDeath
  End

  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Behavior = TechBuildingBehavior ModuleTag_08
    ;<NO DATA>
  End

  Behavior = AutoHealBehavior ModuleTag_09
    HealingAmount     = 2
    HealingDelay      = 1000 ; msec
    AffectsWholePlayer = Yes
    StartsActive      = Yes
    KindOf            = INFANTRY
  End

  Behavior = FXListDie ModuleTag_10
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 58.0
  GeometryHeight        = 69.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TechOilDerrick

  ; *** ART Parameters ***
  SelectPortrait         = SSTechOilDerrick_L
  
  ; ========================= Main Model ===============================
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
  
    ; DAY **************************************************************
    ConditionState  = NONE
      Model         = ZBODerrick
    End
    ConditionState  = CAPTURED
      Model         = ZBODerrick
      Animation     = ZBODerrick.ZBODerrick
      AnimationMode = LOOP
    End
    
    ; DAMAGED **********************************************************
    ConditionState  = DAMAGED
      Model         = ZBODerrick_D
    End
    ConditionState  = DAMAGED CAPTURED
      Model         = ZBODerrick_D
      Animation     = ZBODerrick_D.ZBODerrick_D
      AnimationMode = LOOP
    End
    
    ; REALLYDAMAGED ****************************************************
    ConditionState  = REALLYDAMAGED
      Model         = ZBODerrick_E
    End
    ConditionState  = REALLYDAMAGED CAPTURED
      Model         = ZBODerrick_E
      Animation     = ZBODerrick_E.ZBODerrick_E
      AnimationMode = LOOP
    End

    ; RUBBLE ***********************************************************
    ConditionState  = RUBBLE
      Model         = ZBODerrick_R
    End

    ; NIGHT ************************************************************
    ConditionState  = NIGHT
      Model         = ZBODerrick_N
    End
    ConditionState  = NIGHT CAPTURED
      Model         = ZBODerrick_N
      Animation     = ZBODerrick_N.ZBODerrick_N
      AnimationMode = LOOP
    End
    
    ; NIGHT DAMAGED ****************************************************
    ConditionState  = DAMAGED NIGHT
      Model         = ZBODerrick_DN
    End
    ConditionState  = DAMAGED NIGHT CAPTURED
      Model         = ZBODerrick_DN
      Animation     = ZBODerrick_DN.ZBODerrick_DN
      AnimationMode = LOOP
    End
    
    ; NIGHT REALLYDAMAGED **********************************************
    ConditionState  = REALLYDAMAGED NIGHT
      Model         = ZBODerrick_EN
    End
    ConditionState  = REALLYDAMAGED NIGHT CAPTURED
      Model         = ZBODerrick_EN
      Animation     = ZBODerrick_EN.ZBODerrick_EN
      AnimationMode = LOOP
    End

    ; NIGHT RUBBLE *****************************************************
    ConditionState  = NIGHT RUBBLE
      Model         = ZBODerrick_R
    End
    
    ; SNOW *************************************************************
    ConditionState  = SNOW
      Model         = ZBODerrick_S
    End
    ConditionState  = SNOW CAPTURED
      Model         = ZBODerrick_S
      Animation     = ZBODerrick_S.ZBODerrick_S
      AnimationMode = LOOP
    End
    
    ; SNOW DAMAGED *****************************************************
    ConditionState  = DAMAGED SNOW
      Model         = ZBODerrick_DS
    End
    ConditionState  = DAMAGED SNOW CAPTURED
      Model         = ZBODerrick_DS
      Animation     = ZBODerrick_DS.ZBODerrick_DS
      AnimationMode = LOOP
    End
    
    ; SNOW REALLYDAMAGED ***********************************************
    ConditionState  = REALLYDAMAGED SNOW
      Model         = ZBODerrick_ES
    End
    ConditionState  = REALLYDAMAGED SNOW CAPTURED
      Model         = ZBODerrick_ES
      Animation     = ZBODerrick_ES.ZBODerrick_ES
      AnimationMode = LOOP
    End

    ; SNOW RUBBLE ******************************************************
    ConditionState  = SNOW RUBBLE
      Model         = ZBODerrick_RS
    End
    
    ; SNOW NIGHT *******************************************************
    ConditionState  = SNOW NIGHT
      Model         = ZBODerrick_NS
    End
    ConditionState  = SNOW NIGHT CAPTURED
      Model         = ZBODerrick_NS
      Animation     = ZBODerrick_NS.ZBODerrick_NS
      AnimationMode = LOOP
    End
    
    ; SNOW NIGHT DAMAGED ***********************************************
    ConditionState  = SNOW NIGHT DAMAGED
      Model         = ZBODerrick_DNS
    End
    ConditionState  = SNOW NIGHT DAMAGED CAPTURED
      Model         = ZBODerrick_DNS
      Animation     = ZBODerrick_DNS.ZBODerrick_DNS
      AnimationMode = LOOP
    End
    
    ; SNOW NIGHT REALLYDAMAGED *****************************************
    ConditionState  = SNOW NIGHT REALLYDAMAGED
      Model         = ZBODerrick_ENS
    End
    ConditionState  = SNOW NIGHT REALLYDAMAGED CAPTURED
      Model         = ZBODerrick_ENS
      Animation     = ZBODerrick_EN.ZBODerrick_ENS
      AnimationMode = LOOP
    End
    
    ; SNOW NIGHT RUBBLE ************************************************
    ConditionState  = SNOW NIGHT RUBBLE
      Model         = ZBODerrick_RS
    End
    
  End

  ; ========================= Flag Model ===============================
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes
    
    ; DEFAULT & DAMAGED ************************************************
    ConditionState  = NONE
      Model         = ZBODerrick_F
      Animation     = ZBODerrick_F.ZBODerrick_F
      AnimationMode = LOOP
    End
    AliasConditionState = DAMAGED
    
    ; REALLYDAMAGED*****************************************************
    ConditionState  = REALLYDAMAGED
      Model         = ZBODerrick_FE
      Animation     = ZBODerrick_FE.ZBODerrick_FE
      AnimationMode = LOOP
    End
    
    ; RUBBLE ***********************************************************
    ConditionState  = RUBBLE
      Model         = None
    End
 End
     ; ------------ New Animations fence -----------------
  Draw = W3DModelDraw ModuleTag_LightingAnimations
  AnimationsRequirePower = No
  
    DefaultConditionState
      Model           = ZBODerrick_A1
      Animation       = ZBODerrick_A1.ZBODerrick_A1
      AnimationMode   = LOOP
    End
    
    ConditionState    = DAMAGED
      Model           = ZBODerrick_A1D
      Animation       = ZBODerrick_A1D.ZBODerrick_A1D
      AnimationMode   = LOOP
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = ZBODerrick_A1E
      Animation       = ZBODerrick_A1E.ZBODerrick_A1E
      AnimationMode   = LOOP
    End
    
    ConditionState    = RUBBLE
      Model           = NONE
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TechOilDerrick
  EditorSorting   = STRUCTURE
  ShroudClearingRange = 100

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING
  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior              = AutoDepositUpdate ModuleTag_04
    DepositTiming       = 12000  ; in milliseconds
    DepositAmount       = 200    ; cash amount to deposit every Deposit Timings
    InitialCaptureBonus = 1000   ;capture bonus only happens once
    UpgradedBoost       = UpgradeType:Upgrade_AmericaSupplyLines  Boost:20
  End
    
  Behavior                = FlammableUpdate ModuleTag_05
    FlameDamageLimit      = 20    ; Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ; in a span of this long
    AflameDuration        = 5000  ; If I catch fire, I'll burn for this long...
    AflameDamageAmount    = 25    ; taking this much damage...
    AflameDamageDelay     = 500   ; this often.
  End
  
  Behavior             = FXListDie ModuleTag_07
    DeathFX            = WeaponFX_BombTruckDefaultBombDetonation
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  End

  Behavior = TechBuildingBehavior ModuleTag_09
    ;<NO DATA>
  End

  Behavior = FXListDie ModuleTag_10
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 23.0
  GeometryMinorRadius   = 21.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME


End

;------------------------------------------------------------------------------
Object TechOilRefinery

  ; *** ART Parameters ***
  SelectPortrait         = SSTechOilRefinery_L
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ; DAY ********************************************
    ConditionState     = NONE
      Model            = ZBRefinery
      Animation        = ZBRefinery.ZBRefinery
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; DAMAGED ********************************************
    ConditionState     = DAMAGED
      Model            = ZBRefinery_D
      Animation        = ZBRefinery_D.ZBRefinery_D
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmolderingSmoke
      ParticleSysBone  = Smoke05 SmolderingSmoke
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; REALLYDAMAGED ****************************************
    ConditionState     = REALLYDAMAGED
      Model            = ZBRefinery_E
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmokeFactionLarge
      ParticleSysBone  = Smoke05 SmokeFactionLarge
      ParticleSysBone  = Smoke06 SmokeFactionLarge
      ParticleSysBone  = Fire01 FireBurningBarricade01
      ParticleSysBone  = Fire02 SmolderingFire
      ParticleSysBone  = Fire03 FireFactionLarge
      ParticleSysBone  = Fire04 FireFactionLarge
      ParticleSysBone  = Fire05 FireFactionLarge
    End
    ; RUBBLE *********************************************    
    ConditionState     = RUBBLE
      Model            = ZBRefinery_R
    End

    ; NIGHT ********************************************
    ConditionState     = NIGHT
      Model            = ZBRefinery_N
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; NIGHT DAMAGED ********************************************
    ConditionState     = NIGHT DAMAGED
      Model            = ZBRefinery_DN
      Animation        = ZBRefinery_DN.ZBRefinery_DN
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmolderingSmoke
      ParticleSysBone  = Smoke05 SmolderingSmoke
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; NIGHT REALLYDAMAGED ********************************************
    ConditionState     = NIGHT REALLYDAMAGED 
      Model            = ZBRefinery_EN
      Animation        = ZBRefinery_EN.ZBRefinery_EN
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmokeFactionLarge
      ParticleSysBone  = Smoke05 SmokeFactionLarge
      ParticleSysBone  = Smoke06 SmokeFactionLarge
      ParticleSysBone  = Fire01 FireBurningBarricade01
      ParticleSysBone  = Fire02 SmolderingFire
      ParticleSysBone  = Fire03 FireFactionLarge
      ParticleSysBone  = Fire04 FireFactionLarge
      ParticleSysBone  = Fire05 FireFactionLarge
    End
    ; NIGHT RUBBLE ****************************************
    ConditionState     = NIGHT RUBBLE
      Model            = ZBRefinery_R
    End

    ; SNOW ********************************************
    ConditionState     = SNOW
      Model            = ZBRefinery_S
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; SNOW DAMAGED ********************************************
    ConditionState     = SNOW DAMAGED
      Model            = ZBRefinery_DS
      Animation        = ZBRefinery_DS.ZBRefinery_DS
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmolderingSmoke
      ParticleSysBone  = Smoke05 SmolderingSmoke
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; SNOW REALLYDAMAGED ********************************************
    ConditionState     = SNOW REALLYDAMAGED
      Model            = ZBRefinery_ES
      Animation        = ZBRefinery_ES.ZBRefinery_ES
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmokeFactionLarge
      ParticleSysBone  = Smoke05 SmokeFactionLarge
      ParticleSysBone  = Smoke06 SmokeFactionLarge
      ParticleSysBone  = Fire01 FireBurningBarricade01
      ParticleSysBone  = Fire02 SmolderingFire
      ParticleSysBone  = Fire03 FireFactionLarge
      ParticleSysBone  = Fire04 FireFactionLarge
      ParticleSysBone  = Fire05 FireFactionLarge
    End
    ; SNOW RUBBLE ****************************************
    ConditionState     = SNOW RUBBLE
      Model            = ZBRefinery_RS
    End

    ; NIGHT SNOW ********************************************
    ConditionState     = NIGHT SNOW
      Model            = ZBRefinery_NS
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; NIGHT SNOW DAMAGED ********************************************
    ConditionState     = NIGHT SNOW DAMAGED
      Model            = ZBRefinery_DNS
      Animation        = ZBRefinery_DNS.ZBRefinery_DNS
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmolderingSmoke
      ParticleSysBone  = Smoke05 SmolderingSmoke
      ParticleSysBone  = Fire01 FireBurningBarricade01
    End
    ; NIGHT SNOW REALLYDAMAGED ********************************************
    ConditionState     = NIGHT SNOW REALLYDAMAGED
      Model            = ZBRefinery_ENS
      Animation        = ZBRefinery_ENS.ZBRefinery_ENS
      AnimationMode    = LOOP
      ParticleSysBone  = Smoke01 SteamVent
      ParticleSysBone  = Smoke02 SteamVent
      ParticleSysBone  = Smoke03 SmolderingSmoke
      ParticleSysBone  = Smoke04 SmokeFactionLarge
      ParticleSysBone  = Smoke05 SmokeFactionLarge
      ParticleSysBone  = Smoke06 SmokeFactionLarge
      ParticleSysBone  = Fire01 FireBurningBarricade01
      ParticleSysBone  = Fire02 SmolderingFire
      ParticleSysBone  = Fire03 FireFactionLarge
      ParticleSysBone  = Fire04 FireFactionLarge
      ParticleSysBone  = Fire05 FireFactionLarge
    End
    ; NIGHT SNOW RUBBLE ****************************************
    ConditionState     = NIGHT SNOW RUBBLE
      Model            = ZBRefinery_RS
    End
    
  End

  ; ========================= Flag Model ===============================
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes
    
    ; DEFAULT & DAMAGED ************************************************
    ConditionState  = NONE
      Model         = ZBRefinery_F
      Animation     = ZBRefinery_F.ZBRefinery_F
      AnimationMode = LOOP
    End
    AliasConditionState = DAMAGED
    
    ; REALLYDAMAGED *****************************************************
    ConditionState  = REALLYDAMAGED
      Model         = ZBRefinery_FE
      Animation     = ZBRefinery_FE.ZBRefinery_FE
      AnimationMode = LOOP
    End
    
    ; RUBBLE ***********************************************************
    ConditionState  = RUBBLE
      Model         = None
    End
    
  End
; ------------ New Animations fence -----------------
  Draw = W3DModelDraw ModuleTag_LightingAnimations
  AnimationsRequirePower = No
  
    DefaultConditionState
      Model           = ZBRefinery_A1
      Animation       = ZBRefinery_A1.ZBRefinery_A1
      AnimationMode   = LOOP
    End
    
    ConditionState    = DAMAGED
      Model           = ZBRefinery_A1D
      Animation       = ZBRefinery_A1D.ZBRefinery_A1D
      AnimationMode   = LOOP
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = ZBRefinery_A1E
      Animation       = ZBRefinery_A1E.ZBRefinery_A1E
      AnimationMode   = LOOP
    End
    
    ConditionState    = RUBBLE
      Model           = NONE
    End
    
  End
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  
  ; ***DESIGN parameters ***
  DisplayName          = OBJECT:TechOilRefinery
  EditorSorting        = STRUCTURE
  ShroudClearingRange  = 100

  ; *** ENGINEERING Parameters ***  
  KindOf               = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING
  Body                 = ActiveBody ModuleTag_03
    MaxHealth          = 2000.0
    InitialHealth      = 2000.0
  End
  ArmorSet
    Conditions = None
    Armor      = StructureArmor
    DamageFX   = StructureDamageFXNoShake
  End
  
  Behavior         = GrantUpgradeCreate ModuleTag_04
    UpgradeToGrant = Upgrade_CostReduction
  End
  Behavior       = CostModifierUpgrade ModuleTag_05
    TriggeredBy  = Upgrade_CostReduction
    EffectKindOf = VEHICLE
    Percentage   = -10%
  End
  
  Behavior                = FlammableUpdate ModuleTag_07
    FlameDamageLimit      = 20    ; Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ; in a span of this long
    AflameDuration        = 5000  ; If I catch fire, I'll burn for this long...
    AflameDamageAmount    = 25    ; taking this much damage...
    AflameDamageDelay     = 500   ; this often.
  End

  Behavior             = FXListDie ModuleTag_08
    DeathFX            = WeaponFX_BombTruckHighExplosiveBombDetonation
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Behavior = TechBuildingBehavior ModuleTag_10
    ;<NO DATA>
  End

  Behavior = FXListDie ModuleTag_11
    DeathFX = FX_BuildingDie
  End

  Geometry             = BOX
  GeometryMajorRadius  = 37.0
  GeometryMinorRadius  = 40.0
  GeometryHeight       = 60.0
  GeometryIsSmall      = No
  Shadow               = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsiaApartment02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBApt01
    End
    ConditionState = DAMAGED
      Model         = CBApt01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBApt01_E
    End
    ConditionState = RUBBLE
      Model         = CBApt01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBApt01_G
      Animation     = CBApt01_G.CBApt01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBApt01_DG
      Animation     = CBApt01_DG.CBApt01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBApt01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBApt01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBApt01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBApt01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBApt01_NG
      Animation     = CBApt01_NG.CBApt01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBApt01_DNG
      Animation     = CBApt01_DNG.CBApt01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBApt01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBApt01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBApt01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBApt01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBApt01_SG
      Animation     = CBApt01_SG.CBApt01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBApt01_DSG
      Animation     = CBApt01_DSG.CBApt01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBApt01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBApt01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBApt01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBApt01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBApt01_SNG
      Animation     = CBApt01_SNG.CBApt01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBApt01_DSNG
      Animation     = CBApt01_DSNG.CBApt01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 27.0
  GeometryMinorRadius   = 27.0
  GeometryHeight        = 46.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianApartment01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBNApart01
    End
    ConditionState = DAMAGED
      Model         = CBNApart01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNApart01_E
    End
    ConditionState = RUBBLE
      Model         = CBNApart01_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBNApart01_G
      Animation     = CBNApart01_G.CBNApart01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNApart01_DG
      Animation     = CBNApart01_DG.CBNApart01_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBNApart01_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNApart01_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNApart01_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNApart01_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNApart01_NG
      Animation     = CBNApart01_NG.CBNApart01_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNApart01_DNG

      Animation     = CBNApart01_DNG.CBNApart01_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBNApart01_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNApart01_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNApart01_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNApart01_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNApart01_SG
      Animation     = CBNApart01_SG.CBNApart01_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNApart01_DSG
      Animation     = CBNApart01_DSG.CBNApart01_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBNApart01_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNApart01_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNApart01_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNApart01_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNApart01_SNG
      Animation     = CBNApart01_SNG.CBNApart01_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNApart01_DSNG
      Animation     = CBNApart01_DSNG.CBNApart01_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End
  
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 21.0
  GeometryMinorRadius   = 18.0
  GeometryHeight        = 68.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ChineeseSpyPost

  ; *** ART Parameters ***
  Draw                 = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; day
    ConditionState     = NONE
      Model            = CBNSpypost
    End  
    ; damaged
    ConditionState     = DAMAGED
      Model            = CBNSpypost_D
    End
    ; reallydamaged
    ConditionState     = REALLYDAMAGED
      Model            = CBNSpypost_E
    End
    ; rubble
    ConditionState     = RUBBLE
      Model            = CBNSpypost_R
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName          = OBJECT:Structure
  EditorSorting        = STRUCTURE
  ArmorSet
    Conditions         = None
    Armor              = StructureArmor
    DamageFX           = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority        = STRUCTURE
  KindOf               = STRUCTURE SELECTABLE IMMOBILE
  Body                 = StructureBody ModuleTag_02
    MaxHealth          = 2000.0
    InitialHealth      = 2000.0
  End

  Behavior             = GarrisonContain ModuleTag_03
    ContainMax         = 8
    EnterSound         = GarrisonEnter
    ExitSound          = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry             = BOX
  GeometryMajorRadius  = 22.0
  GeometryMinorRadius  = 19.0
  GeometryHeight       = 53.0
  GeometryIsSmall      = No
  Shadow               = SHADOW_VOLUME

End

;------------------------------------------------------------------------------


 ;------------------------------------------------------------------------------
 ;This is an example of a landmark bridge.  The model has to be correctly centered
 ; as with normal game objects, and the Geometry must be box, and the extents correct
 ; as that specifies where the "bridgeness" will occur for pathfinding.  jba.

