//SPRITE_TYPE_ENEMY28, fire chain demon;
enemyAnimations = true;
damagedMaterialOffset = 128;
damagedMaterialLife = 75;
dying2 = true;

anim.m_clamp = false;
anim.m_animationSpeed = 1.0;
anim.m_frameAmount = 4;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameOffset = 12;
animations.Push(anim);

anim.m_animationSpeed = 1.25;
anim.m_frameOffset = 16;
animations.Push(anim);
anim.m_frameOffset = 20;
animations.Push(anim);
anim.m_frameOffset = 24;
animations.Push(anim);
anim.m_frameOffset = 28;
animations.Push(anim);

anim.m_animationSpeed = 1.9;
anim.m_clamp = true;
anim.m_frameOffset = 40;
animations.Push(anim);
anim.m_frameOffset = 44;
animations.Push(anim);
anim.m_frameOffset = 48;
animations.Push(anim);
anim.m_frameOffset = 52;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_DYING;
anim.m_frameAmount = 9;
anim.m_animationSpeed = 1.0;
anim.m_frameOffset = 104;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_PAIN;
anim.m_frameAmount = 1;
anim.m_frameOffset = 32;
animations.Push(anim);
anim.m_frameOffset = 33;
animations.Push(anim);
anim.m_frameOffset = 34;
animations.Push(anim);
anim.m_frameOffset = 35;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_YELL;
anim.m_frameOffset = 36;
animations.Push(anim);
anim.m_frameOffset = 37;
animations.Push(anim);
anim.m_frameOffset = 38;
animations.Push(anim);
anim.m_frameOffset = 39;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING2;
anim.m_frameAmount = 4;
anim.m_animationSpeed = 2.0;
anim.m_clamp = true;
anim.m_frameOffset = 56;
animations.Push(anim);
anim.m_frameOffset = 60;
animations.Push(anim);
anim.m_frameOffset = 64;
animations.Push(anim);
anim.m_frameOffset = 68;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING3;
anim.m_frameAmount = 8;
anim.m_animationSpeed = 2.0;
anim.m_clamp = true;
anim.m_frameOffset = 72;
animations.Push(anim);
anim.m_frameOffset = 80;
animations.Push(anim);
anim.m_frameOffset = 88;
animations.Push(anim);
anim.m_frameOffset = 96;
animations.Push(anim);

anim.m_frameAmount = 4;
anim.m_animationSpeed = 2.0;
anim.m_clamp = true;
anim.m_frameOffset = 96;
animations.Push(anim);
anim.m_frameOffset = 100;
animations.Push(anim);
anim.m_frameOffset = 104;
animations.Push(anim);
anim.m_frameOffset = 108;
animations.Push(anim);

anim.m_frameAmount = 4;
anim.m_animationSpeed = 1.0;
anim.m_clamp = true;
anim.m_frameOffset = 128;
animations.Push(anim);
anim.m_frameOffset = 132;
animations.Push(anim);
anim.m_frameOffset = 136;
animations.Push(anim);
anim.m_frameOffset = 140;
animations.Push(anim);

//SPRITE_ENEMY_ANIM_DYING2;
anim.m_animationSpeed = 1.5;
anim.m_frameAmount = 4;
anim.m_frameOffset = 112;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
// All other attacks;
for (15) {;
    animations.Push(anim);
    animations.Push(anim);
    animations.Push(anim);
    animations.Push(anim);
};
//SPRITE_ENEMY_ANIM_NO_HEAD;
anim.m_frameOffset = 128;
anim.m_frameAmount = 1;
anim.m_clamp = true;
animations.Push(anim);
anim.m_frameOffset = 129;
animations.Push(anim);
anim.m_frameOffset = 130;
animations.Push(anim);
anim.m_frameOffset = 131;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_NO_HEAD_DYING2;
anim.m_frameOffset = 132;
anim.m_frameAmount = 4;
anim.m_clamp = true;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
//SPRITE_ENEMY_ANIM_SLICED_TOP;
anim.m_frameAmount = 1;
anim.m_clamp = true;
anim.m_frameOffset = 520;
animations.Push(anim);
anim.m_frameOffset = 521;
animations.Push(anim);
anim.m_frameOffset = 522;
animations.Push(anim);
anim.m_frameOffset = 523;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_SLICED_BOTTOM;
anim.m_frameAmount = 1;
anim.m_clamp = true;
anim.m_frameOffset = 536;
animations.Push(anim);
anim.m_frameOffset = 537;
animations.Push(anim);
anim.m_frameOffset = 538;
animations.Push(anim);
anim.m_frameOffset = 539;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_FEET;
anim.m_frameOffset = 140;
anim.m_frameAmount = 1;
anim.m_clamp = true;
animations.Push(anim);
anim.m_frameOffset = 141;
animations.Push(anim);
anim.m_frameOffset = 142;
animations.Push(anim);
anim.m_frameOffset = 143;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_NO_FEET;
anim.m_frameOffset = 144;
anim.m_frameAmount = 1;
anim.m_clamp = true;
animations.Push(anim);
anim.m_frameOffset = 145;
animations.Push(anim);
anim.m_frameOffset = 146;
animations.Push(anim);
anim.m_frameOffset = 147;
animations.Push(anim);


