// SPRITE_TYPE_FLAMETHROWER_FIRE;

placeOnGround = false;
facePlayerPitch = true;

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

Init(vector(1.25,1.25,1.25), 723, 4, 2, 1, 0);

ai.AddNode(378, -1.0, -1.0, 4, 20.0, 40.0, 60.0, 90.0);// AI_TYPE_SPRITE_LIMITER;
//11 float distance, uint32 fireStacks, bool onlyIfVisible, float checkDelay, float offsetX, float offsetY, float offsetZ, int32 damage, bool blade, int32 iceStacks, int32 shockStacks;
ai.AddNode(22, -1.0, 0.5, 11, 0.5 * cubeSize, 20.0, 0.0, 0.1, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
ai.AddNode(285, 0.25, 1.0, 1, 3.0);
ai.AddNode(22, 0.5, 0.75, 11, 0.75 * cubeSize, 20.0, 0.0, 0.1, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
ai.AddNode(22, 0.75, -1.0, 11, 1.0 * cubeSize, 20.0, 0.0, 0.1, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
ai.AddNode(143, -1.0, -1.0, 0);
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 715.0, 1.0, 1.0, 0.9, 1.1, -1.0);
ai.AddNode(11, 1.0, -1.0, 3, 0.0, 0.0, 0.0);

capsule.enableGravity=false;
capsule.AllMassScale=0.2;
//CollisionComp->SetAngularDamping(1000.0);
capsule.linearDamping=2.0;
capsule.scale=vector(0.2, 0.2, 0.2);
capsule.CollisionObjectType=6;
capsule.CollisionResponseToAllChannels=0;
capsule.SetCollisionResponseToChannel(0,2);
mesh.CastShadow=false;

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_offset = vector(0.0,0.0,0.0);
partStruct.m_rotate = false;
partStruct.m_type = 11;
partStruct.m_useActorCoordinates = true;
spawnParticle(partStruct);

tmpSound.m_sound = 60;
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);

decalStruct.m_rotateVelocity = false;
decalStruct.m_decal = 107;
decalStruct.m_allowsGrowing = false;
decalStruct.m_preventOverlapping = false;
bleedDecals.Push(decalStruct);