//SPRITE_TYPE_CHAOS_STAFF_BOMB_SHARD;
placeOnGround = false;
facePlayerPitch = true;
enemyAnimations = true;

anim.m_clamp = false;
anim.m_animationSpeed = 4.0;
anim.m_frameAmount = 2;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 2;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 6;
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(0.65,0.65,0.65), 1571, 1, 2, 1, 0);

damage = 10;
mesh.castShadow = false;

ai.AddNode(378, -1.0, -1.0, 4, 80.0, 120.0, 170.0, 230.0);// AI_TYPE_SPRITE_LIMITER;
//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(30, -1.0, -1.0, 6, 230.0, 1.0, 0.0, 0.1, 0.0, 0.0);
//11 float forcedXVel, float forcedYVel, float forcedZVel, float changeFrequency, float minXVel, float minYVel, float minZVel, float maxXVel, float maxYVel, float maxZVel, bool usedCurrentVelAsForced;
//ai.AddNode(51, -1.0, -1.0, 11, 0.0, 0.0, 0.0, 0.25, -300.0, -300.0, -300.0, 300.0, 300.0, 300.0, 1.0);
ai.AddNode(86, 1.0, -1.0, 3, 3000.0, 1.0, 0.0);
ai.AddNode(11, 2.0, -1.0, 3, 1.0, 0.0, 0.0);
//6  EParticleTypeEnum type, uint32 amount, bool atImpact, float rate(-1=once), float maxDistance(0=lightFlicker,1=viewDistance,2=infinite), bool rotateToHeading;
ai.AddDeathNode(30, 6, 236.0, 1.0, 0.0, -1.0, 1.0, 0.0);
ai.AddDeathNode(56, 8, 0.0, 0.0, 773.0, 0.5, 0.5, 0.9, 1.1, -1.0);

capsule.CollisionObjectType = 7;
capsule.SetCollisionResponseToChannel(7, 0);
capsule.SetCollisionResponseToChannel(2, 0);
capsule.SetCollisionResponseToChannel(14, 0);
capsule.SetCollisionResponseToChannel(0, 0);
capsule.AllMassScale = 0.0;
capsule.enableGravity = false;
capsule.scale = vector(0.5,0.5,0.5);

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

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 10.0;
partStruct.m_rotate = false;
partStruct.m_type = 234;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
//killParticles.Push(partStruct);