Object EuropeanLandmarkBridge

; note that the landmark bridge has to have a bridge entry in Roads.ini with the same
; name as the object, in order to specify the corner towers.  jba

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = No

    ; day
    ConditionState = NONE
      Model         = CMFldBrdg
    End
    ConditionState     = DAMAGED
      Model            = CBBridgeArc_d
    End
    ConditionState         = REALLYDAMAGED
      Model                = CBBridgeArc_e
    End
    ConditionState         = RUBBLE
      Model                = CBBridgeArc_r
    End
 End

 ; ***DESIGN parameters ***
  DisplayName      = ThingTemplate:EuropeanTowerBridge01
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End


  ; *** ENGINEERING Parameters ***  
  IsBridge            = Yes
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE
  Body                = StructureBody ModuleTag_BodyOverride
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior                = BridgeBehavior ModuleTag_03
    LateralScaffoldSpeed  = 100.0
    VerticalScaffoldSpeed = 70.0
  End
  
  Geometry            = BOX
  GeometryMajorRadius = 105.0
  GeometryMinorRadius = 40.0
  GeometryHeight      = 5.0
  GeometryIsSmall     = No

End

;------------------------------------------------------------------------------
;This is an example of a landmark bridge.  The model has to be correctly centered
; as with normal game objects, and the Geometry must be box, and the extents correct
; as that specifies where the "bridgeness" will occur for pathfinding.  jba.
Object TsingMaLandmarkBridge

; note that the landmark bridge has to have a bridge entry in Roads.ini with the same
; name as the object, in order to specify the corner towers.  jba

  ; *** ART Parameters ***
  Draw                 = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = No
    
    ExtraPublicBone    Explosion01
    ExtraPublicBone    Explosion02
    ExtraPublicBone    Explosion03
    ExtraPublicBone    Explosion04
    ExtraPublicBone    Explosion05
    ExtraPublicBone    Explosion06
    ExtraPublicBone    Explosion07
    ExtraPublicBone    Splash01
    ExtraPublicBone    Splash02
    ExtraPublicBone    Splash03
    ExtraPublicBone    Splash04
    ExtraPublicBone    Splash05
    ExtraPublicBone    Splash06
    
    ; day
    ConditionState     = NONE
      Model            = CMTsingMa
    End
    
    ConditionState     = RUBBLE
      Model            = CMTsingMa_a
      Animation        = CMTsingMa_a.CMTsingMa_a
      AnimationMode    = ONCE
      Flags            = START_FRAME_FIRST
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName          = ThingTemplate:EuropeanTowerBridge01
  EditorSorting        = STRUCTURE
  ArmorSet
    Conditions         = None
    Armor              = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  IsBridge             = Yes
  RadarPriority        = STRUCTURE
  KindOf               = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE
  Body                 = StructureBody ModuleTag_02
    MaxHealth          = 2000.0
    InitialHealth      = 2000.0
  End
  Behavior                = BridgeBehavior ModuleTag_03
    LateralScaffoldSpeed  = 100.0
    VerticalScaffoldSpeed = 70.0
    BridgeDieOCL          = OCL:OCL_TsingMaTankColumn      Delay:     0 Bone:ParentObject
    BridgeDieOCL          = OCL:OCL_TsingMaInfantryColumn  Delay:     0 Bone:ParentObject
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 45000 Bone:Explosion01
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 45000 Bone:Explosion01
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 46000 Bone:Explosion02
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 46000 Bone:Explosion02
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 46500 Bone:Explosion03
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 46500 Bone:Explosion03
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 47500 Bone:Explosion04
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 47500 Bone:Explosion04
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 48250 Bone:Explosion05
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 48250 Bone:Explosion05
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 49500 Bone:Explosion06
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 49500 Bone:Explosion06
    BridgeDieFX           = FX:FX_TsingMaExplosion         Delay: 50000 Bone:Explosion07
    BridgeDieOCL          = OCL:OCL_TsingMaExplosion       Delay: 50000 Bone:Explosion07   

    BridgeDieFX           = FX:FX_TsingMaSplash Delay: 45000 Bone:Splash01
    BridgeDieFX           = FX:FX_TsingMaSplash Delay: 46000 Bone:Splash02
    BridgeDieFX           = FX:FX_TsingMaSplash Delay: 46500 Bone:Splash03
    BridgeDieFX           = FX:FX_TsingMaSplash Delay: 47500 Bone:Splash04
    BridgeDieFX           = FX:FX_TsingMaSplash Delay: 48250 Bone:Splash05
    BridgeDieFX           = FX:FX_TsingMaSplash Delay: 49400 Bone:Splash06
  End
  
  Geometry             = BOX
  GeometryMajorRadius  = 1117.0
  GeometryMinorRadius  = 25.0
  GeometryHeight       = 3.0
  GeometryIsSmall      = No
  Shadow               = SHADOW_VOLUME

End

;---------------------------------------------------------------------------
Object TsingMaTankColumn

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model            = CMTsingMaTanks
      Animation        = CMTsingMaTanks.CMTsingMaTanks
      AnimationMode    = ONCE
      Flags            = START_FRAME_FIRST
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = DEBRIS

  ; *** ENGINEERING Parameters ***
  KindOf =  NO_COLLIDE

;  Behavior = PhysicsBehavior ModuleTag_03
;    Mass = 100.0
;    AllowBouncing = Yes
;    KillWhenRestingOnGround = Yes
;  End
  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 100000   ; min lifetime in msec
    MaxLifetime = 100000   ; max lifetime in msec
  End

;  Behavior = SlowDeathBehavior ModuleTag_05
;    SinkDelay         = 1500
;    SinkRate          = 2     ; in Dist/Sec
;    DestructionDelay  = 8000
;  End

 Shadow               = SHADOW_VOLUME

End

;---------------------------------------------------------------------------
Object TsingMaInfantryColumn

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model            = INF4BRG_SKN
      Animation        = INF4BRG_SKL.INF4BRG_ANM3
      AnimationMode    = ONCE
      Flags            = START_FRAME_FIRST
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = DEBRIS

  ; *** ENGINEERING Parameters ***
  KindOf =  NO_COLLIDE

;  Behavior = PhysicsBehavior ModuleTag_03
;    Mass = 100.0
;    AllowBouncing = Yes
;    KillWhenRestingOnGround = Yes
;  End
  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 100000   ; min lifetime in msec
    MaxLifetime = 100000   ; max lifetime in msec
  End

;  Behavior = SlowDeathBehavior ModuleTag_05
;    SinkDelay         = 1500
;    SinkRate          = 2     ; in Dist/Sec
;    DestructionDelay  = 8000
;  End

; Shadow               = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;This is an example of a landmark bridge.  The model has to be correctly centered
 ; as with normal game objects, and the Geometry must be box, and the extents correct
 ; as that specifies where the "bridgeness" will occur for pathfinding.  jba.

Object MonumentTrainBridge 

; note that the landmark bridge has to have a bridge entry in Roads.ini with the same
; name as the object, in order to specify the corner towers.  jba

  ; *** ART Parameters ***
  Draw                 = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = No
  ParticlesAttachedToAnimatedBones = Yes 

    ; day
    ConditionState     = NONE
      Model            = CMTBridge_A1

    End
    
    ConditionState     = RUBBLE
      Model            = CMTBridge_A1
      Animation        = CMTBridge_A1.CMTBridge_A1
      AnimationMode    = ONCE
      AnimationSpeedFactorRange = 0.5 0.5

      Flags            = START_FRAME_FIRST

      ParticleSysBone  = SPARK01 FireBurningBarricade01 ;left standing
      ParticleSysBone  = SPARK02 FireBurningBarricade01 ;left standing
      ParticleSysBone  = SPARK03 FireBurningBarricade01 ;left standing
      ParticleSysBone  = SPARK04 FireBurningBarricade01 ;left standing
      ParticleSysBone  = EXPLOSION03 CarpetBombExplosion ;left standing
      ParticleSysBone  = EXPLOSION04 CarpetBombExplosion ;left standing
      ParticleSysBone  = EXPLOSION05 CarpetBombExplosion ;left standing
      ParticleSysBone  = EXPLOSION06 CarpetBombExplosion ;left standing
      ParticleSysBone  = EXPLOSION11 CarpetBombExplosion ;left standing

      ParticleSysBone  = EXPLOSION01 HumveeExplosionDebris      ;falls down
      ParticleSysBone  = EXPLOSION02 CarCrushDebris             ;falls down
      ParticleSysBone  = EXPLOSION07 DragonTankExplosionDebris  ;falls down
      ParticleSysBone  = EXPLOSION08 OverlordTankExplosionDebris;falls down
      ParticleSysBone  = EXPLOSION09 JetDebris                  ;falls down
      ParticleSysBone  = EXPLOSION10 BuggyExplosionDebris       ;falls down
      ParticleSysBone  = EXPLOSION12 StructureExplosionDebris   ;falls down

      ParticleSysBone  = EXPLOSION01 CarpetBombExplosion ;falls down
      ParticleSysBone  = EXPLOSION02 CarpetBombExplosion ;falls down
      ParticleSysBone  = EXPLOSION07 CarpetBombExplosion ;falls down
      ParticleSysBone  = EXPLOSION08 CarpetBombExplosion ;falls down
      ParticleSysBone  = EXPLOSION09 CarpetBombExplosion ;falls down
      ParticleSysBone  = EXPLOSION10 CarpetBombExplosion ;falls down
      ParticleSysBone  = EXPLOSION12 CarpetBombExplosion ;falls down

      ParticleSysBone  = EXPLOSION01 BurningBridgeBeam ;falls down
      ParticleSysBone  = EXPLOSION02 BurningBridgeBeam ;falls down
      ParticleSysBone  = EXPLOSION07 BurningBridgeBeam ;falls down
      ParticleSysBone  = EXPLOSION08 BurningBridgeBeam ;falls down
      ParticleSysBone  = EXPLOSION09 BurningBridgeBeam ;falls down
      ParticleSysBone  = EXPLOSION10 BurningBridgeBeam ;falls down
      ParticleSysBone  = EXPLOSION12 BurningBridgeBeam ;falls down

    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName          = OBJECT:RailroadBridge
  EditorSorting        = STRUCTURE
  ArmorSet
    Conditions         = None
    Armor              = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  IsBridge             = Yes
  RadarPriority        = STRUCTURE
  KindOf               = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE UNATTACKABLE
  Body                 = ActiveBody ModuleTag_02
    MaxHealth          = 2000.0
    InitialHealth      = 2000.0
  End

  Behavior                = BridgeBehavior ModuleTag_03
    LateralScaffoldSpeed  = 100.0
    VerticalScaffoldSpeed = 70.0
  End
  
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior             = FXListDie ModuleTag_05
    DeathFX            = FX_RailroadBridgeCollapse
  End

  Behavior             = CreateObjectDie ModuleTag_06
    CreationList       = OCL_StructureCollapseFinal
  End

    ;Lorenzen commented out for Sean K
   ;Behavior             = CreateObjectDie ModuleTag_07
   ;  CreationList       = OCL_TrainWreck
   ;End


  Geometry            = BOX
  GeometryMajorRadius = 200.0
  GeometryMinorRadius = 18.0
  GeometryHeight      = 2.0
  GeometryIsSmall     = No
  Shadow              = NONE ; doesn't actually have a model...

End
;------------------------------------------------------------------------------
;This is an example of a landmark bridge.  The model has to be correctly centered
 ; as with normal game objects, and the Geometry must be box, and the extents correct
 ; as that specifies where the "bridgeness" will occur for pathfinding.  jba.

Object MonumentTrainBridgeHigh 

; note that the landmark bridge has to have a bridge entry in Roads.ini with the same
; name as the object, in order to specify the corner towers.  jba

  ; *** ART Parameters ***
  Draw                 = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = No
  ParticlesAttachedToAnimatedBones = Yes 

    ; day
    ConditionState     = NONE
      Model            = CMTBridgeH
   
    End
  End

  ; ***DESIGN parameters ***
  DisplayName          = OBJECT:RailroadBridgeH
  EditorSorting        = STRUCTURE
  ArmorSet
    Conditions         = None
    Armor              = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  IsBridge             = Yes
  RadarPriority        = STRUCTURE
  KindOf               = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE UNATTACKABLE
  Body                 = ActiveBody ModuleTag_02
    MaxHealth          = 2000.0
    InitialHealth      = 2000.0
  End

  Behavior                = BridgeBehavior ModuleTag_03
    LateralScaffoldSpeed  = 100.0
    VerticalScaffoldSpeed = 70.0
  End
  
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior             = FXListDie ModuleTag_05
    DeathFX            = FX_RailroadBridgeCollapse
  End

  Behavior             = CreateObjectDie ModuleTag_06
    CreationList       = OCL_StructureCollapseFinal
  End

    ;Lorenzen commented out for Sean K
   ;Behavior             = CreateObjectDie ModuleTag_07
   ;  CreationList       = OCL_TrainWreck
   ;End


  Geometry            = BOX
  GeometryMajorRadius = 200.0
  GeometryMinorRadius = 18.0
  GeometryHeight      = 2.0
  GeometryIsSmall     = No
  Shadow              = NONE ; doesn't actually have a model...

End
;------------------------------------------------------------------------------
Object AsianFloodBridge 

; note that the landmark bridge has to have a bridge entry in Roads.ini with the same
; name as the object, in order to specify the corner towers.  jba

  ; *** ART Parameters ***
  Draw                 = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = No

    ; day
    ConditionState     = NONE
      Model            = CMFldBrdg
    End
    
    ConditionState     = RUBBLE
      Model            = CMFldBrdg
      Animation        = CMFldBrdg.CMFldBrdg
      AnimationMode    = ONCE
      Flags            = START_FRAME_FIRST
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName          = OBJECT:RailroadBridge
  EditorSorting        = STRUCTURE
  ArmorSet
    Conditions         = None
    Armor              = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  IsBridge             = Yes
  RadarPriority        = STRUCTURE
  KindOf               = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE
  Body                 = StructureBody ModuleTag_02
    MaxHealth          = 2000.0
    InitialHealth      = 2000.0
  End

  Behavior                = BridgeBehavior ModuleTag_03
    LateralScaffoldSpeed  = 100.0
    VerticalScaffoldSpeed = 70.0
  End
  
  Geometry             = BOX
  GeometryMajorRadius  = 1117.0
  GeometryMinorRadius  = 25.0
  GeometryHeight       = 3.0
  GeometryIsSmall      = No

End
;------------------------------------------------------------------------------
Object Crane

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CVCSTCRN
    End
    
    ConditionState = DAMAGED
      Model = CVCSTCRN
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVCSTCRN_D
    End
    
    ConditionState = RUBBLE
      Model = CVCSTCRN_D1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Crane
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; ***AUDIO parameters ***
  SoundAmbient = CraneAmbience


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BaikonurHanger

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBBaikHang
    End
    
    ConditionState = DAMAGED
      Model = CBBaikHang_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBBaikHang_E
    End
    
    ConditionState = RUBBLE
      Model = CBBaikHang_R
    End
    
    ConditionState = GARRISONED
      Model = CBBaikHang_G
      Animation = CBBaikHang_G.CBBaikHang_G
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1        = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2        = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3        = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4        = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  End

  Geometry              = BOX
  GeometryMajorRadius   = 97.0
  GeometryMinorRadius   = 116.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End



;------------------------------------------------------------------------------
Object BaikonurGroundControlCenter

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBBaikGrnd
    End
    
    ConditionState = DAMAGED
      Model = CBBaikGrnd_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBBaikGrnd_E
    End
    
    ConditionState = RUBBLE
      Model = CBBaikGrnd_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 40.0
  GeometryMinorRadius   = 66.0
  GeometryHeight        = 43.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End



;------------------------------------------------------------------------------
Object BaikonurRocketPad

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE
      ParticleSysBone = Engine01 BaikonurRocketFlare
      ParticleSysBone = Engine02 BaikonurRocketFlare
      ParticleSysBone = Engine03 BaikonurRocketFlare
      ParticleSysBone = Engine04 BaikonurRocketFlare
      ParticleSysBone = Engine05 BaikonurRocketFlare
      ParticleSysBone = Engine06 BaikonurRocketFlare
      ParticleSysBone = ESmoke01 BaikonurRocketTrail
      ParticleSysBone = RootTransform BaikonurRocketDust
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End



