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

anim.m_clamp = false;
anim.m_animationSpeed = 8.0;
anim.m_frameAmount = 2;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 2;
animations.Push(anim);
anim.m_frameOffset = 2;
animations.Push(anim);

anim.m_frameOffset = 2;
anim.m_frameAmount = 1;
anim.m_clamp = true;
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(1.5, 1.5, 1.5), 1529, 1, 2, 2, 0);

ai.AddNode(11, 3.0, -1.0, 3, 1.0, 0.0, 0.0);
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 678.0, 1.0, 1.0, 0.9, 1.1, -2.0);
ai.AddCollisionNode(198, 5, 0.1, 1.0, 0.0, 0.0, 1.0);
ai.AddCollisionNode(196, 12, 0.0, 1151.0, 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, 679.0, 1.0, 1.0, 0.9, 1.1, -1.0);
ai.AddDeathNode(34, 2, 4.0, 0.0);
ai.AddHitNode(312, 14, 0.0, 0.0, 680.0, 1.0, 1.0, 0.9, 1.1,  0.0, 0.0, 674.0, 1.0, 1.0, 0.9, 1.1);

life = 1;
damage = 5;

capsule.CollisionObjectType = 7;
capsule.SetCollisionResponseToChannel(7, 0);
capsule.AllMassScale = 0.0;
//capsule.linearDamping = 0.01;
capsule.linearDamping = 0.0;
capsule.scale = vector(1.0, 1.0, 1.0);

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);

tmpSound.m_sound = 675;
tmpSound.m_volumeMin = 1.0;
tmpSound.m_volumeMax = 1.0;
tmpSound.m_pitchMin = 0.9;
tmpSound.m_pitchMax = 1.1;
tmpSound.m_UI = false;
collisionSounds.Push(tmpSound);