//SPRITE_TYPE_STAKE_GUN_STAKE;
placeOnGround = false;
canBeDamaged = false;
canBeStuckTo = false;

enemyAnimations = true;
enemyAnimEightFaces = true;

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);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 5;
animations.Push(anim);
anim.m_frameOffset = 6;
animations.Push(anim);
anim.m_frameOffset = 7;
animations.Push(anim);

Init(vector(2.0,2.0,2.0), 1558, 1, 2, 1, 0);

//mesh.CastShadow = false;
damage = 40;

capsule.CollisionObjectType = 7;
capsule.SetCollisionResponseToChannel(7, 0);
capsule.AllMassScale = 0.0;
capsule.scale = vector(0.25, 0.25, 0.25);

//12 int32 ammoType, ESpriteTypeEnum blankArrowType, bool forceStick, bool explodeIfKill, int32 ammoAmount, bool destructible, bool enableRandomKill, bool clearKillParticlesAndAiIfNotKill, float pickupDistance, bool dropOnTargetDeath, bool nailsEnemies, bool lastHitPierces;
ai.AddCollisionNode(196, 12, 1.0, 1191.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0);

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);

decalStruct.m_preventOverlapping = false;
decalStruct.m_rotateVelocity = false;
decalStruct.m_decal = 16;
decalStruct.m_allowsGrowing = false;
killDecals.Push(decalStruct);