// 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; }