//SPRITE_TYPE_FISH;
enemyAnimations = true;
placeOnGround = false;

anim.m_clamp = false;
anim.m_animationspeed = 1.0;
anim.m_frameAmount = 4;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameOffset = 12;
animations.Push(anim);

anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameOffset = 12;
animations.Push(anim);

anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameOffset = 12;
animations.Push(anim);

anim.m_frameOffset = 0;
animations.Push(anim);

anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameOffset = 12;
animations.Push(anim);

anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameOffset = 12;
animations.Push(anim);

canBeDamaged = true;
delayKill = 0.025;
flammable = false;

Init(vector(0.5, 0.5, 0.5), 1699, 2, 2, 1, 0);
life = 3;

capsule.SetCollisionResponseToChannel(2, 0);
capsule.SetCollisionResponseToChannel(14, 0);
capsule.enableGravity=false;
capsule.linearDamping=3.0;

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = true;
partStruct.m_type = 1;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
bleedParticles.Push(partStruct);
partStruct.m_rotate = false;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);

//6  EParticleTypeEnum type, uint32 amount, bool atImpact, float rate(-1=once), float maxDistance(0=lightFlicker,1=viewDistance,2=infinite), bool rotateToHeading;
ai.AddNode(30, -1.0, -1.0, 6, 244.0, 1, 0.0, 1.5, 1.0, 0.0);

[enemy]

runSpeed = 250.0;
stepDelay = 10.0;
painTreshold = 1;
jumps = false;
flies = true;
passive = true;
randomPath = true;
headshotHalfAngle = 35.0;
headshotMinZPercent = 0.375;
headshotMaxZPercent = 0.625;
headshotHeadInFront = true;
turnSpeed = 200.0;
state = 2;
stepSound.m_sound = 7;
stepSound.m_volumeMin = 0.0;
stepSound.m_volumeMax = 0.0;
painSound.m_volumeMin = 0.0;
painSound.m_volumeMax = 0.0;
dieSound.m_volumeMin = 0.0;
dieSound.m_volumeMax = 0.0;
slowDying = false;
canBeCaptured = false;
canBeFrozen = false;
canDeathFireRun = false;
underwaterOnly = true;