canBeDamaged = true;
delayKill = 0.025;
flammable = false;
Init(vector(2.5, 2.5, 2.5), 1466, 2, 2, 5, 0);
life = 190;

ai.AddDeathNode(9, 0);
ai.AddNode(17, -1.0, -1.0, 0);
ai.SetLastNodeToRunOnClients();
ai.AddDeathNode(16, 1, 0.0);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = true;
partStruct.m_type = 1;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
bleedParticles.Push(partStruct);
partStruct.m_rotate = false;
partStruct.m_type = 0;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);

[enemy]

addGib(1075);
addGib(1076);
addGib(1077);
addGib(1078);
headGib = 1075;

attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = true;
attackStruct.m_pauseTimerAfter = 0.0;
attackStruct.m_reuseTimer = 0.0;
attackStruct.m_reuseTimerOriginal = 0.0;
attackStruct.m_attackRange = 1.5 * cubeSize;
attackStruct.m_attackDelay = 0.525;
attackStruct.m_attackDelayAfterInitial = 0.525;
attackStruct.m_attackSound.m_sound = 230;
attackStruct.m_attackSound.m_volumeMin = 2.0;
attackStruct.m_attackSound.m_volumeMax = 2.0;
attackStruct.m_attackSound.m_pitchMin = 0.9;
attackStruct.m_attackSound.m_pitchMax = 1.1;
attackStruct.m_enemyAttack = 3;
attackStruct.m_attackAnim = 2;
attackStruct.m_extraAttackAnim = 255;
attackStruct.m_canBeCancelled = true;
attackStruct.m_lineOfSight = true;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attacks.Push(attackStruct);
attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = false;
attackStruct.m_pauseTimerAfter = 0.5;
attackStruct.m_reuseTimer = 0.0;
attackStruct.m_reuseTimerOriginal = 5.0;
attackStruct.m_attackRange = 10.0 * cubeSize;
attackStruct.m_attackDelay = 0.35;
attackStruct.m_attackDelayAfterInitial = 0.0;
attackStruct.m_attackSound.m_sound = 177;
attackStruct.m_attackSound.m_volumeMin = 1.25;
attackStruct.m_attackSound.m_volumeMax = 1.25;
attackStruct.m_attackSound.m_pitchMin = 0.8;
attackStruct.m_attackSound.m_pitchMax = 0.85;
attackStruct.m_enemyAttack = 11;
attackStruct.m_attackAnim = 6;
attackStruct.m_extraAttackAnim = 255;
attackStruct.m_canBeCancelled = true;
attackStruct.m_lineOfSight = true;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attacks.Push(attackStruct);
attackStruct.m_attackAmount = 2;
attackStruct.m_originalAttackAmount = 2;
attackStruct.m_distancePriority = false;
attackStruct.m_pauseTimerAfter = 0.0;
attackStruct.m_reuseTimer = 0.0;
attackStruct.m_reuseTimerOriginal = 5.0;
attackStruct.m_attackRange = 5.0 * cubeSize;
attackStruct.m_attackDelay = 0.5;
attackStruct.m_attackDelayAfterInitial = 1.0;
attackStruct.m_attackSound.m_sound = 183;
attackStruct.m_attackSound.m_volumeMin = 1.0;
attackStruct.m_attackSound.m_volumeMax = 1.0;
attackStruct.m_preAttackSound.m_sound = 184;
attackStruct.m_preAttackSound.m_volumeMin = 2.0;
attackStruct.m_preAttackSound.m_volumeMax = 2.0;
attackStruct.m_preAttackSound.m_pitchMin = 0.8;
attackStruct.m_preAttackSound.m_pitchMax = 0.9;
attackStruct.m_enemyAttack = 12;
attackStruct.m_attackAnim = 7;
attackStruct.m_extraAttackAnim = 255;
attackStruct.m_canBeCancelled = false;
attackStruct.m_lineOfSight = true;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attacks.Push(attackStruct);

yellTime = 0.3;
runSpeed = 800.0;
stepDelay = 0.48125;
painTreshold = 20;
jumps = true;
flies = false;
headshotMinZPercent = 0.75;
headshotMaxZPercent = 1.0;
headshotHeadInFront = false;
turnSpeed = 270.0;
stepSound.m_sound = 19;
idleSound.m_sound = 784;
yellSound.m_sound = 785;
painSound.m_sound = 786;
dieSound.m_sound = 787;
attackFireStacks = 15;