;------------------------------------------------------------------------------
Object BaikonurRocketPad_C

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBBaikRock_C
    End
    
    ConditionState = DAMAGED
      Model = CBBaikRock_CD
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBBaikRock_CE
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 37.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 130.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End


;------------------------------Cinematic Only-----------------------------
Object CINE_Biak

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Biak
      Animation       = CINE_Biak.CINE_Biak
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Biak
      Animation       = CINE_Biak.CINE_Biak
      AnimationMode   = ONCE
      ParticleSysBone = Engine01 BaikonurRocketFlare
      ParticleSysBone = Engine02 BaikonurRocketFlare
      ParticleSysBone = Engine03 BaikonurRocketFlare
      ParticleSysBone = Engine04 BaikonurRocketFlare
      ParticleSysBone = Engine05 BaikonurRocketFlare
      ParticleSysBone = Engine06 BaikonurRocketFlare
      ParticleSysBone = ESmoke01 BaikonurRocketTrail
      ParticleSysBone = RootTransform BaikonurRocketDust
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Biak01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Biak01
      Animation       = CINE_Biak01.CINE_Biak01
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Biak01
      Animation       = CINE_Biak01.CINE_Biak01
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = None
End


;------------------------------Cinematic Only-----------------------------
Object CINE_Biak02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Biak02
      Animation       = CINE_Biak02.CINE_Biak02
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Biak02
      Animation       = CINE_Biak02.CINE_Biak02
      AnimationMode   = ONCE
      ParticleSysBone = Engine01 CINE_BaikonurRocketFlare
      ParticleSysBone = Engine02 CINE_BaikonurRocketFlare
      ParticleSysBone = Engine03 CINE_BaikonurRocketFlare
      ParticleSysBone = Engine04 CINE_BaikonurRocketFlare
      ParticleSysBone = Engine05 CINE_BaikonurRocketFlare
      ParticleSysBone = Engine06 CINE_BaikonurRocketFlare
      ParticleSysBone = ESmoke01 BaikonurRocketTrail
      ParticleSysBone = RootTransform BaikonurRocketDust
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Biak03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Biak03
      Animation       = CINE_Biak03.CINE_Biak03
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Biak03
      Animation       = CINE_Biak03.CINE_Biak03
      AnimationMode   = ONCE
      ParticleSysBone = Engine01 BaikonurRocketFlare
      ParticleSysBone = Engine02 BaikonurRocketFlare
      ParticleSysBone = Engine03 BaikonurRocketFlare
      ParticleSysBone = Engine04 BaikonurRocketFlare
      ParticleSysBone = Engine05 BaikonurRocketFlare
      ParticleSysBone = Engine06 BaikonurRocketFlare
      ParticleSysBone = ESmoke01 BaikonurRocketTrail
      ParticleSysBone = RootTransform BaikonurRocketDust
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End


  Geometry              = BOX
  GeometryMajorRadius   = 845.0
  GeometryMinorRadius   = 846.0
  GeometryHeight        = 460.0
  GeometryIsSmall       = No
  Shadow                = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_B301

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_B301
      Animation       = CINE_B301.CINE_B301
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_B301
      Animation       = CINE_B301.CINE_B301
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_B302

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_B302
      Animation       = CINE_B302.CINE_B302
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_B302
      Animation       = CINE_B302.CINE_B302
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_B303

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_B303
      Animation       = CINE_B303.CINE_B303
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_B303
      Animation       = CINE_B303.CINE_B303
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow                = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Sattelite1

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Sattelite1
      Animation       = CINE_Sattelite1.CINE_Sattelite1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Sattelite1
      Animation       = CINE_Sattelite1.CINE_Sattelite1
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
   SoundAmbient    = CINE_SatSound01Loop
   SoundAmbient    = ParticleUplinkCannon_PowerupSoundLoop

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow                = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Sattelite2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Sattelite2
      Animation       = CINE_Sattelite2.CINE_Sattelite2
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Sattelite2
      Animation       = CINE_Sattelite2.CINE_Sattelite2
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
   SoundAmbient    = CINE_SatSound01Loop
   SoundAmbient    = ParticleUplinkCannon_PowerupSoundLoop

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow                = None
End


;------------------------------Cinematic Only-----------------------------
Object CINE_CPlane

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_CPlane
      Animation       = CINE_CPlane.CINE_CPlane
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_CPlane
      Animation       = CINE_CPlane.CINE_CPlane
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = C130AmbientLoop
  SoundAmbientRubble    = NoSound

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = None
End

;------------------------------Cinematic Only-----------------------------
Object CINE_CPlane02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_CPlane02
      Animation       = CINE_CPlane02.CINE_CPlane02
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_CPlane02
      Animation       = CINE_CPlane02.CINE_CPlane02
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = C130AmbientLoop
  SoundAmbientRubble    = NoSound

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = None
End
;------------------------------Cinematic Only-----------------------------
Object CINE_CShadow

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_CShadow
      Animation       = CINE_CShadow.CINE_CShadow
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_CShadow
      Animation       = CINE_CShadow.CINE_CShadow
      AnimationMode   = ONCE
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = SHADOW_VOLUME
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Raptors01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Raptors01
      Animation       = CINE_Raptors01.CINE_Raptors01
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Raptors01
      Animation       = CINE_Raptors01.CINE_Raptors01
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.01 1.01
      ParticleSysBone     = Engine01 CINE_JetLenzflare
      ParticleSysBone     = Engine02 CINE_JetLenzflare
      ParticleSysBone     = Engine03 CINE_JetLenzflare
      ParticleSysBone     = Engine04 CINE_JetLenzflare
      ParticleSysBone     = Engine05 CINE_JetLenzflare
      ParticleSysBone     = Engine06 CINE_JetLenzflare
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length.
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Raptors02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Raptors02
      Animation       = CINE_Raptors02.CINE_Raptors02
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Raptors02
      Animation       = CINE_Raptors02.CINE_Raptors02
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.01 1.01
      ParticleSysBone     = Engine01 CINE_JetLenzflare
      ParticleSysBone     = Engine02 CINE_JetLenzflare
      ParticleSysBone     = Engine03 CINE_JetLenzflare
      ParticleSysBone     = Engine04 CINE_JetLenzflare
      ParticleSysBone     = Engine05 CINE_JetLenzflare
      ParticleSysBone     = Engine06 CINE_JetLenzflare
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length.
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Raptors03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CINE_Raptors03
      Animation       = CINE_Raptors03.CINE_Raptors03
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CINE_Raptors03
      Animation       = CINE_Raptors03.CINE_Raptors03
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.01 1.01
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ParticleSysBone     = Engine03 JetLenzflare
      ParticleSysBone     = Engine04 JetLenzflare
      ParticleSysBone     = Engine05 JetLenzflare
      ParticleSysBone     = Engine06 JetLenzflare
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 200000.0
    InitialHealth   = 200000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length.
End

;------------------------------Cinematic Only-----------------------------
Object CINE_Raptors04

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CIN_Raptor04
      Animation       = CIN_Raptor04.CIN_Raptor04
      AnimationMode   = LOOP
      AnimationSpeedFactorRange = 1.01 1.01
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CIN_Raptor04
      Animation       = CIN_Raptor04.CIN_Raptor04
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.01 1.01
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 200000.0
    InitialHealth   = 200000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 1.0
  GeometryMinorRadius   = 1.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length.
End

;------------------------------------------------------------------------------
;****************************Required For Various Intros***********************
Object CINE_Sun

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINE_Sun
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body = ActiveBody ModuleTag_BODY
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

  Behavior = InstantDeathBehavior ModuleTag_DIE
    DeathTypes = ALL
    FX         = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End

;------------------------------------------------------------------------------
;****************************Required For Various Intros***********************
Object CINE_Moon

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINE_Moon
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body = ActiveBody ModuleTag_BODY
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

  Behavior = InstantDeathBehavior ModuleTag_DIE
    DeathTypes = ALL
    FX         = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End

;------------------------------------------------------------------------------
;****************************Required For Various Intros***********************
Object CINE_CPlane03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINE_CPlane03
      Animation       = CINE_CPlane03.CINE_CPlane03
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.01 1.01
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body = ActiveBody ModuleTag_BODY
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

  Behavior = InstantDeathBehavior ModuleTag_DIE
    DeathTypes = ALL
    FX         = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End
;------------------------------------------------------------------------------
Object OceanConventionCenter

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
        ; day
    ConditionState = NONE
      Model         = CMOceanCen
    End
    ConditionState = DAMAGED
      Model         = CMOceanCen_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMOceanCen_E
    End
    ConditionState = RUBBLE
      Model         = CMOceanCen_R
    End

    
    ConditionState  = GARRISONED
      Model         = CMOCEANCEN_G
      Animation     = CMOCEANCEN_G.CMOCEANCEN_G
      AnimationMode = LOOP
    End
    
    ConditionState  = GARRISONED DAMAGED
      Model         = CMOCEANCEN_GD
      Animation     = CMOCEANCEN_GD.CMOCEANCEN_GD
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:OceanCenter
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

;This effect wasnt working for the building so I removed it. - GB  
;  Behavior                  = StructureCollapseUpdate ModuleTag_04
;    MinCollapseDelay        = 500
;    MaxCollapseDelay        = 1000
;    CollapseDamping         = 0.5
;    MaxShudder              = 0.6
;    MinBurstDelay           = 250
;    MaxBurstDelay           = 800
;    BigBurstFrequency       = 4
;    OCL                     = INITIAL   OCL_StructureCollapseInitial
;    OCL                     = DELAY     OCL_StructureCollapseDelay
;    OCL                     = FINAL     OCL_StructureCollapseFinal
;    FXList                  = INITIAL   FX_StructureCollapseInitial
;    FXList                  = DELAY     FX_StructureCollapseDelay
;    FXList                  = BURST     FX_StructureCollapseBurst
;    FXList                  = FINAL     FX_StructureCollapseFinal
;  End 
   
  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
    
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 115.0
  GeometryMinorRadius   = 166.0
  GeometryHeight        = 110.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End


;Bleacher ends
;------------------------------------------------------------------------------
Object SoccerStadiumBleacherEnd

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBStadEnd
    End
    
    ConditionState = DAMAGED
      Model = CBStadEnd_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBStadEnd_E
    End
    
    ConditionState = RUBBLE
      Model = CBStadEnd_R
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SoccerStadium
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End


;The soccer field
;------------------------------------------------------------------------------
Object SoccerStadiumField

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBStadField
    End
    
    ConditionState = DAMAGED
      Model = CBStadField_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBStadField_E
    End
    
    ConditionState = RUBBLE
      Model = CBStadField_R
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Field
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 0.0
  GeometryMinorRadius   = 0.0
  GeometryHeight        = 0.0
  GeometryIsSmall       = Yes
  Shadow                = SHADOW_VOLUME
End


;The entrance way for tanks
;------------------------------------------------------------------------------
Object SoccerStadiumEntrance

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBStadGate
    End
    
    ConditionState = DAMAGED
      Model = CBStadGate_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBStadGate_E
    End
    
    ConditionState = RUBBLE
      Model = CBStadGate_R
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Entrance
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 6.0
  GeometryMinorRadius   = 17.0
  GeometryHeight        = 17.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End


;the soccer goal
;------------------------------------------------------------------------------
Object SoccerStadiumGoal

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBStadGoal
    End
    
    ConditionState = DAMAGED
      Model = CBStadGoal_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBStadGoal_E
    End
    
    ConditionState = RUBBLE
      Model = CBStadGoal_E
    End
  End
  

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SoccerStadiumGoal
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 6.0
  GeometryMinorRadius   = 16.0
  GeometryHeight        = 17.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End


;the side bleacher sections.
;------------------------------------------------------------------------------
Object SoccerStadiumSideBleachers

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBStadSide
    End
    
    ConditionState = DAMAGED
      Model = CBStadSide_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBStadSide_E
    End
    
    ConditionState = RUBBLE
      Model = CBStadSide_R
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SoccerStadium
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  
      Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare    
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 22.0
  GeometryMinorRadius   = 33.0
  GeometryHeight        = 39.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;the side bleacher sections.
;------------------------------------------------------------------------------
Object SoccerStadiumLight

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  
    ConditionState = NONE
      Model = CBStadLight
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigLightpost
  EditorSorting   = STRUCTURE
 
  ; *** ENGINEERING Parameters ***  
  KindOf = IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

  ;Behavior = FlammableUpdate ModuleTag_05
  ;  FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
  ;  FlameDamageExpiration = 2000  ;in a span of this long
  ;  AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  ;  AflameDamageAmount = 25       ; taking this much damage...
  ;  AflameDamageDelay = 500       ; this often.
  ;End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  
  Behavior = ToppleUpdate ModuleTag_06
    ToppleFX = FX_ToppleLampPost
    BounceFX = FX_LampPostBounce
  End
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = NONE +TOPPLED
    SinkRate          = 2     ; in Dist/Sec
    SinkDelay         = 14000
    DestructionDelay  = 20000
  End
  

  Shadow                = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object AsianSkyScraper01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
        ; day
    ConditionState = NONE
      Model         = CBNHongK01
    End
    ConditionState = DAMAGED
      Model         = CBNHongK01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNHongK01_E
    End
    ConditionState = RUBBLE
      Model         = CBNHongK01_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBNHongK01_R
    End
    
    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBNHongK01_G
      Animation     = CBNHongK01_G.CBNHongK01_G
      AnimationMode = LOOP
    End
    ConditionState  = GARRISONED DAMAGED
      Model         = CBNHongK01_GD
      Animation     = CBNHongK01_GD.CBNHongK01_GD
      AnimationMode = LOOP
    End 

  End
  
      ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
   ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 43.0
  GeometryMinorRadius   = 43.0
  GeometryHeight        = 170.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object AsianMegaHotel01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBNHongK02
    End
    ConditionState = DAMAGED
      Model = CBNHongK02_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBNHongK02_E
    End
    ConditionState = RUBBLE
      Model = CBNHongK02_R
    End
    
    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBNHongK02_G
      Animation     = CBNHongK02_G.CBNHongK02_G
      AnimationMode = LOOP
    End
    ConditionState  = GARRISONED DAMAGED
      Model         = CBNHongK02_GD
      Animation     = CBNHongK02_GD.CBNHongK02_GD
      AnimationMode = LOOP
    End 
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  ; ***AUDIO parameters ***
  SoundAmbient = HotelAmbientDiver
  SoundAmbient = HotelAmbientTennisLoop
  SoundAmbient = HotelAmbientSwimmerLoop


  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
   ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 195.0
  GeometryMinorRadius   = 126.0
  GeometryHeight        = 150.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object AsianOffice02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model        = CBNHongK03
    End
    ConditionState = DAMAGED
      Model        = CBNHongK03_D
    End
    ConditionState = REALLYDAMAGED
      Model        = CBNHongK03_E
    End
    ConditionState = RUBBLE
      Model        = CBNHongK03_E
    End
    ConditionState = POST_COLLAPSE
      Model        = CBNHongK03_R
    End
    
    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBNHongK03_G
      Animation     = CBNHongK03_G.CBNHongK03_G
      AnimationMode = LOOP
    End
    ConditionState    = GARRISONED DAMAGED
      Model         = CBNHongK03_GD
      Animation     = CBNHongK03_GD.CBNHongK03_GD
      AnimationMode = LOOP
    End 
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End
  
      Behavior = TransitionDamageFX ModuleTag_07
   ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 42.0
  GeometryMinorRadius   = 42.0
  GeometryHeight        = 110.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object InternationalHotel01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBTHotel03
    End
    ConditionState = DAMAGED
      Model = CBTHotel03_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBTHotel03_E
    End
    ConditionState = RUBBLE
      Model         = CBTHotel03_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBTHotel03_R
    End
    
    ; day garrisoned
    ConditionState    = GARRISONED
      Model         = CBTHotel03_G
      Animation     = CBTHotel03_G.CBTHotel03_G
      AnimationMode = LOOP
    End
    ConditionState    = GARRISONED DAMAGED
      Model         = CBTHotel03_GD
      Animation     = CBTHotel03_GD.CBTHotel03_GD
      AnimationMode = LOOP
    End 
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_06
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 82.0
  GeometryMinorRadius   = 72.0
  GeometryHeight        = 150.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object TiananmenGate

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMTianGate
    End
    ConditionState = DAMAGED
      Model = CMTianGate_D
    End
    ConditionState = REALLYDAMAGED
      Model = CMTianGate_E
    End
    ConditionState = RUBBLE
      Model = CMTianGate_R
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
;  Behavior = GarrisonContain ModuleTag_06
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;  End
  
    Behavior = TransitionDamageFX ModuleTag_07
;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 68.0
  GeometryMinorRadius   = 112.0
  GeometryHeight        = 90.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object ForbiddenCityGates

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBNFCitySH
    End
    ConditionState = DAMAGED
      Model = CBNFCitySH_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBNFCitySH_E
    End
    ConditionState = RUBBLE
      Model = CBNFCitySH_R
    End
    
    ConditionState = GARRISONED
      Model = CBNFCitySH_G
      Animation = CBNFCitySH_G.CBNFCitySH_G
      AnimationMode = LOOP
    End
    
    ConditionState = DAMAGED GARRISONED
      Model = CBNFCitySH_GD
      Animation = CBNFCitySH_GD.CBNFCitySH_GD
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = GarrisonContain ModuleTag_06
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
      Behavior = TransitionDamageFX ModuleTag_07
;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 58.0
  GeometryMinorRadius   = 85.0
  GeometryHeight        = 70.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object ForbiddenCityWall

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

  ConditionState = NONE
      Model = CBNFCityWH
    End
    ConditionState = DAMAGED
      Model = CBNFCityWH_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBNFCityWH_E
    End
    ConditionState = RUBBLE
      Model = CBNFCityWH_R
    End
    
    ConditionState = GARRISONED
      Model = CBNFCityWH_G
      Animation = CBNFCityWH_G.CBNFCityWH_G
      AnimationMode = LOOP
    End
    
