<?xml version="1.0" encoding="utf-8"?>

<animfile>
	<definebone>bone_decor00</definebone>
	<definebone>bone_decor01</definebone>
	<definebone>bone_decor02</definebone>
	<submodel>
		Wood Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			WoodGate
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel" shape="wall_wood_gate">
						<file>buildings\wall\wall_wooden_gate</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_wooden_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			WoodGate_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_wooden_gate_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_wooden_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>WoodGate</component>
			<simskeleton>
				<model>buildings\wall\wall_wooden_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_gate_open</file>
			</assetreference>
			<component>WoodGate</component>
			<simskeleton>
				<model>buildings\wall\wall_wooden_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_gate_opening</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>WoodGate</component>
			<simskeleton>
				<model>buildings\wall\wall_wooden_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_gate_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>WoodGate</component>
			<simskeleton>
				<model>buildings\wall\wall_wooden_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_wooden_gate_deathAnim</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>WoodGate_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Stone Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			Stone Gate
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel" shape="wall_wood_gate">
						<file>buildings\wall\wall_stone_gate</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_stone_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneGate_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\wall_stone_gate_deathModel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\lp_wall_stone_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_gate</model>
				<damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_opening</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_gate</model>
				<damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_opened</file>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_gate</model>
				<damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\wall_stone_gate</model>
				<damagetemplate>buildings\wall\wall_stone_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_deathAnim</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>stoneGate_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Wicker Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel" shape="wall_wood_gate">
						<file>buildings\native_civs\wall\wall_wicker_gate</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_wood_gate">
						<file>buildings\native_civs\wall\wall_wicker_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_wicker_gate_death</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_wicker_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_wicker_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_wicker_gate_open</file>
			</assetreference>
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_wicker_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_wicker_gate_opening</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_wicker_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_wicker_gate_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_wicker_gate</model>
				<damagetemplate>buildings\wall\wall_wooden_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_wicker_gate_death_Anim</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Palisade_Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			LIVE
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel" shape="wall_iro_palisade_1x5">
						<file>buildings\native_civs\wall\wall_palisade_gate</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_iro_palisade_1x5">
						<file>buildings\native_civs\wall\wall_palisade_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			DEAD
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_iro_palisade_gate_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_palisade_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_palisade_gate</model>
				<damagetemplate>buildings\native_civs\wall\wall_iro_palisade_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_opening</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_palisade_gate</model>
				<damagetemplate>buildings\native_civs\wall\wall_iro_palisade_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_opened</file>
			</assetreference>
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_palisade_gate</model>
				<damagetemplate>buildings\native_civs\wall\wall_iro_palisade_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>LIVE</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_palisade_gate</model>
				<damagetemplate>buildings\native_civs\wall\wall_iro_palisade_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_iro_palisade_gate_deathanim</file>
				<weight>10</weight>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>DEAD</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Aztec Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			Stone Gate
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel" shape="wall_aztec_gate">
						<file>buildings\native_civs\wall\wall_az_stone_gate</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_aztec_gate">
						<file>buildings\native_civs\wall\lp_wall_aztec_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneGate_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\wall_az_stone_gate_death</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\native_civs\wall\lp_wall_aztec_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_az_stone_gate_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_opening</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_az_stone_gate_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_opened</file>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_az_stone_gate_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\wall\wall_stone_gate_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\native_civs\wall\wall_az_stone_gate_damaged</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\native_civs\wall\wall_az_stone_gate_deathanim1</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>stoneGate_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Asian Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			Stone Gate
