this.GoalType = "CapPoint";
this.Version = 1;
this.DefaultPriority = 1.1;
this.CreateOnLoad = true; // FIXME: some games auto detect
this.RolePriorityBonus = 0.1;

//////////////////////////////////////////////////////////////////////////

this.UpgradeVersion = function(Props)
{
	// version 0 is string,string key/values from the old waypoint format
	if(Props.Version==0)
	{
		// Version 1 Schema, upgrade from waypoint format
		Props.Version = 1;

		this.SetPosition(this.GetPosition() + Util.WaypointGoalOffset);
		this.SetBounds(Vec3(-5,-5,0),Vec3(5,5,96));
	}
	else if(Props.Version == this.Version)
	{

	}
};

//////////////////////////////////////////////////////////////////////////

this.Render = function()
{
	offset2 = Vector3(0,0,64);

	while(this.RenderGoal == true)
	{
		goalBasePos = this.GetPosition();
		goalPos = goalBasePos + offset2;

		this.RenderDefault();

		if(this.IsDisabled())
		{
			DrawLine(goalPos,goalBasePos,COLOR.RED,2);
		}
		else
		{
			DrawLine(goalPos,goalBasePos,COLOR.GREEN,2);
		}

		sleep(2);
	}
};