    ConditionState = DAMAGED GARRISONED
      Model = CBNFCityWH_GD
      Animation = CBNFCityWH_GD.CBNFCityWH_GD
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = GarrisonContain ModuleTag_06
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Geometry              = BOX
  GeometryMajorRadius   = 18.0
  GeometryMinorRadius   = 72.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object ForbiddenCityTower

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
  ConditionState = NONE
      Model = CBNFCityCH
    End
    ConditionState = DAMAGED
      Model = CBNFCityCH_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBNFCityCH_E
    End
    ConditionState = RUBBLE
      Model = CBNFCityCH_R
    End
    
    ConditionState = GARRISONED
      Model = CBNFCityCH_G
      Animation = CBNFCityCH_G.CBNFCityCH_G
      AnimationMode = LOOP
    End
    
    ConditionState = DAMAGED GARRISONED
      Model = CBNFCityCH_GD
      Animation = CBNFCityCH_GD.CBNFCityCH_GD
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = GarrisonContain ModuleTag_06
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

      Behavior = TransitionDamageFX ModuleTag_07
;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 25.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object ChineeseFireworksFactory

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = cbfwfctry
    End
    ConditionState = DAMAGED
      Model         = cbfwfctry_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbfwfctry_E
    End
    ConditionState = RUBBLE
      Model         = cbfwfctry_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbfwfctry_G
      Animation     = cbfwfctry_G.cbfwfctry_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbfwfctry_DG
      Animation     = cbfwfctry_DG.cbfwfctry_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbfwfctry_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbfwfctry_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbfwfctry_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbfwfctry_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbfwfctry_NG
      Animation     = cbfwfctry_NG.cbfwfctry_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbfwfctry_DNG
      Animation     = cbfwfctry_DNG.cbfwfctry_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbfwfctry_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbfwfctry_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbfwfctry_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbfwfctry_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbfwfctry_SG
      Animation     = cbfwfctry_SG.cbfwfctry_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbfwfctry_DSG
      Animation     = cbfwfctry_DSG.cbfwfctry_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbfwfctry_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbfwfctry_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbfwfctry_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbfwfctry_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbfwfctry_SNG
      Animation     = cbfwfctry_SNG.cbfwfctry_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbfwfctry_DSNG
      Animation     = cbfwfctry_DSNG.cbfwfctry_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Outpost
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
      Behavior = TransitionDamageFX ModuleTag_07
;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 36.0
  GeometryMinorRadius = 17.0
  GeometryHeight      = 30.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object WaterfrontWherehouse01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = CBWrFWhrs1
    End
    ConditionState = DAMAGED
      Model         = CBWrFWhrs1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBWrFWhrs1_E
    End
    ConditionState = RUBBLE
      Model         = CBWrFWhrs1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBWrFWhrs1_G
      Animation     = CBWrFWhrs1_G.CBWrFWhrs1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBWrFWhrs1_DG
      Animation     = CBWrFWhrs1_DG.CBWrFWhrs1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBWrFWhrs1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBWrFWhrs1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBWrFWhrs1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBWrFWhrs1_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBWrFWhrs1_NG
      Animation     = CBWrFWhrs1_NG.CBWrFWhrs1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBWrFWhrs1_DNG
      Animation     = CBWrFWhrs1_DNG.CBWrFWhrs1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBWrFWhrs1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBWrFWhrs1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBWrFWhrs1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBWrFWhrs1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBWrFWhrs1_SG
      Animation     = CBWrFWhrs1_SG.CBWrFWhrs1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBWrFWhrs1_DSG
      Animation     = CBWrFWhrs1_DSG.CBWrFWhrs1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBWrFWhrs1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBWrFWhrs1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBWrFWhrs1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBWrFWhrs1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBWrFWhrs1_SNG
      Animation     = CBWrFWhrs1_SNG.CBWrFWhrs1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBWrFWhrs1_DSNG
      Animation     = CBWrFWhrs1_DSNG.CBWrFWhrs1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 22.0
  GeometryHeight      = 30.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object WaterfrontWherehouse02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = cbwfrwhrs2
    End
    ConditionState = DAMAGED
      Model         = cbwfrwhrs2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbwfrwhrs2_E
    End
    ConditionState = RUBBLE
      Model         = cbwfrwhrs2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbwfrwhrs2_G
      Animation     = cbwfrwhrs2_G.cbwfrwhrs2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbwfrwhrs2_DG
      Animation     = cbwfrwhrs2_DG.cbwfrwhrs2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbwfrwhrs2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbwfrwhrs2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbwfrwhrs2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbwfrwhrs2_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbwfrwhrs2_NG
      Animation     = cbwfrwhrs2_NG.cbwfrwhrs2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbwfrwhrs2_DNG
      Animation     = cbwfrwhrs2_DNG.cbwfrwhrs2_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbwfrwhrs2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbwfrwhrs2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbwfrwhrs2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbwfrwhrs2_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbwfrwhrs2_SG
      Animation     = cbwfrwhrs2_SG.cbwfrwhrs2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbwfrwhrs2_DSG
      Animation     = cbwfrwhrs2_DSG.cbwfrwhrs2_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbwfrwhrs2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbwfrwhrs2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbwfrwhrs2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbwfrwhrs2_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbwfrwhrs2_SNG
      Animation     = cbwfrwhrs2_SNG.cbwfrwhrs2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbwfrwhrs2_DSNG
      Animation     = cbwfrwhrs2_DSNG.cbwfrwhrs2_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 23.0
  GeometryMinorRadius = 29.0
  GeometryHeight      = 24.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AirfieldHanger01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = cbhangar1
    End
    ConditionState = DAMAGED
      Model         = cbhangar1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbhangar1_E
    End
    ConditionState = RUBBLE
      Model         = cbhangar1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbhangar1_G
      Animation     = cbhangar1_G.cbhangar1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbhangar1_DG
      Animation     = cbhangar1_DG.cbhangar1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbhangar1_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbhangar1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbhangar1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbhangar1_RN
    End


    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbhangar1_NG
      Animation     = cbhangar1_NG.cbhangar1_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbhangar1_DNG
      Animation     = cbhangar1_DNG.cbhangar1_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbhangar1_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbhangar1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbhangar1_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbhangar1_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbhangar1_SG
      Animation     = cbhangar1_SG.cbhangar1_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbhangar1_DSG
      Animation     = cbhangar1_DSG.cbhangar1_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbhangar1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbhangar1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbhangar1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbhangar1_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbhangar1_SNG
      Animation     = cbhangar1_SNG.cbhangar1_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbhangar1_DSNG
      Animation     = cbhangar1_DSNG.cbhangar1_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1        = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2        = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3        = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4        = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 53.0
  GeometryMinorRadius = 79.0
  GeometryHeight      = 50.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AirfieldHanger02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    
    ; day
    ConditionState = NONE
      Model         = cbhangr02
    End
    ConditionState = DAMAGED
      Model         = cbhangr02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = cbhangr02_E
    End
    ConditionState = RUBBLE
      Model         = cbhangr02_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = cbhangr02_G
      Animation     = cbhangr02_G.cbhangr02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = cbhangr02_DG
      Animation     = cbhangr02_DG.cbhangr02_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = cbhangr02_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = cbhangr02_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = cbhangr02_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = cbhangr02_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = cbhangr02_NG
      Animation     = cbhangr02_NG.cbhangr02_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = cbhangr02_DNG
      Animation     = cbhangr02_DNG.cbhangr02_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = cbhangr02_S
    End
    ConditionState = DAMAGED SNOW
      Model         = cbhangr02_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = cbhangr02_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = cbhangr02_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = cbhangr02_SG
      Animation     = cbhangr02_SG.cbhangr02_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = cbhangr02_DSG
      Animation     = cbhangr02_DSG.cbhangr02_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = cbhangr02_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = cbhangr02_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = cbhangr02_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = cbhangr02_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = cbhangr02_SNG
      Animation     = cbhangr02_SNG.cbhangr02_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = cbhangr02_DSNG
      Animation     = cbhangr02_DSNG.cbhangr02_DSNG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1        = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2        = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3        = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4        = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

      ; Note that structures with "RUBBLE" states should not use 
  ; DestroyDie; such buildings are never truly
  ; destroyed, even when reduced to zero health.
  Geometry            = BOX
  GeometryMajorRadius = 76.0
  GeometryMinorRadius = 115.0
  GeometryHeight      = 30.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GreatWallMiddle

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalChna1
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalChna1_D
    End
    
    ConditionState = RUBBLE
      Model = CMWalChna1_D
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 54.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object GreatWallSmallArch

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalChna2
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalChna2_D
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml2_R
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 0.0
  GeometryMinorRadius   = 0.0
  GeometryHeight        = 0.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object GreatWallLargeArch

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalChna3
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalChna3_D
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml2_R
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 26.0
  GeometryMinorRadius   = 50.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object GreatWallBuilding

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalChna4
      Animation = CMWalChna4.CMWalChna4
      AnimationMode = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalChna4_D
      Animation = CMWalChna4_D.CMWalChna4_D
      AnimationMode = LOOP
    End
    
    ConditionState = RUBBLE
      Model = CMWalChna4_D
      Animation = CMWalChna4_D.CMWalChna4_D
      AnimationMode = LOOP
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 33.0
  GeometryMinorRadius   = 26.0
  GeometryHeight        = 33.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object GreatWallCorner

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalChna5
      Animation = CMWalChna5.CMWalChna5
      AnimationMode = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalChna5_D
      Animation = CMWalChna5_D.CMWalChna5_D
      AnimationMode = LOOP
    End
    
    ConditionState = RUBBLE
      Model = CMWalChna5_D
      Animation = CMWalChna5_D.CMWalChna5_D
      AnimationMode = LOOP
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 25.0
  GeometryHeight        = 33.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object StanApartment01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBTAprtmn1_TR
    End
    ConditionState = DAMAGED
      Model = CBTAprtmn1_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTAprtmn1_TRD
    End
    ConditionState = RUBBLE
      Model = CBTAprtmn1_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanApartment02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBTAprtmn2_TR
    End
    ConditionState = DAMAGED
      Model = CBTAprtmn2_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTAprtmn2_TRD
    End
    ConditionState = RUBBLE
      Model = CBTAprtmn2_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object StanConvenienceStore01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01


  
    ConditionState = NONE
      Model = CBTConvSt1_TR
    End
    ConditionState = DAMAGED
      Model = CBTConvSt1_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTConvSt1_TRD
    End
    ConditionState = RUBBLE
      Model = CBTConvSt1_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object StanConvenienceStore02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBTConvSt2_TR
    End
    ConditionState = DAMAGED
      Model = CBTConvSt2_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTConvSt2_TRD
    End
    ConditionState = RUBBLE
      Model = CBTConvSt2_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object StanHotel01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBTHotel01_TR
    End
    ConditionState = DAMAGED
      Model = CBTHotel01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTHotel01_TRD
    End
    ConditionState = RUBBLE
      Model = CBTHotel01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object StanSmallRetail03Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbtsmlrtl03_TR
    End
    ConditionState = DAMAGED
      Model = cbtsmlrtl03_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbtsmlrtl03_TRD
    End
    ConditionState = RUBBLE
      Model = cbtsmlrtl03_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object MogadishuHouse02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbthouse01_TR
    End
    ConditionState = DAMAGED
      Model = cbthouse01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbthouse01_TRD
    End
    ConditionState = RUBBLE
      Model = cbthouse01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object MogadishuHouse03Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbthouse03_TR
    End
    ConditionState = DAMAGED
      Model = cbthouse03_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbthouse03_TRD
    End
    ConditionState = RUBBLE
      Model = cbthouse03_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------
Object MogadishuHouse04Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbthouse04_TR
    End
    ConditionState = DAMAGED
      Model = cbthouse04_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbthouse04_TRD
    End
    ConditionState = RUBBLE
      Model = cbthouse04_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuShop01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBModis03_TR
    End
    ConditionState = DAMAGED
      Model = CBModis03_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBModis03_TRD
    End
    ConditionState = RUBBLE
      Model = CBModis03_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuSmallApartmentBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbtsmlapt_TR
    End
    ConditionState = DAMAGED
      Model = cbtsmlapt_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbtsmlapt_TRD
    End
    ConditionState = RUBBLE
      Model = cbtsmlapt_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuTower04Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbtower04_TR
    End
    ConditionState = DAMAGED
      Model = cbtower04_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbtower04_TRD
    End
    ConditionState = RUBBLE
      Model = cbtower04_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogadishuTower05Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbtower05_TR
    End
    ConditionState = DAMAGED
      Model = cbtower05_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbtower05_TRD
    End
    ConditionState = RUBBLE
      Model = cbtower05_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanTallTowerBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBTalTower_TR
    End
    ConditionState = DAMAGED
      Model = CBTalTower_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTalTower_TRD
    End
    ConditionState = RUBBLE
      Model = CBTalTower_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanWatchTowerTallBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbtower01_TR
    End
    ConditionState = DAMAGED
      Model = cbtower01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbtower01_TRD
    End
    ConditionState = RUBBLE
      Model = cbtower01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TallTower02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBTower02_TR
    End
    ConditionState = DAMAGED
      Model = CBTower02_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBTower02_TRD
    End
    ConditionState = RUBBLE
      Model = CBTower02_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanTownHall02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbmectdrl02_TR
    End
    ConditionState = DAMAGED
      Model = cbmectdrl02_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbmectdrl02_TRD
    End
    ConditionState = RUBBLE
      Model = cbmectdrl02_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianApartmentComplexBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNAptCom_TR
    End
    ConditionState = DAMAGED
      Model = CBNAptCom_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNAptCom_TRD
    End
    ConditionState = RUBBLE
      Model = CBNAptCom_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SovietRadioBuildingBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBSovRdio_TR
    End
    ConditionState = DAMAGED
      Model = CBSovRdio_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBSovRdio_TRD
    End
    ConditionState = RUBBLE
      Model = CBSovRdio_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianMegaHotel01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNHongK02_TR
    End
    ConditionState = DAMAGED
      Model = CBNHongK02_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNHongK02_TRD
    End
    ConditionState = RUBBLE
      Model = CBNHongK02_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianMegaMall01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNMegaMal_TR
    End
    ConditionState = DAMAGED
      Model = CBNMegaMal_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNMegaMal_TRD
    End
    ConditionState = RUBBLE
      Model = CBNMegaMal_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianOffice01Bib 

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNOffice1_TR
    End
    ConditionState = DAMAGED
      Model = CBNOffice1_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNOffice1_TRD
    End
    ConditionState = RUBBLE
      Model = CBNOffice1_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianApartment01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNApart01_TR
    End
    ConditionState = DAMAGED
      Model = CBNApart01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNApart01_TRD
    End
    ConditionState = RUBBLE
      Model = CBNApart01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianRetailStore01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNRetal01_TR
    End
    ConditionState = DAMAGED
      Model = CBNRetal01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNRetal01_TRD
    End
    ConditionState = RUBBLE
      Model = CBNRetal01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EuroHighriseBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  

    ConditionState = NONE
      Model = CBEuroCnd_TR
    End
    ConditionState = DAMAGED
      Model = CBEuroCnd_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBEuroCnd_TRD
    End
    ConditionState = RUBBLE
      Model = CBEuroCnd_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianHighrise01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBHigh01_TR
    End
    ConditionState = DAMAGED
      Model = CBHigh01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBHigh01_TRD
    End
    ConditionState = RUBBLE
      Model = CBHigh01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianHighrise02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBHigh02_TR
    End
    ConditionState = DAMAGED
      Model = CBHigh02_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBHigh02_TRD
    End
    ConditionState = RUBBLE
      Model = CBHigh02_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object SovietBuildingBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = cbsovbldg_TR
    End
    ConditionState = DAMAGED
      Model = cbsovbldg_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = cbsovbldg_TRD
    End
    ConditionState = RUBBLE
      Model = cbsovbldg_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianBankBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNBank_TR
    End
    ConditionState = DAMAGED
      Model = CBNBank_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBNBank_TRD
    End
    ConditionState = RUBBLE
      Model = CBNBank_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object MogodishuHighrise01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBMogdis01_TR
    End
    ConditionState = DAMAGED
      Model = CBMogdis01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBMogdis01_TRD
    End
    ConditionState = RUBBLE
      Model = CBMogdis01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object IndustrialBuilding01Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBIndWhs01_TR
    End
    ConditionState = DAMAGED
      Model = CBIndWhs01_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBIndWhs01_TRD
    End
    ConditionState = RUBBLE
      Model = CBIndWhs01_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object IndustrialBuilding02Bib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBIndWhs02_TR
    End
    ConditionState = DAMAGED
      Model = CBIndWhs02_TRD
    End
    ConditionState = REALLYDAMAGED
      Model = CBIndWhs02_TRD
    End
    ConditionState = RUBBLE
      Model = CBIndWhs02_TRD
    End
    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  KindOf          = STRUCTURE IMMOBILE
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AsianApartmentSingle01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState  = NONE
      Model         = CBNAptSingle
    End   
    ConditionState  = DAMAGED
      Model         = CBNAptSingle_D
    End 
    ConditionState  = REALLYDAMAGED
      Model         = CBNAptSingle_E
    End 
    ConditionState  = RUBBLE
      Model         = CBNAptSingle_R
    End 
    
    ConditionState  = GARRISONED
      Model         = CBNAptSingle_G
      Animation     = CBNAptSingle_G.CBNAptSingle_G
      AnimationMode = LOOP
    End 
    
    ConditionState  = GARRISONED DAMAGED
      Model         = CBNAptSingle_DG
      Animation     = CBNAptSingle_DG.CBNAptSingle_DG
      AnimationMode = LOOP
    End 
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = GarrisonContain ModuleTag_06
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 50.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 57.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object StanApartmentSingle01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBNAptBuil
    End   
    
    ConditionState = DAMAGED
      Model = CBNAptBuil_D
    End  
    
    ConditionState = REALLYDAMAGED
      Model = CBNAptBuil_E
    End  
    
    ConditionState = RUBBLE
      Model = CBNAptBuil_R
    End  
    
    
    
