//SPRITE_TYPE_ROMAN_STATUE4;
canBeDamaged = true;
placeOnGround = true;
pickUpEnabled = true;

Init(vector(0.75,0.75,0.75), 1720, 4, 2, 1, 0);

life = 15;

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);
bleedParticles.Push(partStruct);

ai.AddDeathNode(374, 13, 105.0, 4.0, 500.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddDeathNode(374, 13, 638.0, 2.0, 50000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddHitNode(56, 8, 0.0, 0.0, 20.0, 0.03125, 0.03125, 1.0, 1.2, -1.0);
ai.AddHitNode(374, 13, 105.0, 2.0, 500.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);

ai.AddDeathNode(56, 8, 0.0, 0.0, 93.0, 1.0, 1.0, 0.95, 1.05, -1.0);
ai.AddDeathNode(63, 0);

tmpSound.m_sound = 20;
tmpSound.m_volumeMin = 0.5;
tmpSound.m_volumeMax = 0.5;
tmpSound.m_pitchMin = 1.1;
tmpSound.m_pitchMax = 1.2;
tmpSound.m_UI = false;
collisionSounds.Push(tmpSound);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 21;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
killParticles.Push(partStruct);