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

	build_deathmodel( "vehicle_ch46e" );
	build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );

	build_treadfx();

	build_life( 999, 500, 1500 );

	build_team( "allies" );
	build_drive( %sniper_escape_ch46_rotors, undefined, 0 );

	build_light( model, "cockpit_red_cargo02", 		"tag_light_cargo02", 	"misc/aircraft_light_cockpit_red", 		"interior", 	0.0 );
	build_light( model, "cockpit_blue_cockpit01", 	"tag_light_cockpit01", 	"misc/aircraft_light_cockpit_blue", 		"interior", 	0.1 );
	build_light( model, "white_blink", 				"tag_light_belly", 		"misc/aircraft_light_red_blink", 		"running", 	0.0 );
	build_light( model, "white_blink_tail", 		"tag_light_tail", 		"misc/aircraft_light_red_blink", 		"running", 	0.3 );
	build_light( model, "wingtip_green1", 			"tag_light_L_wing1", 	"misc/aircraft_light_wingtip_green", 	"running", 	0.0 );
	build_light( model, "wingtip_green2", 			"tag_light_L_wing2", 	"misc/aircraft_light_wingtip_green", 	"running", 	0.0 );
	build_light( model, "wingtip_red1", 			"tag_light_R_wing1", 	"misc/aircraft_light_wingtip_red", 		"running", 	0.2 );
	build_light( model, "wingtip_red2", 			"tag_light_R_wing2", 	"misc/aircraft_light_wingtip_red", 		"running", 	0.0 );

	build_compassicon( "helicopter", false );

}

init_local()
{
	self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );
	self.fastropeoffset = 652;// TODO - FIXME: this is ugly.
	self.script_badplace = false;// All helicopters dont need to create bad places
}

set_vehicle_anims( positions )
{
	positions[ 1 ].vehicle_getoutanim = %ch46_doors_open;
	positions[ 1 ].vehicle_getoutanim_clear = false;
	positions[ 1 ].vehicle_getinanim = %ch46_doors_close;
	positions[ 1 ].vehicle_getinanim_clear = false;

	positions[ 1 ].vehicle_getoutsound = "seaknight_door_open";
	positions[ 1 ].vehicle_getinsound = "seaknight_door_close";

	return positions;
}


#using_animtree( "generic_human" );

setanims()
{
	positions = [];
	for ( i = 0;i < 0;i++ )
		positions[ i ] = spawnstruct();
//copy from _blackhawk when anims are rigged.
	return positions;

}



unload_groups()
{

}


set_attached_models()
{

}