    ConditionState = GARRISONED
      Model = CBNAptBuil_G
      Animation = CBNAptBuil_G.CBNAptBuil_G
      AnimationMode = LOOP
    End  
    ConditionState = DAMAGED GARRISONED
      Model = CBNAptBuil_DG
      Animation = CBNAptBuil_DG.CBNAptBuil_DG
      AnimationMode = LOOP
    End  
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters *** 
  KindOf                = STRUCTURE SELECTABLE IMMOBILE 
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 46.0
  GeometryMinorRadius   = 24.0
  GeometryHeight        = 47.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------
Object TempleOfHeavenMonumentBib

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

  
    ConditionState = NONE
      Model = CBNTmplHvn_TR
    End
    ConditionState = DAMAGED
      Model = CBNTmplHvn_TRD
    End     
    ConditionState = REALLYDAMAGED
      Model = CBNTmplHvn_TRD
    End   
    ConditionState = RUBBLE
      Model = CBNTmplHvn_TRD
    End    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  KindOf          = STRUCTURE IMMOBILE SELECTABLE
    
  Geometry              = CYLINDER
  GeometryMajorRadius   = 120.0
  GeometryMinorRadius   = 120.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;-----------------------------------------------------------------------------
Object TempleOfHeavenMainTemple

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState  = NONE
      Model         = CBNTmHvMN
    End
    
    ConditionState  = DAMAGED
      Model         = CBNTmHvMN_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CBNTmHvMN_E
    End
    
    ConditionState  = RUBBLE
      Model         = CBNTmHvMN_R
    End
    
    ConditionState  = GARRISONED
      Model         = CBNTmHvMN_G
      Animation     = CBNTmHvMN_G.CBNTmHvMN_G
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED GARRISONED
      Model         = CBNTmHvMN_GD
      Animation     = CBNTmHvMN_GD.CBNTmHvMN_GD
      AnimationMode = LOOP
    End
    ConditionState = SNOW
      Model         = CBNTmHvMN_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNTmHvMN_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNTmHvMN_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNTmHvMN_R
    End
    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBNTmHvMN_GS
      Animation     = CBNTmHvMN_GS.CBNTmHvMN_GS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBNTmHvMN_GDS
      Animation     = CBNTmHvMN_GDS.CBNTmHvMN_GDS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = CYLINDER
  GeometryMajorRadius   = 31.0
  GeometryMinorRadius   = 26.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;-------------------------------------------------------------------
Object TempleOfHeavenFrontHouse

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBNTmHvFH
    End
    
     ConditionState  = DAMAGED
      Model         = CBNTmHvFH_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CBNTmHvFH_E
    End
    
    ConditionState  = RUBBLE
      Model         = CBNTmHvFH_R
    End
    
    ConditionState  = GARRISONED
      Model         = CBNTmHvFH_G
      Animation     = CBNTmHvFH_G.CBNTmHvFH_G
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED GARRISONED
      Model         = CBNTmHvFH_GD
      Animation     = CBNTmHvFH_GD.CBNTmHvFH_GD
      AnimationMode = LOOP
    End
    ConditionState = SNOW
      Model         = CBTmpHvnFH_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTmpHvnFH_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTmpHvnFH_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNTmHvFH_R
    End
    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBNTmHvFH_GS
      Animation     = CBNTmHvFH_GS.CBNTmHvFH_GS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBNTmHvFH_GDS
      Animation     = CBNTmHvFH_GDS.CBNTmHvFH_GDS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 44.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;-------------------------------------------------------------------
Object TempleOfHeavenSideHouse

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBNTmHvSH
    End
    
     ConditionState  = DAMAGED
      Model         = CBNTmHvSH_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CBNTmHvSH_E
    End
    
    ConditionState  = RUBBLE
      Model         = CBNTmHvSH_R
    End
    
    
    ConditionState  = GARRISONED
      Model         = CBNTmHvSH_G
      Animation     = CBNTmHvSH_G.CBNTmHvSH_G
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED GARRISONED
      Model         = CBNTmHvSH_GD
      Animation     = CBNTmHvSH_GD.CBNTmHvSH_GD
      AnimationMode = LOOP
    End

    ConditionState = SNOW
      Model         = CBTmHvSH_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBTmHvSH_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBTmHvSH_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNTmHvSH_R
    End
    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBNTmHvSH_GS
      Animation     = CBNTmHvSH_GS.CBNTmHvSH_GS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBNTmHvSH_GDS
      Animation     = CBNTmHvSH_GDS.CBNTmHvSH_GDS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 22.0
  GeometryMinorRadius   = 67.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;-------------------------------------------------------------------
Object TempleOfHeavenGateHouse

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  

    ; day
    ConditionState = NONE
      Model         = CBNTmHvGT
    End
    
     ConditionState  = DAMAGED
      Model         = CBNTmHvGT_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CBNTmHvGT_E
    End
    
    ConditionState  = RUBBLE
      Model         = CBNTmHvGT_R
    End
    
    ConditionState = GARRISONED
      Model         = CBNTmHvGT_G
      Animation     = CBNTmHvGT_G.CBNTmHvGT_G
      AnimationMode = LOOP
    End
    
     ConditionState  = DAMAGED GARRISONED
      Model         = CBNTmHvGT_GD
      Animation     = CBNTmHvGT_GD.CBNTmHvGT_GD
      AnimationMode = LOOP
    End
    ConditionState = SNOW
      Model         = CBNTmHvGT_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNTmHvGT_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNTmHvGT_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNTmHvGT_R
    End
    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBNTmHvGT_GS
      Animation     = CBNTmHvGT_GS.CBNTmHvGT_GS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBNTmHvGT_GDS
      Animation     = CBNTmHvGT_GDS.CBNTmHvGT_GDS
      AnimationMode = LOOP
      Flags         = MAINTAIN_FRAME_ACROSS_STATES
    End    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 15.0
  GeometryMinorRadius   = 30.0
  GeometryHeight        = 32.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;-------------------------------------------------------------------
Object StanTownHall03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
      ; NIGHT
    ConditionState  = NONE
      Model         = CMTGovBuil_N
    End
    
    ConditionState  = DAMAGED
      Model         = CMTGovBuil_DN
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CMTGovBuil_EN
    End
    
    ConditionState  = RUBBLE
      Model         = CMTGovBuil_RN
    End
    
    ; garrison night
    ConditionState  = GARRISONED
      Model         = CMTGovBuil_NG
      Animation     = cmtgovbuil_NG.cmtgovbuil_NG
      AnimationMode = LOOP
    End
    
    ConditionState  = GARRISONED DAMAGED
      Model         = CMTGovBuil_DNG
      Animation     = cmtgovbuil_DNG.cmtgovbuil_DNG
      AnimationMode = LOOP
    End
  
  
    ; NIGHT
    ConditionState  = NIGHT
      Model         = CMTGovBuil_N
    End
    
    ConditionState  = NIGHT DAMAGED
      Model         = CMTGovBuil_DN
    End
    
    ConditionState  = NIGHT REALLYDAMAGED
      Model         = CMTGovBuil_EN
    End
    
    ConditionState  = NIGHT RUBBLE
      Model         = CMTGovBuil_RN
    End
    
    ; garrison night
    ConditionState  = NIGHT GARRISONED
      Model         = CMTGovBuil_NG
      Animation     = cmtgovbuil_NG.cmtgovbuil_NG
      AnimationMode = LOOP
    End
    
    ConditionState  = NIGHT GARRISONED DAMAGED
      Model         = CMTGovBuil_DNG
      Animation     = cmtgovbuil_DNG.cmtgovbuil_DNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** AUDIO parameters ***
  SoundOnDamaged        = BuildingDestroy
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 60.0
  GeometryMinorRadius   = 47.0
  GeometryHeight        = 52.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ChinaRetail01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState  = NONE
      Model         = CBNRetal03
    End
    
    ConditionState  = DAMAGED
      Model         = CBNRetal03_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CBNRetal03_E
    End
    
    ConditionState  = RUBBLE
      Model         = CBNRetal03_R
    End
    
    ConditionState  = GARRISONED
      Model         = CBNRetal03_G
      Animation     = CBNRetal03_G.CBNRetal03_G
      AnimationMode = LOOP
    End
    
    ConditionState  = GARRISONED DAMAGED
      Model         = CBNRetal03_DG
      Animation     = CBNRetal03_DG.CBNRetal03_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 32.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 47.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ChinaRetail02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

  ConditionState = NONE
      Model = CBNRetal04
    End
    ConditionState = DAMAGED
      Model = CBNRetal04_D
    End
    ConditionState = REALLYDAMAGED
      Model = CBNRetal04_E
    End
    ConditionState = RUBBLE
      Model = CBNRetal04_R
    End
    
    ConditionState = GARRISONED
      Model = CBNRetal04_G
      Animation = CBNRetal04_G.CBNRetal04_G
      AnimationMode = LOOP
    End
    
    ConditionState = DAMAGED GARRISONED
      Model = CBNRetal04_DG
      Animation = CBNRetal04_DG.CBNRetal04_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 38.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ChinaRetail03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState  = NONE
      Model         = CBNRetal05
    End
    
    ConditionState  = DAMAGED
      Model         = CBNRetal05_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CBNRetal05_E
    End
    
    ConditionState  = RUBBLE
      Model         = CBNRetal05_R
    End
    
    ; garrisoned day
    
    ConditionState  = GARRISONED
      Model         = CBNRetal05_G
    End
    
    ConditionState  = DAMAGED GARRISONED
      Model         = CBNRetal05_DG
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 24.0
  GeometryMinorRadius   = 22.0
  GeometryHeight        = 62.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object FortressWallMiddle

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalAkml1
    End
    
    ConditionState = DAMAGED
      Model = CMWalAkml1_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalAkml1_E
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml1_R
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL
  RadarPriority = STRUCTURE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 31.0
  GeometryMinorRadius   = 58.0
  GeometryHeight        = 34.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object FortressWallSmallArch

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalAkml2
    End
    
    ConditionState = DAMAGED
      Model = CMWalAkml2_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalAkml2_E
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml2_R
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL
  RadarPriority = STRUCTURE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 26.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object FortressWallLargeArch

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalAkml3
    End
    
    ConditionState = DAMAGED
      Model = CMWalAkml3_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalAkml3_E
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml2_R
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL
  RadarPriority = STRUCTURE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 33.0
  GeometryMinorRadius   = 41.0
  GeometryHeight        = 1.0
  GeometryIsSmall       = NO
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object FortressWallBuilding

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState  = NONE
      Model         = CMWalAkml4
    End
    
    ConditionState  = DAMAGED
      Model         = CMWalAkml4_D
    End
    
    ConditionState  = REALLYDAMAGED
      Model         = CMWalAkml4_E
    End
    
    ConditionState  = RUBBLE
      Model         = CMWalAkml7_R
    End
    
    ; day garrisoned
    ConditionState  = GARRISONED
      Model         = CMWalAkml4
      Animation     = CMWalAkml4.CMWalAkml4
      AnimationMode = LOOP
    End
    ConditionState  = DAMAGED GARRISONED
      Model         = CMWalAkml4_D
      Animation     = CMWalAkml4_D.CMWalAkml4_D
      AnimationMode = LOOP
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:BigGate
  EditorSorting       = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf              = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL
  RadarPriority       = STRUCTURE
  Body                = ActiveBody ModuleTag_02
    MaxHealth         = 2000.0
    InitialHealth     = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 33.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 37.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object FortressWallCorner

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalAkml5
    End
    
    ConditionState = DAMAGED
      Model = CMWalAkml5_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalAkml5_E
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml7_R
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL
  RadarPriority = STRUCTURE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End
  
  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 33.0
  GeometryMinorRadius   = 37.0
  GeometryHeight        = 31.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object FortressWall45Degree

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CMWalAkml6
    End
    
    ConditionState = DAMAGED
      Model = CMWalAkml6_D
    End
    
    ConditionState = REALLYDAMAGED
      Model = CMWalAkml6_E
    End
    
    ConditionState = RUBBLE
      Model = CMWalAkml7_R
    End
    
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigGate
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
    Behavior = TransitionDamageFX ModuleTag_07
  ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare

  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

  Geometry              = BOX
  GeometryMajorRadius   = 29.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; ******************* Cinematic-only unit ***************************
Object CINE_EuroHighrise

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

     ; day
    ConditionState = NONE
      Model         = CBEuroCnd
    End
    ConditionState = DAMAGED
      Model         = CBEuroCnd_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBEuroCnd_E
    End
    ConditionState = RUBBLE
      Model         = CBEuroCnd_E
    End
    ConditionState = POST_COLLAPSE
      Model         = CBEuroCnd_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBEuroCnd_G
      Animation     = CBEuroCnd_G.CBEuroCnd_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBEuroCnd_DG
      Animation     = CBEuroCnd_DG.CBEuroCnd_DG
      AnimationMode = LOOP
    End

    ; night
    ConditionState = NIGHT
      Model         = CBEuroCnd_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBEuroCnd_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBEuroCnd_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBEuroCnd_EN
    End
    ConditionState = POST_COLLAPSE NIGHT
      Model         = CBEuroCnd_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBEuroCnd_NG
      Animation     = CBEuroCnd_NG.CBEuroCnd_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBEuroCnd_DNG
      Animation     = CBEuroCnd_DNG.CBEuroCnd_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBEuroCnd_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBEuroCnd_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBEuroCnd_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBEuroCnd_ES
    End
    ConditionState = POST_COLLAPSE SNOW
      Model         = CBEuroCnd_RS
    End

    ; snow garrisoned
    ConditionState = GARRISONED SNOW
      Model         = CBEuroCnd_SG
      Animation     = CBEuroCnd_SG.CBEuroCnd_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED SNOW
      Model         = CBEuroCnd_DSG
      Animation     = CBEuroCnd_DSG.CBEuroCnd_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = NIGHT SNOW
      Model         = CBEuroCnd_SN
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model         = CBEuroCnd_DSN
    End
    ConditionState = REALLYDAMAGED NIGHT SNOW
      Model         = CBEuroCnd_ESN
    End
    ConditionState = RUBBLE NIGHT SNOW
      Model         = CBEuroCnd_ESN
    End
    ConditionState = POST_COLLAPSE SNOW NIGHT
      Model         = CBEuroCnd_RSN
    End

    ; night garrisoned snow
    ConditionState = NIGHT GARRISONED SNOW
      Model         = CBEuroCnd_SNG
      Animation     = CBEuroCnd_SNG.CBEuroCnd_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED SNOW
      Model         = CBEuroCnd_DSNG
      Animation     = CBEuroCnd_DSNG.CBEuroCnd_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** AUDIO parameters ***
  SoundOnDamaged        = BuildingDestroy
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior                  = StructureCollapseUpdate ModuleTag_04
    MinCollapseDelay        = 500
    MaxCollapseDelay        = 1000
    CollapseDamping         = 0.0
    MaxShudder              = 0.6
    MinBurstDelay           = 250
    MaxBurstDelay           = 800
    BigBurstFrequency       = 4
    OCL                     = INITIAL   OCL_StructureCollapseInitial
    OCL                     = DELAY     OCL_StructureCollapseDelay
    OCL                     = FINAL     OCL_StructureCollapseFinal
    FXList                  = INITIAL   FX_StructureCollapseInitial
    FXList                  = DELAY     FX_StructureCollapseDelay
    FXList                  = BURST     FX_StructureCollapseBurst
    FXList                  = FINAL     FX_StructureCollapseFinal
  End

  Behavior = FlammableUpdate ModuleTag_06
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_07
    DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    ; ----- Line Removed
    ; ----- Line Removed
    DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs
    DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke
    DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke
    ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    ; ----- Line Removed
    ; ----- Line Removed
    ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs   
    ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke
    ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke
    ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01
    ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion
    RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks
    RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01
    RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01
    RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs    
    RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs    
  End

  Behavior = FXListDie ModuleTag_08
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 100.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;************************ Cinematic-only unit *********************************
Object CINE_MogadishuHighrise03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBMogdis07
    End
    ConditionState = DAMAGED
      Model         = CBMogdis07_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBMogdis07_E
    End
    ConditionState = RUBBLE
      Model         = CBMogdis07_R
    End

        ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBMogdis07_G
      Animation     = CBMogdis07_G.CBMogdis07_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBMogdis07_DG
      Animation     = CBMogdis07_DG.CBMogdis07_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBMogdis07_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBMogdis07_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBMogdis07_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBMogdis07_RN
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBMogdis07_NG
      Animation     = CBMogdis07_NG.CBMogdis07_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBMogdis07_DNG
      Animation     = CBMogdis07_DNG.CBMogdis07_DNG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBMogdis07_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBMogdis07_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBMogdis07_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBMogdis07_RS
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBMogdis07_SG
      Animation     = CBMogdis07_SG.CBMogdis07_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBMogdis07_DSG
      Animation     = CBMogdis07_DSG.CBMogdis07_DSG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBMogdis07_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBMogdis07_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBMogdis07_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBMogdis07_RSN
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBMogdis07_SNG
      Animation     = CBMogdis07_SNG.CBMogdis07_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBMogdis07_DSNG
      Animation     = CBMogdis07_DSNG.CBMogdis07_DSNG
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = StructureBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  Behavior = TransitionDamageFX ModuleTag_06
    DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    ; ----- Line Removed
    ; ----- Line Removed
    DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs
    DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke
    DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke
    ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    ; ----- Line Removed
    ; ----- Line Removed
    ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs   
    ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke
    ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke
    ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01
    ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion
    RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks
    RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01
    RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01
    RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01
    RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs    
    RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs    
  End
  
  Geometry              = BOX
  GeometryMajorRadius   = 20.0
  GeometryMinorRadius   = 32.0
  GeometryHeight        = 69.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;---------------------------------------------------------------------
Object TempBuildingSize

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = zzBuildingSize
    End    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  Side            = Civilian
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 99999.0
    InitialHealth   = 99999.0
  End
  Geometry            = BOX
  GeometryMajorRadius = 35.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 70.0
  GeometryIsSmall     = No

End
;---------------------------------------------------------------------
Object TempChokePoint

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = zzChokePoint
    End    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  Side            = Civilian
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 99999.0
    InitialHealth   = 99999.0
  End
  Geometry            = BOX
  GeometryMajorRadius = 35.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 70.0
  GeometryIsSmall     = No