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Asian_gate\asian_gate</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Asian_gate\asian_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneGate_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Asian_gate\asian_gate_destructions\asian_gate_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Asian_gate\asian_gate</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Asian_gate\asian_gate</model>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_gate\asian_gate_opening</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Asian_gate\asian_gate</model>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_gate\asian_gate_opened</file>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Asian_gate\asian_gate</model>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_gate\asian_gate_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Asian_gate\asian_gate</model>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Asian_gate\asian_gate_destructions\asian_gate_deathanime</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>stoneGate_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Indian Gate
		<attachment>
			collapseSmoke
			<component>
				emitter
				<assetreference type="ParticleSystem">
					<file>effects\smoke\collapse_smoke_wall.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>emitter</component>
			</anim>
		</attachment>
		<component>
			Stone Gate
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel" shape="wall_aztec_gate">
						<file>buildings\wall\Indian_wall\indian_wall_gate_stone</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel" shape="wall_aztec_gate">
						<file>buildings\wall\Indian_wall\indian_wall_gate_stone</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<component>
			stoneGate_death
			<logic type="LowPoly">
				<normal>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Indian_wall\indian_wall_gate_stone_deathmodel</file>
					</assetreference>
				</normal>
				<lowpoly>
					<assetreference type="GrannyModel">
						<file>buildings\wall\Indian_wall\indian_wall_gate_stone</file>
					</assetreference>
				</lowpoly>
			</logic>
			<decal>
				<effecttype>bump</effecttype>
				<texture>buildings\wall\wall_wood_stone_ground_large</texture>
				<selectedtexture>shadows_selections\selection_square_64x64</selectedtexture>
				<bumptexture>shadows_selections\flat_normal_black_spec</bumptexture>
				<width>14.00</width>
				<height>5.00</height>
			</decal>
		</component>
		<anim>
			Idle
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_gate_stone</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opening
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Indian_wall\indian_wall_gate_stone_open</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateOpen">0.01</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_gate_stone</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Opened
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Indian_wall\indian_wall_gate_stone_opened</file>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_gate_stone</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Closing
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Indian_wall\indian_wall_gate_stone_closing</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GateClose">0.01</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Thud">0.88</tag>
			</assetreference>
			<component>Stone Gate</component>
			<simskeleton>
				<model>buildings\wall\Indian_wall\indian_wall_gate_stone</model>
				<damagetemplate>buildings\native_civs\wall\wall_aztec_gate.dmg</damagetemplate>
			</simskeleton>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>buildings\wall\Indian_wall\indian_wall_gate_stone_deathanime</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.87</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.37</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildingPartImpact">0.44</tag>
			</assetreference>
			<component>stoneGate_death</component>
			<attach a="collapseSmoke" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
	</submodel>
	<component>
		Gate
		<logic type="Culture">
			<easterneurope>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Stone Gate"/>
					</bastion>
				</logic>
			</easterneurope>
			<mediterranean>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Stone Gate"/>
					</bastion>
				</logic>
			</mediterranean>
			<westerneurope>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Stone Gate"/>
					</bastion>
				</logic>
			</westerneurope>
			<iroquois>
				<logic type="Tech">
					<none>
						<submodelref ref="Wicker Gate"/>
					</none>
					<bastion>
						<submodelref ref="Palisade_Gate"/>
					</bastion>
				</logic>
			</iroquois>
			<tupi>
				<logic type="Tech">
					<none>
						<submodelref ref="Wicker Gate"/>
					</none>
					<bastion>
						<submodelref ref="Palisade_Gate"/>
					</bastion>
				</logic>
			</tupi>
			<aztec>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Aztec Gate"/>
					</bastion>
				</logic>
			</aztec>
			<chinese>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Asian Gate"/>
					</bastion>
				</logic>
			</chinese>
			<indian>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Indian Gate"/>
					</bastion>
				</logic>
			</indian>
			<japanese>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Asian Gate"/>
					</bastion>
				</logic>
			</japanese>
			<korean>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Asian Gate"/>
					</bastion>
				</logic>
			</korean>
			<incan>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<bastion>
						<submodelref ref="Aztec Gate"/>
					</bastion>
				</logic>
			</incan>
			<mexican>
				<logic type="Tech">
					<none>
						<submodelref ref="Wicker Gate"/>
					</none>
					<WOTTAwall01LA>
						<submodelref ref="Palisade_Gate"/>
					</WOTTAwall01LA>
				</logic>
			</mexican>
			<brazilian>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<WOTTAwall01LA>
						<submodelref ref="Stone Gate"/>
					</WOTTAwall01LA>
				</logic>
			</brazilian>
			<american>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<WOTTAwall01NA>
						<submodelref ref="Stone Gate"/>
					</WOTTAwall01NA>
				</logic>
			</american>
			<african>
				<logic type="Tech">
					<none>
						<submodelref ref="Wood Gate"/>
					</none>
					<AFRICANTECHwall1>
						<submodelref ref="Indian Gate"/>
					</AFRICANTECHwall1>
				</logic>
			</african>
		</logic>
	</component>
</animfile>