//SPRITE_TYPE_STAKE_GUN_SHARD;
placeOnGround = false;
facePlayer = false;
canBeDamaged = false;
canBeStuckTo = false;

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

Init(vector(0.9,0.3,0.3), 1559:1560, 1, 2, 1, 0);

mesh.CastShadow = false;
damage = 25;

capsule.CollisionObjectType = 7;
capsule.SetCollisionResponseToChannel(7, 0);
capsule.AllMassScale = 0.0;
capsule.scale = vector(0.1, 0.1, 0.1);

ai.AddNode(30, -1.0, -1.0, 6, 33.0, 1.0, 0.0, -1.0, 0.0, 0.0);
ai.AddNode(41, -1.0, -1.0, 3, 0.0, 0.0, 1.0);
ai.AddNode(42, -1.0, -1.0, 1, 800.0);
ai.AddHitNode(56, 8, 0.0, 0.0, 185, 10.0, 10.0, 1.0, 1.1, -1.0);
//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, 1192.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); // AI_TYPE_COLLISION_ARROW;

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 = 3;
decalStruct.m_allowsGrowing = false;
killDecals.Push(decalStruct);

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 41;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);