End
;---------------------------------------------------------------------
Object TempSupplyDock

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = zzSupplyDock
    End    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  Side            = Civilian
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE
  KindOf              = STRUCTURE SELECTABLE IMMOBILE
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 99999.0
    InitialHealth   = 99999.0
  End
  Geometry            = BOX
  GeometryMajorRadius = 35.0
  GeometryMinorRadius = 35.0
  GeometryHeight      = 70.0
  GeometryIsSmall     = No

End
;---------------------------------------------------------------------

Object SecretResearchLab

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = UBRSRCHLB
      ParticleSysBone      = Chemical ToxicSmoke
      ParticleSysBone      = Chemical1 SteamLarge
      Animation     = UBRSRCHLB.UBRSRCHLB
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = UBRSRCHLB_A1D
      ParticleSysBone      = Fire01 StructureTransitionSmallExplosion
      ParticleSysBone      = Fire02 JetBigExplosion
      ParticleSysBone      = Fire03 JetExplosion
      ParticleSysBone      = Fire04 StructureTransitionMediumSmoke
      ParticleSysBone      = Fire05 FireFactionLarge
      ParticleSysBone      = Fire06 FireFactionLarge
      ParticleSysBone      = Fire07 FireFactionLarge
      ParticleSysBone      = Fire08 SteamLarge
      ParticleSysBone      = Fire09 SteamLarge
      ParticleSysBone      = Fire10 CarpetBombWave
      ParticleSysBone      = Fire11 SteamLarge
      ParticleSysBone      = Fire12 FireFactionLarge
      ParticleSysBone      = Fire13 SteamLarge
      Animation     = UBRSRCHLB_A1D.UBRSRCHLB_A1D
      AnimationMode = ONCE
      AnimationSpeedFactorRange = 0.65 0.65
      Flags         = START_FRAME_FIRST
      End
    ConditionState = REALLYDAMAGED RUBBLE
      Model         = UBRSRCHLB_A1D
      End
  End
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SecretResearchLab
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE 
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 50.0
  GeometryHeight        = 25.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

  Behavior = FlammableUpdate ModuleTag_30
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

End

;------------------------------------------------------------------------------
Object GreekHouse1

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGreek1
    End
    ConditionState = DAMAGED
      Model         = CBGreek1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGreek1_E
    End
    ConditionState = RUBBLE
      Model         = CBGreek1_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGreek1_G
      Animation     = CBGreek1_G.CBGreek1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGreek1_DG
      Animation     = CBGreek1_DG.CBGreek1_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGreek1
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGreek1_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGreek1_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGreek1_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGreek1_G
      Animation     = CBGreek1_G.CBGreek1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGreek1_DG
      Animation     = CBGreek1_DG.CBGreek1_DG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGreek1
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGreek1_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGreek1_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGreek1_R
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGreek1_G
      Animation     = CBGreek1_G.CBGreek1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGreek1_DG
      Animation     = CBGreek1_DG.CBGreek1_DG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGreek1
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGreek1_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGreek1_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGreek1_R
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGreek1_G
      Animation     = CBGreek1_G.CBGreek1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGreek1_DG
      Animation     = CBGreek1_DG.CBGreek1_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 55.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GreekHouse2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGreek2
    End
    ConditionState = DAMAGED
      Model         = CBGreek2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGreek2_E
    End
    ConditionState = RUBBLE
      Model         = CBGreek2_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGreek2_G
      Animation     = CBGreek2_G.CBGreek2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGreek2_DG
      Animation     = CBGreek2_DG.CBGreek2_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGreek2
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGreek2_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGreek2_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGreek2_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGreek2_G
      Animation     = CBGreek2_G.CBGreek2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGreek2_DG
      Animation     = CBGreek2_DG.CBGreek2_DG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGreek2
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGreek2_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGreek2_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGreek2_R
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGreek2_G
      Animation     = CBGreek2_G.CBGreek2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGreek2_DG
      Animation     = CBGreek2_DG.CBGreek2_DG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGreek2
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGreek2_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGreek2_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGreek2_R
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGreek2_G
      Animation     = CBGreek2_G.CBGreek2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGreek2_DG
      Animation     = CBGreek2_DG.CBGreek2_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 50.0
  GeometryMinorRadius   = 50.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GreekHouse3

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGreek3
    End
    ConditionState = DAMAGED
      Model         = CBGreek3_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGreek3_E
    End
    ConditionState = RUBBLE
      Model         = CBGreek3_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGreek3_G
      Animation     = CBGreek3_G.CBGreek3_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGreek3_DG
      Animation     = CBGreek3_DG.CBGreek3_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGreek3
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGreek3_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGreek3_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGreek3_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGreek3_G
      Animation     = CBGreek3_G.CBGreek3_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGreek3_DG
      Animation     = CBGreek3_DG.CBGreek3_DG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGreek3
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGreek3_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGreek3_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGreek3_R
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGreek3_G
      Animation     = CBGreek3_G.CBGreek3_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGreek3_DG
      Animation     = CBGreek3_DG.CBGreek3_DG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGreek3
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGreek3_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGreek3_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGreek3_R
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGreek3_G
      Animation     = CBGreek3_G.CBGreek3_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGreek3_DG
      Animation     = CBGreek3_DG.CBGreek3_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 55.0
  GeometryMinorRadius   = 60.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GreekShop

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ; day
    ConditionState = NONE
      Model         = CBGRESHOP
    End
    ConditionState = DAMAGED
      Model         = CBGRESHOP_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGRESHOP_E
    End
    ConditionState = RUBBLE
      Model         = CBGRESHOP_R
    End

    ; day garrisoned
    ConditionState = GARRISONED
      Model         = CBGRESHOP_G
      Animation     = CBGRESHOP_G.CBGRESHOP_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGRESHOP_DG
      Animation     = CBGRESHOP_DG.CBGRESHOP_DG
      AnimationMode = LOOP
    End
    
    ; night
    ConditionState = NIGHT
      Model         = CBGRESHOP
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGRESHOP_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGRESHOP_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGRESHOP_R
    End

    ; night garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGRESHOP_G
      Animation     = CBGRESHOP_G.CBGRESHOP_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGRESHOP_DG
      Animation     = CBGRESHOP_DG.CBGRESHOP_DG
      AnimationMode = LOOP
    End
    
    
      
    ; Snow
    ConditionState = SNOW
      Model         = CBGRESHOP
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGRESHOP_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGRESHOP_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGRESHOP_R
    End


    ; snow garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGRESHOP_G
      Animation     = CBGRESHOP_G.CBGRESHOP_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGRESHOP_DG
      Animation     = CBGRESHOP_DG.CBGRESHOP_DG
      AnimationMode = LOOP
    End
    
    ; night snow
    ConditionState = SNOW NIGHT
      Model         = CBGRESHOP
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGRESHOP_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGRESHOP_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGRESHOP_R
    End
    
    ; night snow garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGRESHOP_G
      Animation     = CBGRESHOP_G.CBGRESHOP_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGRESHOP_DG
      Animation     = CBGRESHOP_DG.CBGRESHOP_DG
      AnimationMode = LOOP
    End
  End
  
  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = GarrisonContain ModuleTag_05
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 38.0
  GeometryMinorRadius   = 38.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Chalet2

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBChalet2
    End
    ConditionState = DAMAGED
      Model         = CBChalet2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBChalet2_E
    End
    ConditionState = RUBBLE
      Model         = CBChalet3_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBChalet2_G
      Animation     = CBChalet2_G.CBChalet2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBChalet2_DG
      Animation     = CBChalet2_DG.CBChalet2_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBChalet2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBChalet2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBChalet2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBChalet3_RN
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBChalet2_NG
      Animation     = CBChalet2_NG.CBChalet2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBChalet2_DNG
      Animation     = CBChalet2_DNG.CBChalet2_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBChalet2_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBChalet2_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBChalet2_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBChalet3_RS
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBChalet2_SG
      Animation     = CBChalet2_SG.CBChalet2_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBChalet2_DSG

      Animation     = CBChalet2_DSG.CBChalet2_DSG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBChalet2_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBChalet2_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBChalet2_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBChalet3_RSN
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBChalet2_SNG
      Animation     = CBChalet2_SNG.CBChalet2_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBChalet2_DSNG
      Animation     = CBChalet2_DSNG.CBChalet2_DSNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
        ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 55.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Chalet3

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBChalet3
    End
    ConditionState = DAMAGED
      Model         = CBChalet3_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBChalet3_E
    End
    ConditionState = RUBBLE
      Model         = CBChalet3_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBChalet3_G
      Animation     = CBChalet3_G.CBChalet3_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBChalet3_DG
      Animation     = CBChalet3_DG.CBChalet3_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBChalet3_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBChalet3_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBChalet3_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBChalet3_RN
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBChalet3_NG
      Animation     = CBChalet3_NG.CBChalet3_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBChalet3_DNG
      Animation     = CBChalet3_DNG.CBChalet3_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBChalet3_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBChalet3_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBChalet3_ES
    End
    ConditionState = RUBBLE SNOW
      Model         = CBChalet3_RS
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBChalet3_SG
      Animation     = CBChalet3_SG.CBChalet3_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBChalet3_DSG
      Animation     = CBChalet3_DSG.CBChalet3_DSG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBChalet3_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBChalet3_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBChalet3_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBChalet3_RSN
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBChalet3_SNG
      Animation     = CBChalet3_SNG.CBChalet3_SNG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBChalet3_DSNG
      Animation     = CBChalet3_DSNG.CBChalet3_DSNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
        ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 25.0
  GeometryMinorRadius   = 55.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBNukeA

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBNUKEA
    End
    ConditionState = DAMAGED
      Model         = CBNUKEA_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNUKEA_D
    End
    ConditionState = RUBBLE
      Model         = CBNUKEA_D
    End

   ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBNUKEA_G
      Animation     = CBNUKEA_G.CBNUKEA_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNUKEA_DG
      Animation     = CBNUKEA_DG.CBNUKEA_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBNUKEA
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNUKEA_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNUKEA_D
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNUKEA_D
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNUKEA_DG
      Animation     = CBNUKEA_DG.CBNUKEA_DG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNUKEA_DG
      Animation     = CBNUKEA_DG.CBNUKEA_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBNUKEA_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNUKEA_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNUKEA_DS
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNUKEA_DS
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNUKEA_SG
      Animation     = CBNUKEA_SG.CBNUKEA_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNUKEA_DSG
      Animation     = CBNUKEA_DSG.CBNUKEA_DSG
      AnimationMode = LOOP
    End

    ; Snow Nighttime
    ConditionState = SNOW NIGHT
      Model         = CBNUKEA_S
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNUKEA_DS
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNUKEA_DS
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNUKEA_DS
    End

    ; Snow Nighttime Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNUKEA_SG
      Animation     = CBNUKEA_SG.CBNUKEA_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNUKEA_DSG
      Animation     = CBNUKEA_DSG.CBNUKEA_DSG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 55.0
  GeometryMinorRadius   = 110.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBNukeB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBNUKEB
      ParticleSysBone = Smoke01 CoolingTowerSteam
      ParticleSysBone = Smoke04 CoolingTowerSteam
    End
    ConditionState = DAMAGED
      Model         = CBNUKEB_D
      ParticleSysBone = Smoke01 CoolingTowerSteam
      ParticleSysBone = Smoke04 CoolingTowerSteam
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNUKEB_D
      ParticleSysBone = Smoke01 CoolingTowerSteam
      ParticleSysBone = Smoke04 CoolingTowerSteam
    End
    ConditionState = RUBBLE
      Model         = CBNUKEB_D
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBNUKEB
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNUKEB_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNUKEB_D
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNUKEB_D
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBNUKEB_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNUKEB_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNUKEB_DS
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNUKEB_DS
    End

    ; Snow Nighttime
    ConditionState = SNOW NIGHT
      Model         = CBNUKEB_S
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNUKEB_DS
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNUKEB_DS
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNUKEB_DS
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 3000.0
    InitialHealth   = 3000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 60.0
  GeometryMinorRadius   = 150.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBNukeC

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBNUKEC
    End
    ConditionState = DAMAGED
      Model         = CBNUKEC_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNUKEC_D
    End
    ConditionState = RUBBLE
      Model         = CBNUKEC_D
    End

   ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBNUKEC_G
      Animation     = CBNUKEC_G.CBNUKEC_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBNUKEC_DG
      Animation     = CBNUKEC_DG.CBNUKEC_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBNUKEC
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNUKEC_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNUKEC_D
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNUKEC_D
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBNUKEC_G
      Animation     = CBNUKEC_G.CBNUKEC_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBNUKEC_DG
      Animation     = CBNUKEC_DG.CBNUKEC_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBNUKEC_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNUKEC_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNUKEC_DS
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNUKEC_DS
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBNUKEC_SG
      Animation     = CBNUKEC_SG.CBNUKEC_SG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBNUKEC_DSG
      Animation     = CBNUKEC_DSG.CBNUKEC_DSG
      AnimationMode = LOOP
    End

    ; Snow Nighttime
    ConditionState = SNOW NIGHT
      Model         = CBNUKEC_S
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNUKEC_DS
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNUKEC_DS
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNUKEC_DS
    End

    ; Snow Nighttime Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBNUKEC_G
      Animation     = CBNUKEC_G.CBNUKEC_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBNUKEC_DSG
      Animation     = CBNUKEC_DSG.CBNUKEC_DSG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 40.0
  GeometryMinorRadius   = 45.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBNukeD

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes

    ; Daytime
    ConditionState  = NONE
      Model         = CBNUKED
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
    End
    ConditionState = DAMAGED
      Model         = CBNUKED_D
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
      
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNUKED_D
      
    End
    ConditionState = RUBBLE
      Model         = CBNUKED_D
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBNUKED
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
      
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNUKED_D
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam

      
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNUKED_D
      
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNUKED_D
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBNUKED_S
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
      
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNUKED_DS
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
      
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNUKED_DS
      
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNUKED_DS
    End

    ; Snow Nighttime
    ConditionState = SNOW NIGHT
      Model         = CBNUKED_S
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
      
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNUKED_S
      ParticleSysBone = TowerSteam00 CoolingTowerSteam
      ParticleSysBone = TowerSteam000 CoolingTowerSteam
      
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNUKED_DS
      
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNUKED_DS
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:BigNuclearReactor
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 3000.0
    InitialHealth   = 3000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 150.0
  GeometryMinorRadius   = 65.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBNukeE

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBNUKEE
    End
    ConditionState = DAMAGED
      Model         = CBNUKEE_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBNUKEE_D
    End
    ConditionState = RUBBLE
      Model         = CBNUKEE_D
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBNUKEE
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBNUKEE
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBNUKEE
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBNUKEE
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBNUKEE_S
    End
    ConditionState = DAMAGED SNOW
      Model         = CBNUKEE_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBNUKEE_DS
    End
    ConditionState = RUBBLE SNOW
      Model         = CBNUKEE_DS
    End

    ; Snow Nighttime
    ConditionState = SNOW NIGHT
      Model         = CBNUKEE_S
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBNUKEE_DS
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBNUKEE_DS
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBNUKEE_DS
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 3000.0
    InitialHealth   = 3000.0
  End
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 82.0
  GeometryMinorRadius   = 40.0
  GeometryHeight        = 40.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBGerbl01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGerbl01
    End
    ConditionState = DAMAGED
      Model         = CBGerbl01_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGerbl01_E
    End
    ConditionState = RUBBLE
      Model         = CBGerbl01_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGerbl01_G
      Animation     = CBGerbl01_G.CBGerbl01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGerbl01_DG
      Animation     = CBGerbl01_DG.CBGerbl01_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGerbl01
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGerbl01_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGerbl01_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGerbl01_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGerbl01_G
      Animation     = CBGerbl01_G.CBGerbl01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGerbl01_DG
      Animation     = CBGerbl01_DG.CBGerbl01_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGerbl01
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGerbl01_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGerbl01_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGerbl01_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGerbl01_G
      Animation     = CBGerbl01_G.CBGerbl01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGerbl01_DG
      Animation     = CBGerbl01_DG.CBGerbl01_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGerbl01
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGerbl01_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGerbl01_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGerbl01_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGerbl01_G
      Animation     = CBGerbl01_G.CBGerbl01_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGerbl01_DG
      Animation     = CBGerbl01_DG.CBGerbl01_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 36.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBGerbl02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGerbl02
    End
    ConditionState = DAMAGED
      Model         = CBGerbl02_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGerbl02_E
    End
    ConditionState = RUBBLE
      Model         = CBGerbl02_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGerbl02_G
      Animation     = CBGerbl02_G.CBGerbl02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGerbl02_DG
      Animation     = CBGerbl02_DG.CBGerbl02_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGerbl02
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGerbl02_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGerbl02_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGerbl02_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGerbl02_G
      Animation     = CBGerbl02_G.CBGerbl02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGerbl02_DG
      Animation     = CBGerbl02_DG.CBGerbl02_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGerbl02
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGerbl02_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGerbl02_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGerbl02_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGerbl02_G
      Animation     = CBGerbl02_G.CBGerbl02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGerbl02_DG
      Animation     = CBGerbl02_DG.CBGerbl02_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGerbl02
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGerbl02_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGerbl02_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGerbl02_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGerbl02_G
      Animation     = CBGerbl02_G.CBGerbl02_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGerbl02_DG
      Animation     = CBGerbl02_DG.CBGerbl02_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 31.0
  GeometryMinorRadius   = 41.0
  GeometryHeight        = 50.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBGerbl03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGerbl03
    End
    ConditionState = DAMAGED
      Model         = CBGerbl03_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGerbl03_E
    End
    ConditionState = RUBBLE
      Model         = CBGerbl03_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGerbl03_G
      Animation     = CBGerbl03_G.CBGerbl03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGerbl03_DG
      Animation     = CBGerbl03_DG.CBGerbl03_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGerbl03
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGerbl03_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGerbl03_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGerbl03_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGerbl03_G
      Animation     = CBGerbl03_G.CBGerbl03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGerbl03_DG
      Animation     = CBGerbl03_DG.CBGerbl03_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGerbl03
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGerbl03_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGerbl03_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGerbl03_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGerbl03_G
      Animation     = CBGerbl03_G.CBGerbl03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGerbl03_DG
      Animation     = CBGerbl03_DG.CBGerbl03_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGerbl03
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGerbl03_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGerbl03_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGerbl03_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGerbl03_G
      Animation     = CBGerbl03_G.CBGerbl03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGerbl03_DG
      Animation     = CBGerbl03_DG.CBGerbl03_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 43.0
  GeometryMinorRadius   = 38.0
  GeometryHeight        = 53.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBGerbl04

