// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool

main( var_0, var_1, var_2 )
{
    maps\_vehicle::build_template( "zpu_antiair", var_0, var_1, var_2 );
    maps\_vehicle::build_localinit( ::init_local );
    maps\_vehicle::build_deathmodel( "vehicle_zpu4", "vehicle_zpu4_burn" );
    maps\_vehicle::build_deathmodel( "vehicle_zpu4_low", "vehicle_zpu4_burn" );
    var_3 = [];
    var_3["vehicle_zpu4"] = "fx/explosions/vehicle_explosion_bmp";
    var_3["vehicle_zpu4_low"] = "fx/explosions/vehicle_explosion_bmp";
    maps\_vehicle::build_deathfx( var_3[var_0], undefined, "exp_armor_vehicle", undefined, undefined, undefined, 0 );
    maps\_vehicle::build_mainturret( "tag_flash", "tag_flash2", "tag_flash1", "tag_flash3" );
    maps\_vehicle::build_radiusdamage( ( 0, 0, 53 ), 512, 300, 20, 0 );
    maps\_vehicle::build_life( 999, 500, 1500 );
    maps\_vehicle::build_team( "axis" );
    maps\_vehicle::build_aianims( ::setanims, ::set_vehicle_anims );
}

init_local()
{

}

#using_animtree("vehicles");

set_vehicle_anims( var_0 )
{
    var_0[0].vehicle_turret_fire = %zpu_gun_fire_a;
    return var_0;
}

#using_animtree("generic_human");

setanims()
{
    var_0 = [];

    for ( var_1 = 0; var_1 < 1; var_1++ )
        var_0[var_1] = spawnstruct();

    var_0[0].sittag = "tag_driver";
    var_0[0].idle = %zpu_gunner_fire_a;
    return var_0;
}
