// This script contains functionality to allow fieldops to toss airstrikes from given position
this.Name = "AIRSTRIKE";
this.Parent = "HighLevel";
this.SkipGetPriorityWhenActive = true;

this.LimitToWeapon(WEAPON.SMOKE_MARKER);

this.Enter = function()
{
	this.MarkInProgress();
 
	this.AddFinishCriteria(this.Bot.GetGameEntity(),"not weaponcharged", WEAPON.SMOKE_MARKER);
};

this.GetPriority = function()
{
	Util.GetPriority(this,0xc8998d3d /* AIRSTRIKE */, WEAPON.SMOKE_MARKER);
};

this.Update = function()
{
	Util.RouteTo(this);

	if (this.MapGoal.Stance == "crouch")
	{
		this.Bot.HoldButton(BTN.CROUCH, 1.1);
	}

	this.AddAimRequest(Priority.High, "facing", Util.GetRandomTableValue(this.MapGoal.AimVectors));

	this.AddWeaponRequest(WEAPON.SMOKE_MARKER);
	this.BlockForWeaponChange(WEAPON.SMOKE_MARKER);
	this.Bot.HoldButton(BTN.ATTACK1, 0.5);
	sleep(1);
	this.BlackboardDelay(5);
	this.Finished();
};