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGerbl04
    End
    ConditionState = DAMAGED
      Model         = CBGerbl04_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGerbl04_E
    End
    ConditionState = RUBBLE
      Model         = CBGerbl04_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGerbl04_G
      Animation     = CBGerbl04_G.CBGerbl04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGerbl04_DG
      Animation     = CBGerbl04_DG.CBGerbl04_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGerbl04
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGerbl04_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGerbl04_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGerbl04_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGerbl04_G
      Animation     = CBGerbl04_G.CBGerbl04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGerbl04_DG
      Animation     = CBGerbl04_DG.CBGerbl04_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGerbl04
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGerbl04_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGerbl04_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGerbl04_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGerbl04_G
      Animation     = CBGerbl04_G.CBGerbl04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGerbl04_DG
      Animation     = CBGerbl04_DG.CBGerbl04_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGerbl04
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGerbl04_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGerbl04_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGerbl04_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGerbl04_G
      Animation     = CBGerbl04_G.CBGerbl04_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGerbl04_DG
      Animation     = CBGerbl04_DG.CBGerbl04_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 37.0
  GeometryHeight        = 55.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBGerbl05

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGerbl05
    End
    ConditionState = DAMAGED
      Model         = CBGerbl05_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGerbl05_E
    End
    ConditionState = RUBBLE
      Model         = CBGerbl05_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGerbl05_G
      Animation     = CBGerbl05_G.CBGerbl05_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGerbl05_DG
      Animation     = CBGerbl05_DG.CBGerbl05_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGerbl05
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGerbl05_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGerbl05_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGerbl05_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGerbl05_G
      Animation     = CBGerbl05_G.CBGerbl05_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGerbl05_DG
      Animation     = CBGerbl05_DG.CBGerbl05_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGerbl05
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGerbl05_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGerbl05_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGerbl05_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGerbl05_G
      Animation     = CBGerbl05_G.CBGerbl05_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGerbl05_DG
      Animation     = CBGerbl05_DG.CBGerbl05_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGerbl05
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGerbl05_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGerbl05_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGerbl05_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGerbl05_G
      Animation     = CBGerbl05_G.CBGerbl05_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGerbl05_DG
      Animation     = CBGerbl05_DG.CBGerbl05_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 41.0
  GeometryMinorRadius   = 41.0
  GeometryHeight        = 55.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CBGerbl06

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGerbl06
    End
    ConditionState = DAMAGED
      Model         = CBGerbl06_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGerbl06_E
    End
    ConditionState = RUBBLE
      Model         = CBGerbl06_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGerbl06_G
      Animation     = CBGerbl06_G.CBGerbl06_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGerbl06_DG
      Animation     = CBGerbl06_DG.CBGerbl06_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGerbl06
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGerbl06_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGerbl06_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGerbl06_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGerbl06_G
      Animation     = CBGerbl06_G.CBGerbl06_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGerbl06_DG
      Animation     = CBGerbl06_DG.CBGerbl06_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGerbl06
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGerbl06_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGerbl06_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGerbl06_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGerbl06_G
      Animation     = CBGerbl06_G.CBGerbl06_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGerbl06_DG
      Animation     = CBGerbl06_DG.CBGerbl06_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGerbl06
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGerbl06_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGerbl06_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGerbl06_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGerbl06_G
      Animation     = CBGerbl06_G.CBGerbl06_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGerbl06_DG
      Animation     = CBGerbl06_DG.CBGerbl06_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 41.0
  GeometryMinorRadius   = 41.0
  GeometryHeight        = 55.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object GermanMuseum

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBGermus
    End
    ConditionState = DAMAGED
      Model         = CBGermus_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBGermus_E
    End
    ConditionState = RUBBLE
      Model         = CBGermus_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBGermus_G
      Animation     = CBGermus_G.CBGermus_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBGermus_DG
      Animation     = CBGermus_DG.CBGermus_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBGermus
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBGermus_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBGermus_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBGermus_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBGermus_G
      Animation     = CBGermus_G.CBGermus_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBGermus_DG
      Animation     = CBGermus_DG.CBGermus_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBGermus
    End
    ConditionState = DAMAGED SNOW
      Model         = CBGermus_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBGermus_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBGermus_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBGermus_G
      Animation     = CBGermus_G.CBGermus_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBGermus_DG
      Animation     = CBGermus_DG.CBGermus_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBGermus
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBGermus_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBGermus_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBGermus_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBGermus_G
      Animation     = CBGermus_G.CBGermus_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBGermus_DG
      Animation     = CBGermus_DG.CBGermus_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 70.0
  GeometryMinorRadius   = 87.0
  GeometryHeight        = 65.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ToxinRepository

  ; *** ART Parameters ***

  ; Daytime
  Draw                = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff 
    ConditionState    = NONE
      Model           = CBToxRepos
    End

  ; Damaged
;    ConditionState    = DAMAGED
;      Model           = CBToxRepos
;    End

  ; Really Damaged
;    ConditionState    = REALLYDAMAGED
;      Model           = CBToxRepos
;    End

  ; Nighttime
    ConditionState    = NIGHT
      Model           = CBToxRepos
    End

  ; Nighttime Damaged
;    ConditionState    = DAMAGED NIGHT
;      Model           = CBToxRepos
;    End

  ; Nighttime Really Damaged
;    ConditionState    = REALLYDAMAGED NIGHT
;      Model           = CBToxRepos
;    End
  End

  Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 
    ExtraPublicBone = SUP
    ConditionState = NONE
      Model = CBToxRepos ; !!This usually has a _B extension. Does this function as intended?
    End

    SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate
  End
  
  ; ------------ New Animations Fence -----------------
;  Draw = W3DModelDraw ModuleTag_NewAnimations
;  AnimationsRequirePower = No

;    DefaultConditionState
;      Model           = ZBSupplyDK_A1
;      Animation       = ZBSupplyDK_A1.ZBSupplyDK_A1
;      AnimationMode   = LOOP
;    End
;  End   

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Structure
  EditorSorting       = STRUCTURE
  ArmorSet
    Conditions           = None
    Armor                = StructureArmor
    DamageFX             = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = STRUCTURE  
  Body                = ImmortalBody ModuleTag_03
    MaxHealth         = 1.0
    InitialHealth     = 1.0
  End

  Behavior = SupplyWarehouseCreate ModuleTag_04
    ;nothing
  End

  Behavior = SupplyWarehouseDockUpdate ModuleTag_05
    AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
    NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
    StartingBoxes     = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
  End

  ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot.  jba.
  KindOf              = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI
  Geometry            = BOX
  GeometryMajorRadius = 50.0
  GeometryMinorRadius = 61.0
  GeometryHeight      = 13.0
  GeometryIsSmall     = No
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object EgyptianPyramidLarge

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ReceivesDynamicLights = No
    DefaultConditionState
      Model = CMGRPYRA
    End
    ;ConditionState = DAMAGED
      ;Model = CMGRPYRA
    ;End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = MISC_MAN_MADE
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  KindOf              = STRUCTURE IMMOBILE UNATTACKABLE IGNORED_IN_GUI DEFENSIVE_WALL
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100000.0
    InitialHealth   = 100000.0
  End
  Shadow          = SHADOW_VOLUME
  
  Behavior = DestroyDie ModuleTag_09
    DeathTypes = ALL
  End
  
  ; An Explosive Death
  Behavior = FXListDie ModuleTag_10
    DeathTypes = ALL -CRUSHED
    DeathFX = FX_PropExplode
  End

  Shadow              = SHADOW_VOLUME
  Geometry            = BOX
  GeometryMajorRadius = 325
  GeometryMinorRadius = 325
  GeometryHeight      = 240
  GeometryIsSmall     = No

End

;------------------------------------------------------------------------------
Object EgyptianPyramidSmall

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ReceivesDynamicLights = No
    DefaultConditionState
      Model = CMSMPYRA
    End
    ;ConditionState = DAMAGED
      ;Model = CMSMPYRA
    ;End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = MISC_MAN_MADE
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  KindOf              = STRUCTURE IMMOBILE UNATTACKABLE IGNORED_IN_GUI DEFENSIVE_WALL
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100000.0
    InitialHealth   = 100000.0
  End
  Shadow          = SHADOW_VOLUME
  
  Behavior = DestroyDie ModuleTag_09
    DeathTypes = ALL
  End
  
  ; An Explosive Death
  Behavior = FXListDie ModuleTag_10
    DeathTypes = ALL -CRUSHED
    DeathFX = FX_PropExplode
  End

  Shadow              = SHADOW_VOLUME
  Geometry            = BOX
  GeometryMajorRadius = 208
  GeometryMinorRadius = 208
  GeometryHeight      = 203
  GeometryIsSmall     = No

End

;------------------------------------------------------------------------------
Object EgyptianSphinx

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ReceivesDynamicLights = No
    DefaultConditionState
      Model = CMGSPYRA
    End
    ;ConditionState = DAMAGED
      ;Model = CMGSPYRA
    ;End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = MISC_MAN_MADE
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  ; *** ENGINEERING Parameters ***  
  KindOf              = STRUCTURE IMMOBILE UNATTACKABLE IGNORED_IN_GUI DEFENSIVE_WALL
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100000.0
    InitialHealth   = 100000.0
  End
  Shadow          = SHADOW_VOLUME
  
  Behavior = DestroyDie ModuleTag_09
    DeathTypes = ALL
  End
  
  ; An Explosive Death
  Behavior = FXListDie ModuleTag_10
    DeathTypes = ALL -CRUSHED
    DeathFX = FX_PropExplode
  End

  Shadow              = SHADOW_VOLUME
  Geometry            = BOX
  GeometryMajorRadius = 161
  GeometryMinorRadius = 61
  GeometryHeight      = 120
  GeometryIsSmall     = No

End

;------------------------------------------------------------------------------
Object AmericanDriveInScreen

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBDRIVEINF
    End
    ConditionState = DAMAGED
      Model         = CBDRIVEINF_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBDRIVEINF_E
    End
    ConditionState = RUBBLE
      Model         = CBDRIVEINF_R
    End

    ; Daytime Garrisoned
;    ConditionState = GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBDRIVEINF
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBDRIVEINF_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBDRIVEINF_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBDRIVEINF_R
    End

    ; Nighttime Garrisoned
;    ConditionState = NIGHT GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED NIGHT GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End

    ; Snow
    ConditionState = SNOW
      Model         = CBDRIVEINF
    End
    ConditionState = DAMAGED SNOW
      Model         = CBDRIVEINF_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBDRIVEINF_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBDRIVEINF_R
    End

    ; Snow Garrisoned
;    ConditionState = SNOW GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED SNOW GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBDRIVEINF
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBDRIVEINF_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBDRIVEINF_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBDRIVEINF_R
    End

    ; Nighttime Snow Garrisoned
;    ConditionState = SNOW NIGHT GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED SNOW NIGHT GARRISONED
;      Model         = CBDRIVEINF
;      Animation     = CBDRIVEINF.CBDRIVEINF
;      AnimationMode = LOOP
;    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound        = GarrisonEnter
;    ExitSound         = GarrisonExit
;  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 78.0
  GeometryMinorRadius   = 20.0
  GeometryHeight        = 70.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanDriveInEntrance

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBDRIVEINE
    End
    ConditionState = DAMAGED
      Model         = CBDRIVEINE_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBDRIVEINE_E
    End
    ConditionState = RUBBLE
      Model         = CBDRIVEINE_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBDRIVEINE_G
      Animation     = CBDRIVEINE_G.CBDRIVEINE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBDRIVEINE_DG
      Animation     = CBDRIVEINE_DG.CBDRIVEINE_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBDRIVEINE
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBDRIVEINE_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBDRIVEINE_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBDRIVEINE_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBDRIVEINE_G
      Animation     = CBDRIVEINE_G.CBDRIVEINE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBDRIVEINE_DG
      Animation     = CBDRIVEINE_DG.CBDRIVEINE_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBDRIVEINE
    End
    ConditionState = DAMAGED SNOW
      Model         = CBDRIVEINE_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBDRIVEINE_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBDRIVEINE_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBDRIVEINE_G
      Animation     = CBDRIVEINE_G.CBDRIVEINE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBDRIVEINE_DG
      Animation     = CBDRIVEINE_DG.CBDRIVEINE_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBDRIVEINE
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBDRIVEINE_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBDRIVEINE_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBDRIVEINE_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBDRIVEINE_G
      Animation     = CBDRIVEINE_G.CBDRIVEINE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBDRIVEINE_DG
      Animation     = CBDRIVEINE_DG.CBDRIVEINE_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 1
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 12.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanDriveInSign

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBDRIVEINM
    End
    ConditionState = DAMAGED
      Model         = CBDRIVEINM
    End
    ConditionState = REALLYDAMAGED
      Model         = CBDRIVEINM
    End
    ConditionState = RUBBLE
      Model         = CBDRIVEINM
    End

    ; Daytime Garrisoned
;    ConditionState = GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBDRIVEINM
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBDRIVEINM
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBDRIVEINM
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBDRIVEINM
    End

    ; Nighttime Garrisoned
;    ConditionState = NIGHT GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED NIGHT GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End

    ; Snow
    ConditionState = SNOW
      Model         = CBDRIVEINM
    End
    ConditionState = DAMAGED SNOW
      Model         = CBDRIVEINM
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBDRIVEINM
    End
    ConditionState = RUBBLE SNOW
      Model         = CBDRIVEINM
    End

    ; Snow Garrisoned
;    ConditionState = SNOW GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED SNOW GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBDRIVEINM
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBDRIVEINM
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBDRIVEINM
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBDRIVEINM
    End

    ; Nighttime Snow Garrisoned
;    ConditionState = SNOW NIGHT GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED SNOW NIGHT GARRISONED
;      Model         = CBDRIVEINM
;      Animation     = CBDRIVEINM.CBDRIVEINM
;      AnimationMode = LOOP
;    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE UNATTACKABLE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound        = GarrisonEnter
;    ExitSound         = GarrisonExit
;  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 28.0
  GeometryMinorRadius   = 8.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanDriveInSpeaker

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBDRIVEINP
    End
    ConditionState = DAMAGED
      Model         = CBDRIVEINP
    End
    ConditionState = REALLYDAMAGED
      Model         = CBDRIVEINP
    End
    ConditionState = RUBBLE
      Model         = CBDRIVEINP
    End

    ; Daytime Garrisoned
;    ConditionState = GARRISONED
;      Model         = CBDRIVEINP
;      Animation     = CBDRIVEINP.CBDRIVEINP
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED GARRISONED
;      Model         = CBDRIVEINP
;      Animation     = CBDRIVEINP.CBDRIVEINP
;      AnimationMode = LOOP
;    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBDRIVEINP
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBDRIVEINP
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBDRIVEINP
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBDRIVEINP
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBDRIVEINP
      Animation     = CBDRIVEINP.CBDRIVEINP
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBDRIVEINP
      Animation     = CBDRIVEINP.CBDRIVEINP
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBDRIVEINP
    End
    ConditionState = DAMAGED SNOW
      Model         = CBDRIVEINP
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBDRIVEINP
    End
    ConditionState = RUBBLE SNOW
      Model         = CBDRIVEINP
    End

    ; Snow Garrisoned
;    ConditionState = SNOW GARRISONED
;      Model         = CBDRIVEINP
;      Animation     = CBDRIVEINP.CBDRIVEINP
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED SNOW GARRISONED
;      Model         = CBDRIVEINP
;      Animation     = CBDRIVEINP.CBDRIVEINP
;      AnimationMode = LOOP
;    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBDRIVEINP
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBDRIVEINP
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBDRIVEINP
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBDRIVEINP
    End

    ; Nighttime Snow Garrisoned
;    ConditionState = SNOW NIGHT GARRISONED
;      Model         = CBDRIVEINP
;      Animation     = CBDRIVEINP.CBDRIVEINP
;      AnimationMode = LOOP
;    End
;    ConditionState = DAMAGED SNOW NIGHT GARRISONED
;      Model         = CBDRIVEINP
;      Animation     = CBDRIVEINP.CBDRIVEINP
;      AnimationMode = LOOP
;    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE IMMOBILE UNATTACKABLE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound        = GarrisonEnter
;    ExitSound         = GarrisonExit
;  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 8.0
  GeometryMinorRadius   = 8.0
  GeometryHeight        = 10.0
  GeometryIsSmall       = Yes
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanDriveInSnacks

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBDRIVEINS
    End
    ConditionState = DAMAGED
      Model         = CBDRIVEINS_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBDRIVEINS_E
    End
    ConditionState = RUBBLE
      Model         = CBDRIVEINS_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBDRIVEINS_G
      Animation     = CBDRIVEINS_G.CBDRIVEINS_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBDRIVEINS_DG
      Animation     = CBDRIVEINS_DG.CBDRIVEINS_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBDRIVEINS
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBDRIVEINS_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBDRIVEINS_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBDRIVEINS_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBDRIVEINS_G
      Animation     = CBDRIVEINS_G.CBDRIVEINS_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBDRIVEINS_DG
      Animation     = CBDRIVEINS_DG.CBDRIVEINS_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBDRIVEINS
    End
    ConditionState = DAMAGED SNOW
      Model         = CBDRIVEINS_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBDRIVEINS_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBDRIVEINS_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBDRIVEINS_G
      Animation     = CBDRIVEINS_G.CBDRIVEINS_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBDRIVEINS_DG
      Animation     = CBDRIVEINS_DG.CBDRIVEINS_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBDRIVEINS
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBDRIVEINS_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBDRIVEINS_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBDRIVEINS_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBDRIVEINS_G
      Animation     = CBDRIVEINS_G.CBDRIVEINS_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBDRIVEINS_DG
      Animation     = CBDRIVEINS_DG.CBDRIVEINS_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 63.0
  GeometryMinorRadius   = 37.0
  GeometryHeight        = 20.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ValveStation

