//SPRITE_TYPE_DYNAMITE_BUNDLE;
canBeDamaged = true;
placeOnGround = false;
flammable = true;
pickUpEnabled = true;
decoration = true;

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

anim.m_clamp = false;
anim.m_animationSpeed = 1.0;
anim.m_frameAmount = 2;
anim.m_frameOffset = 0;
animations.Push(anim);

Init(vector(0.5,0.5,0.5), 1526, 1, 2, 1, 0);
mesh.CastShadow = false;
damage = 1;
life = 1;

capsule.AllMassScale = 0.0;
capsule.Scale = vector(0.2, 0.2, 0.2);

ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 49.0, 1.0, 1.0, 0.9, 1.1, -1.0);
ai.AddNode(100, -1.0, -1.0, 2, 1.0, 1.0);
ai.AddNode(101, -1.0, -1.0, 2, 1.0, 1.0);
ai.AddNode(377, 0.05, -1.0, 7, 42.0, 1.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddNode(11, 3.0, -1.0, 3, 1.0, 0.0, 0.0);
ai.AddCollisionNode(198, 5, 0.25, 1.0, 1.0, 1.0, 0.0);
ai.AddDeathNode(8, 10, 50.0, 13.0, 5.0, 10.0, 2.0, 2.0, 18.0, 2.5, 0.5, 1.0);

capsule.CollisionObjectType = 7;

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);
bleedParticles.Push(partStruct);

tmpSound.m_sound = 21;
tmpSound.m_volumeMin = 0.5;
tmpSound.m_volumeMax = 0.5;
tmpSound.m_pitchMin = 1.0;
tmpSound.m_pitchMax = 1.1;
tmpSound.m_UI = false;
collisionSounds.Push(tmpSound);