#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
	build_template( "zpu_antiair", model, type );
	build_localinit( ::init_local );

	build_deathmodel( "vehicle_zpu4", "vehicle_zpu4_burn" );
	build_deathmodel( "vehicle_zpu4_low", "vehicle_zpu4_burn" );

	zpu_death_fx = [];
	zpu_death_fx[ "vehicle_zpu4" ] = "explosions/vehicle_explosion_bmp";
	zpu_death_fx[ "vehicle_zpu4_low" ] = "explosions/vehicle_explosion_bmp";

	build_deathfx( zpu_death_fx[ model ], undefined, "exp_armor_vehicle", undefined, undefined, 	undefined, 0 );

	build_mainturret( "tag_flash", "tag_flash2", "tag_flash1", "tag_flash3" );
	build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, false );

	build_life( 999, 500, 1500 );

	build_team( "axis" );
	build_aianims( ::setanims, ::set_vehicle_anims );
	build_compassicon( "", false );

}

init_local()
{
}

set_vehicle_anims( positions )
{
	positions[ 0 ].vehicle_turret_fire = %zpu_gun_fire_a;
	return positions;
}


#using_animtree( "generic_human" );

setanims()
{
	positions = [];
	for ( i = 0;i < 1;i++ )
		positions[ i ] = spawnstruct();

	positions[ 0 ].sittag = "tag_driver";
//	positions[ 0 ].turret_fire = %zpu_gunner_fire_a;
	positions[ 0 ].idle = %zpu_gunner_fire_a;

	return positions;
}


/*QUAKED script_vehicle_zpu4 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER


maps\_zpu_antiair::main( "vehicle_zpu4" );


include,vehicle_zpu4_zpu_antiair



defaultmdl="vehicle_zpu4"
default:"vehicletype" "zpu_antiair"
*/

/*QUAKED script_vehicle_zpu4_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER


maps\_zpu_antiair::main( "vehicle_zpu4_low" );


include,vehicle_zpu4_low_zpu_antiair


defaultmdl="vehicle_zpu4_low"
default:"vehicletype" "zpu_antiair"
*/