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = ZBValvStat
    End
    ConditionState = DAMAGED
      Model         = ZBValvStat
    End
    ConditionState = REALLYDAMAGED
      Model         = ZBValvStat
    End
    ConditionState = RUBBLE
      Model         = ZBValvStat
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = ZBValvStat
    End
    ConditionState = DAMAGED NIGHT
      Model         = ZBValvStat
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = ZBValvStat
    End
    ConditionState = RUBBLE NIGHT
      Model         = ZBValvStat
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = ZBValvStat
    End
    ConditionState = DAMAGED SNOW
      Model         = ZBValvStat
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = ZBValvStat
    End
    ConditionState = RUBBLE SNOW
      Model         = ZBValvStat
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = ZBValvStat
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = ZBValvStat
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = ZBValvStat
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = ZBValvStat
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = ZBValvStat_G
      Animation     = ZBValvStat_G.ZBValvStat_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = EmptyDamageFX   ; just to avoid an assert
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 1
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 44.0
  GeometryMinorRadius   = 33.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanShop01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBAmerShp1
    End
    ConditionState = DAMAGED
      Model         = CBAmerShp1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBAmerShp1_E
    End
    ConditionState = RUBBLE
      Model         = CBAmerShp1_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBAmerShp1_G
      Animation     = CBAmerShp1_G.CBAmerShp1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBAmerShp1_DG
      Animation     = CBAmerShp1_DG.CBAmerShp1_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBAmerShp1
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBAmerShp1_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBAmerShp1_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBAmerShp1_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBAmerShp1_G
      Animation     = CBAmerShp1_G.CBAmerShp1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBAmerShp1_DG
      Animation     = CBAmerShp1_DG.CBAmerShp1_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBAmerShp1
    End
    ConditionState = DAMAGED SNOW
      Model         = CBAmerShp1_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBAmerShp1_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBAmerShp1_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBAmerShp1_G
      Animation     = CBAmerShp1_G.CBAmerShp1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBAmerShp1_DG
      Animation     = CBAmerShp1_DG.CBAmerShp1_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBAmerShp1
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBAmerShp1_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBAmerShp1_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBAmerShp1_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBAmerShp1_G
      Animation     = CBAmerShp1_G.CBAmerShp1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBAmerShp1_DG
      Animation     = CBAmerShp1_DG.CBAmerShp1_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 41.0
  GeometryHeight        = 71.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanShop02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBAmerShp2
    End
    ConditionState = DAMAGED
      Model         = CBAmerShp2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBAmerShp2_E
    End
    ConditionState = RUBBLE
      Model         = CBAmerShp2_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBAmerShp2_G
      Animation     = CBAmerShp2_G.CBAmerShp2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBAmerShp2_DG
      Animation     = CBAmerShp2_DG.CBAmerShp2_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBAmerShp2
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBAmerShp2_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBAmerShp2_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBAmerShp2_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBAmerShp2_G
      Animation     = CBAmerShp2_G.CBAmerShp2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBAmerShp2_DG
      Animation     = CBAmerShp2_DG.CBAmerShp2_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBAmerShp2
    End
    ConditionState = DAMAGED SNOW
      Model         = CBAmerShp2_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBAmerShp2_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBAmerShp2_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBAmerShp2_G
      Animation     = CBAmerShp2_G.CBAmerShp2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBAmerShp2_DG
      Animation     = CBAmerShp2_DG.CBAmerShp2_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBAmerShp2
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBAmerShp2_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBAmerShp2_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBAmerShp2_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBAmerShp2_G
      Animation     = CBAmerShp2_G.CBAmerShp2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBAmerShp2_DG
      Animation     = CBAmerShp2_DG.CBAmerShp2_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 30.0
  GeometryMinorRadius   = 50.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanHome01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CMAMHOME1
    End
    ConditionState = DAMAGED
      Model         = CMAMHOME1_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMAMHOME1_E
    End
    ConditionState = RUBBLE
      Model         = CMAMHOME1_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CMAMHOME1_G
      Animation     = CMAMHOME1_G.CMAMHOME1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CMAMHOME1_DG
      Animation     = CMAMHOME1_DG.CMAMHOME1_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CMAMHOME1
    End
    ConditionState = DAMAGED NIGHT
      Model         = CMAMHOME1_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CMAMHOME1_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CMAMHOME1_R
    End

    ; Nighttime Garrisoned
     ConditionState = NIGHT GARRISONED
      Model         = CMAMHOME1_G
      Animation     = CMAMHOME1_G.CMAMHOME1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CMAMHOME1_DG
      Animation     = CMAMHOME1_DG.CMAMHOME1_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CMAMHOME1
    End
    ConditionState = DAMAGED SNOW
      Model         = CMAMHOME1_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CMAMHOME1_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CMAMHOME1_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CMAMHOME1_G
      Animation     = CMAMHOME1_G.CMAMHOME1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CMAMHOME1_DG
      Animation     = CMAMHOME1_DG.CMAMHOME1_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CMAMHOME1
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CMAMHOME1_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CMAMHOME1_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CMAMHOME1_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CMAMHOME1_G
      Animation     = CMAMHOME1_G.CMAMHOME1_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CMAMHOME1_DG
      Animation     = CMAMHOME1_DG.CMAMHOME1_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 50.0
  GeometryMinorRadius   = 30.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanHome02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CMAMHOME2
    End
    ConditionState = DAMAGED
      Model         = CMAMHOME2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMAMHOME2_E
    End
    ConditionState = RUBBLE
      Model         = CMAMHOME2_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CMAMHOME2_G
      Animation     = CMAMHOME2_G.CMAMHOME2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CMAMHOME2_DG
      Animation     = CMAMHOME2_DG.CMAMHOME2_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CMAMHOME2
    End
    ConditionState = DAMAGED NIGHT
      Model         = CMAMHOME2_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CMAMHOME2_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CMAMHOME2_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CMAMHOME2_G
      Animation     = CMAMHOME2_G.CMAMHOME2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CMAMHOME2_DG
      Animation     = CMAMHOME2_DG.CMAMHOME2_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CMAMHOME2
    End
    ConditionState = DAMAGED SNOW
      Model         = CMAMHOME2_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CMAMHOME2_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CMAMHOME2_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CMAMHOME2_G
      Animation     = CMAMHOME2_G.CMAMHOME2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CMAMHOME2_DG
      Animation     = CMAMHOME2_DG.CMAMHOME2_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CMAMHOME2
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CMAMHOME2_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CMAMHOME2_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CMAMHOME2_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CMAMHOME2_G
      Animation     = CMAMHOME2_G.CMAMHOME2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CMAMHOME2_DG
      Animation     = CMAMHOME2_DG.CMAMHOME2_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 52.0
  GeometryMinorRadius   = 42.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanHangar03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBHANGR03
    End
    ConditionState = DAMAGED
      Model         = CBHANGR03_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBHANGR03_E
    End
    ConditionState = RUBBLE
      Model         = CBHANGR03_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBHANGR03_G
      Animation     = CBHANGR03_G.CBHANGR03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBHANGR03_DG
      Animation     = CBHANGR03_DG.CBHANGR03_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBHANGR03_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBHANGR03_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBHANGR03_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBHANGR03_RN
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBHANGR03_NG
      Animation     = CBHANGR03_NG.CBHANGR03_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBHANGR03_DNG
      Animation     = CBHANGR03_DNG.CBHANGR03_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBHANGR03
    End
    ConditionState = DAMAGED SNOW
      Model         = CBHANGR03_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBHANGR03_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBHANGR03_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBHANGR03_G
      Animation     = CBHANGR03_G.CBHANGR03_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBHANGR03_DG
      Animation     = CBHANGR03_DG.CBHANGR03_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBHANGR03_N
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBHANGR03_DN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBHANGR03_EN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBHANGR03_RN
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBHANGR03_NG
      Animation     = CBHANGR03_NG.CBHANGR03_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBHANGR03_DNG
      Animation     = CBHANGR03_DNG.CBHANGR03_DNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 57.0
  GeometryMinorRadius   = 62.0
  GeometryHeight        = 45.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanAirport02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CBAIRPORT2
    End
    ConditionState = DAMAGED
      Model         = CBAIRPORT2_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CBAIRPORT2_E
    End
    ConditionState = RUBBLE
      Model         = CBAIRPORT2_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CBAIRPORT2_G
      Animation     = CBAIRPORT2_G.CBAIRPORT2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CBAIRPORT2_DG
      Animation     = CBAIRPORT2_DG.CBAIRPORT2_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CBAIRPORT2_N
    End
    ConditionState = DAMAGED NIGHT
      Model         = CBAIRPORT2_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CBAIRPORT2_EN
    End
    ConditionState = RUBBLE NIGHT
      Model         = CBAIRPORT2_RN
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CBAIRPORT2_NG
      Animation     = CBAIRPORT2_NG.CBAIRPORT2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CBAIRPORT2_DNG
      Animation     = CBAIRPORT2_DNG.CBAIRPORT2_DNG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CBAIRPORT2
    End
    ConditionState = DAMAGED SNOW
      Model         = CBAIRPORT2_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CBAIRPORT2_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CBAIRPORT2_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CBAIRPORT2_G
      Animation     = CBAIRPORT2_G.CBAIRPORT2_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CBAIRPORT2_DG
      Animation     = CBAIRPORT2_DG.CBAIRPORT2_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CBAIRPORT2_N
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CBAIRPORT2_DN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CBAIRPORT2_EN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CBAIRPORT2_RN
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CBAIRPORT2_NG
      Animation     = CBAIRPORT2_NG.CBAIRPORT2_NG
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CBAIRPORT2_DNG
      Animation     = CBAIRPORT2_DNG.CBAIRPORT2_DNG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax        = 10
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 48.0
  GeometryMinorRadius   = 100.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanGasStation

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CMAMGASST
    End
    ConditionState = DAMAGED
      Model         = CMAMGASST_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMAMGASST_E
    End
    ConditionState = RUBBLE
      Model         = CMAMGASST_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CMAMGASST_G
      Animation     = CMAMGASST_G.CMAMGASST_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CMAMGASST_DG
      Animation     = CMAMGASST_DG.CMAMGASST_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CMAMGASST
    End
    ConditionState = DAMAGED NIGHT
      Model         = CMAMGASST_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CMAMGASST_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CMAMGASST_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CMAMGASST_G
      Animation     = CMAMGASST_G.CMAMGASST_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CMAMGASST_DG
      Animation     = CMAMGASST_DG.CMAMGASST_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CMAMGASST
    End
    ConditionState = DAMAGED SNOW
      Model         = CMAMGASST_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CMAMGASST_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CMAMGASST_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CMAMGASST_G
      Animation     = CMAMGASST_G.CMAMGASST_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CMAMGASST_DG
      Animation     = CMAMGASST_DG.CMAMGASST_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CMAMGASST
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CMAMGASST_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CMAMGASST_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CMAMGASST_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CMAMGASST_G
      Animation     = CMAMGASST_G.CMAMGASST_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CMAMGASST_DG
      Animation     = CMAMGASST_DG.CMAMGASST_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound        = GarrisonEnter
;    ExitSound         = GarrisonExit
;  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    ;---------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 48.0
  GeometryMinorRadius   = 45.0
  GeometryHeight        = 30.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AmericanFastFood

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CMFASTFOO
    End
    ConditionState = DAMAGED
      Model         = CMFASTFOO_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMFASTFOO_E
    End
    ConditionState = RUBBLE
      Model         = CMFASTFOO_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CMFASTFOO_G
      Animation     = CMFASTFOO_G.CMFASTFOO_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CMFASTFOO_DG
      Animation     = CMFASTFOO_DG.CMFASTFOO_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CMFASTFOO
    End
    ConditionState = DAMAGED NIGHT
      Model         = CMFASTFOO_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CMFASTFOO_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CMFASTFOO_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CMFASTFOO_G
      Animation     = CMFASTFOO_G.CMFASTFOO_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CMFASTFOO_DG
      Animation     = CMFASTFOO_DG.CMFASTFOO_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CMFASTFOO
    End
    ConditionState = DAMAGED SNOW
      Model         = CMFASTFOO_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CMFASTFOO_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CMFASTFOO_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CMFASTFOO_G
      Animation     = CMFASTFOO_G.CMFASTFOO_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CMFASTFOO_DG
      Animation     = CMFASTFOO_DG.CMFASTFOO_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CMFASTFOO
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CMFASTFOO_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CMFASTFOO_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CMFASTFOO_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CMFASTFOO_G
      Animation     = CMFASTFOO_G.CMFASTFOO_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CMFASTFOO_DG
      Animation     = CMFASTFOO_DG.CMFASTFOO_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound        = GarrisonEnter
;    ExitSound         = GarrisonExit
;  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 29.0
  GeometryMinorRadius   = 28.0
  GeometryHeight        = 24.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BioRocketPad

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  
    ConditionState    = NONE
      Model           = CBBioRock_A1
      Animation       = CBBioRock_A1.CBBioRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End

    ConditionState    = DOOR_1_OPENING
      Model           = CBBioRock_A1
      Animation       = CBBioRock_A1.CBBioRock_A1
      AnimationMode   = ONCE
      ParticleSysBone = Engine01 BaikonurRocketFlare
      ParticleSysBone = Engine02 BaikonurRocketFlare
      ParticleSysBone = Engine03 BaikonurRocketFlare
      ParticleSysBone = Engine04 BaikonurRocketFlare
      ParticleSysBone = Engine05 BaikonurRocketFlare
      ParticleSysBone = Engine06 BaikonurRocketFlare
      ParticleSysBone = ESmoke01 BaikonurRocketTrail
      ParticleSysBone = RootTransform BaikonurRocketDust
    End
    
    ConditionState    = DAMAGED
      Model           = CBBioRock_A1
      Animation       = CBBioRock_A1.CBBioRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBioRock_A1
      Animation       = CBBioRock_A1.CBBioRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBioRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:MissileSilo
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
   SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End



;------------------------------------------------------------------------------
Object BioRocketPad_C

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  
    ConditionState = NONE
      Model = CBBioRock_C
    End
    
    ConditionState = DAMAGED
      Model = CBBioRock_CD
    End
    
    ConditionState = REALLYDAMAGED
      Model = CBBioRock_CE
    End
    
    ConditionState = RUBBLE
      Model = CBBioRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:MissileSilo
  EditorSorting   = STRUCTURE
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry              = BOX
  GeometryMajorRadius   = 35.0
  GeometryMinorRadius   = 36.0
  GeometryHeight        = 60.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
End

;------------------------------------------------------------------------------
Object GermanCastle

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; Daytime
    ConditionState = NONE
      Model         = CMCASTLE
    End
    ConditionState = DAMAGED
      Model         = CMCASTLE_D
    End
    ConditionState = REALLYDAMAGED
      Model         = CMCASTLE_E
    End
    ConditionState = RUBBLE
      Model         = CMCASTLE_R
    End

    ; Daytime Garrisoned
    ConditionState = GARRISONED
      Model         = CMCASTLE_G
      Animation     = CMCASTLE_G.CMCASTLE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED GARRISONED
      Model         = CMCASTLE_DG
      Animation     = CMCASTLE_DG.CMCASTLE_DG
      AnimationMode = LOOP
    End

    ; Nighttime
    ConditionState = NIGHT
      Model         = CMCASTLE
    End
    ConditionState = DAMAGED NIGHT
      Model         = CMCASTLE_D
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model         = CMCASTLE_E
    End
    ConditionState = RUBBLE NIGHT
      Model         = CMCASTLE_R
    End

    ; Nighttime Garrisoned
    ConditionState = NIGHT GARRISONED
      Model         = CMCASTLE_G
      Animation     = CMCASTLE_G.CMCASTLE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT GARRISONED
      Model         = CMCASTLE_DG
      Animation     = CMCASTLE_DG.CMCASTLE_DG
      AnimationMode = LOOP
    End

    ; Snow
    ConditionState = SNOW
      Model         = CMCASTLE
    End
    ConditionState = DAMAGED SNOW
      Model         = CMCASTLE_D
    End
    ConditionState = REALLYDAMAGED SNOW
      Model         = CMCASTLE_E
    End
    ConditionState = RUBBLE SNOW
      Model         = CMCASTLE_R
    End

    ; Snow Garrisoned
    ConditionState = SNOW GARRISONED
      Model         = CMCASTLE_G
      Animation     = CMCASTLE_G.CMCASTLE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW GARRISONED
      Model         = CMCASTLE_DG
      Animation     = CMCASTLE_DG.CMCASTLE_DG
      AnimationMode = LOOP
    End

    ; Nighttime Snow
    ConditionState = SNOW NIGHT
      Model         = CMCASTLE
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model         = CMCASTLE_D
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model         = CMCASTLE_E
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model         = CMCASTLE_R
    End

    ; Nighttime Snow Garrisoned
    ConditionState = SNOW NIGHT GARRISONED
      Model         = CMCASTLE_G
      Animation     = CMCASTLE_G.CMCASTLE_G
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW NIGHT GARRISONED
      Model         = CMCASTLE_DG
      Animation     = CMCASTLE_DG.CMCASTLE_DG
      AnimationMode = LOOP
    End
  End

  ; *** AUDIO Parameters ***
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  ; *** DESIGN parameters ***
  DisplayName     = OBJECT:Structure
  EditorSorting   = STRUCTURE

  ; *** ENGINEERING Parameters ***  
  KindOf            = STRUCTURE SELECTABLE IMMOBILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End

  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 25
    EnterSound        = GarrisonEnter
    ExitSound         = GarrisonExit
  End

  Behavior = FlammableUpdate ModuleTag_04
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_05
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare  
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius   = 90.0
  GeometryMinorRadius   = 90.0
  GeometryHeight        = 70.0
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME

End
