[logic]
active = heli_move@wait

[heli_move@wait]
path_move     = cit_assault_heli_wait_move
path_look     = cit_assault_heli_wait_look
invulnerable  = true
engine_sound  = false
on_info       = {+cit_heli_scene_start} heli_move@ready ;cit_jail_doctor_leave
combat_ignore = true

[heli_move@ready]
path_move           = cit_assault_heli_ready_move
invulnerable        = true
combat_use_rocket   = false
combat_use_mgun     = true
on_signal           = arrived | heli_move@start %+cit_heli_start%
;on_info             = {+cit_jail_doctor_leave} heli_move@start ;cit_jail_scene_start
combat_ignore       = true

[heli_move@start]
path_move     = cit_assault_heli_start_move
path_look     = cit_assault_heli_start_look
invulnerable  = true
on_signal     = arrived | %+cit_button_break_start% ;%+cit_button_broken%
on_timer      = 45000 | heli_move@leave %+cit_button_break_start% ;%+cit_button_broken%
on_info       = {+cit_actor_is_free} heli_move@leave
;on_info2      = {=heli_health_le(5)} heli_move@die
combat_ignore = true ;{-cit_button_broken}

[heli_move@leave]
path_move     = cit_assault_heli_leave_move
immortal      = true
on_signal     = arrived | heli_move@end %+cit_heli_end%
on_info       = {=heli_health_le(5)} heli_move@die

[heli_move@end]
path_move     = cit_assault_heli_end_move
immortal      = true
engine_sound  = false
on_info       = {=heli_health_le(5)} heli_move@die
combat_ignore = true

[heli_move@die]
path_move     = cit_assault_heli_die_move
immortal      = true
on_signal     = arrived | %+cit_heli_end%
combat_ignore = true
