//SPRITE_TYPE_ENEMY32, cowboy;
enemyAnimations = true;
damagedMaterialOffset = 128;
damagedMaterialLife = 25;
dying2 = true;

anim.m_clamp = false;
anim.m_animationSpeed = 0.5;
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 = 2.0;
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 = 4.0;
anim.m_clamp = true;
anim.m_frameOffset = 32;
animations.Push(anim);
anim.m_frameOffset = 38;
animations.Push(anim);
anim.m_frameOffset = 44;
animations.Push(anim);
anim.m_frameOffset = 50;
animations.Push(anim);

anim.m_animationSpeed = 1.0;
anim.m_frameOffset = 100;
animations.Push(anim);

anim.m_frameAmount = 1;
anim.m_frameOffset = 56;
animations.Push(anim);
anim.m_frameOffset = 57;
animations.Push(anim);
anim.m_frameOffset = 58;
animations.Push(anim);
anim.m_frameOffset = 59;
animations.Push(anim);

anim.m_frameOffset = 60;
animations.Push(anim);
anim.m_frameOffset = 61;
animations.Push(anim);
anim.m_frameOffset = 62;
animations.Push(anim);
anim.m_frameOffset = 63;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING2;
anim.m_frameAmount = 4;
anim.m_animationSpeed = 2.0;
anim.m_frameOffset = 64;
animations.Push(anim);
anim.m_frameOffset = 68;
animations.Push(anim);
anim.m_frameOffset = 72;
animations.Push(anim);
anim.m_frameOffset = 76;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING3;
anim.m_animationSpeed = 2.0;
anim.m_frameOffset = 80;
animations.Push(anim);
anim.m_frameOffset = 84;
animations.Push(anim);
anim.m_frameOffset = 88;
animations.Push(anim);
anim.m_frameOffset = 92;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING4;
anim.m_animationSpeed = 2.0;
anim.m_frameOffset = 80;
animations.Push(anim);
anim.m_frameOffset = 84;
animations.Push(anim);
anim.m_frameOffset = 88;
animations.Push(anim);
anim.m_frameOffset = 92;
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING5;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
// SPRITE_ENEMY_ANIM_DYING2;
anim.m_animationSpeed = 2.5;
anim.m_frameAmount = 4;
anim.m_frameOffset = 96;
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 = 552;
animations.Push(anim);
anim.m_frameOffset = 553;
animations.Push(anim);
anim.m_frameOffset = 554;
animations.Push(anim);
anim.m_frameOffset = 555;
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 = true;
Init(vector(0.95, 1.9, 1.9), 1486, 2, 2, 5, 0);
life = 50;

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(1095);
addGib(1096);
addGib(1097);
addGib(1098);
headGib = 1098;

attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = true;
attackStruct.m_pauseTimerAfter = 0.0;
attackStruct.m_reuseTimer = 5.0;
attackStruct.m_reuseTimerOriginal = 5.0;
attackStruct.m_attackRange = 6.0 * cubeSize;
attackStruct.m_attackDelay = 0.5;
attackStruct.m_attackDelayAfterInitial = 0.5;
attackStruct.m_attackSound.m_sound = 204;
attackStruct.m_attackSound.m_pitchMin = 0.95;
attackStruct.m_attackSound.m_pitchMax = 1.05;
attackStruct.m_attackSound.m_volumeMin = 1.0;
attackStruct.m_attackSound.m_volumeMax = 1.0;
attackStruct.m_enemyAttack = 1;
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 = 2.0;
attackStruct.m_reuseTimerOriginal = 2.0;
attackStruct.m_attackRange = 8.0 * cubeSize;
attackStruct.m_attackDelay = 0.25;
attackStruct.m_attackDelayAfterInitial = 0.125;
attackStruct.m_attackSound.m_sound = 199;
attackStruct.m_attackSound.m_pitchMin = 0.95;
attackStruct.m_attackSound.m_pitchMax = 1.05;
attackStruct.m_attackSound.m_volumeMin = 1.0;
attackStruct.m_attackSound.m_volumeMax = 1.0;
attackStruct.m_enemyAttack = 50;
attackStruct.m_attackAnim = 2;
attackStruct.m_extraAttackAnim = 8;
attackStruct.m_canBeCancelled = true;
attackStruct.m_lineOfSight = true;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attackStruct.m_genProjDamage = 15;
attackStruct.m_genProjRecoil = 1.5;
attackStruct.m_genProjAmount = 1;
attackStruct.m_genProjType = 678;
attackStruct.m_genProjZOffset = 50.0;
attackStruct.m_genProjVel = 20000.0;
attackStruct.m_genProjPitch = 0.0;
attackStruct.m_genProjSpoken = false;
attacks.Push(attackStruct);
attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = false;
attackStruct.m_pauseTimerAfter = 0.0;
attackStruct.m_reuseTimer = 5.0;
attackStruct.m_reuseTimerOriginal = 5.0;
attackStruct.m_attackRange = 8.0 * cubeSize;
attackStruct.m_attackDelay = 0.5;
attackStruct.m_attackDelayAfterInitial = 0.5;
attackStruct.m_attackSound.m_sound = 808;
attackStruct.m_attackSound.m_pitchMin = 0.9;
attackStruct.m_attackSound.m_pitchMax = 1.1;
attackStruct.m_attackSound.m_volumeMin = 1.0;
attackStruct.m_attackSound.m_volumeMax = 1.0;
attackStruct.m_enemyAttack = 50;
attackStruct.m_attackAnim = 7;
attackStruct.m_extraAttackAnim = 255;
attackStruct.m_canBeCancelled = true;
attackStruct.m_lineOfSight = false;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attackStruct.m_genProjDamage = 1;
attackStruct.m_genProjRecoil = 5.0;
attackStruct.m_genProjAmount = 1;
attackStruct.m_genProjType = 1142;
attackStruct.m_genProjZOffset = 0.0;
attackStruct.m_genProjVel = 2500.0;
attackStruct.m_genProjPitch = 10.0;
attackStruct.m_genProjSpoken = false;
attacks.Push(attackStruct);

yellTime = 0.3;
runSpeed = 850.0;
stepDelay = 0.48125;
painTreshold = 20;
jumps = true;
flies = false;
headshotMinZPercent = 0.75;
headshotMaxZPercent = 1.0;
headshotHeadInFront = false;
turnSpeed = 270.0;
stepSound.m_sound = 6;
stepSound.m_volumeMin = 1.0;
stepSound.m_volumeMax = 1.0;
idleSound.m_sound = 800;
yellSound.m_sound = 801;
painSound.m_sound = 802;
dieSound.m_sound = 803;
forcedEscapeRange = 3.0 * cubeSize;