//SPRITE_TYPE_KUNAI;
placeOnGround = false;
enemyAnimations = true;
facePlayerPitch = false;
canBeStuckTo = false;
canBeDamaged = false;

anim.m_clamp = true;
anim.m_animationSpeed = 1.0;
anim.m_frameAmount = 1;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 1;
animations.Push(anim);
anim.m_frameOffset = 2;
animations.Push(anim);
anim.m_frameOffset = 3;
animations.Push(anim);

animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);

anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 1;
animations.Push(anim);
anim.m_frameOffset = 2;
animations.Push(anim);
anim.m_frameOffset = 3;
animations.Push(anim);

Init(vector(0.75, 0.75, 0.75), 1507, 1, 2, 1, 0);

ai.AddNode(11, 10.0, -1.0, 3, 1.0, 0.0, 0.0);
ai.AddCollisionNode(196, 12, 0.0, 1123.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 150.0, 0.0, 0.0, 0.0);
ai.AddDeathNode(56, 8, 0.0, 0.0, 241.0, 1.0, 1.0, 1.2, 1.3, -1.0);

damage = 5;

capsule.CollisionObjectType = 7;
capsule.SetCollisionResponseToChannel(7, 0);
capsule.AllMassScale = 0.0;

mesh.CastShadow = false;

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = true;
partStruct.m_normalOffset = 5.0;
partStruct.m_rotate = false;
partStruct.m_type = 2;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
killParticles.Push(partStruct);
bleedParticles.Push(partStruct);