//SPRITE_TYPE_ENEMY_SMALL3;
enemyAnimations = true;
damagedMaterialOffset = 96;
damagedMaterialLife = 10;
dying2 = true;

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_animationSpeed = 1.0;
anim.m_frameOffset = 16;
animations.Push(anim);
anim.m_frameOffset = 20;
animations.Push(anim);
anim.m_frameOffset = 24;
animations.Push(anim);
anim.m_frameOffset = 28;
animations.Push(anim);

anim.m_animationSpeed = 4.5;
anim.m_clamp = true;
anim.m_frameOffset = 48;
animations.Push(anim);
anim.m_frameOffset = 52;
animations.Push(anim);
anim.m_frameOffset = 56;
animations.Push(anim);
anim.m_frameOffset = 60;
animations.Push(anim);

anim.m_frameAmount = 16;
anim.m_animationSpeed = 1.0;
anim.m_frameOffset = 80;
animations.Push(anim);

anim.m_frameAmount = 1;
anim.m_frameOffset = 32;
animations.Push(anim);
anim.m_frameOffset = 33;
animations.Push(anim);
anim.m_frameOffset = 34;
animations.Push(anim);
anim.m_frameOffset = 35;
animations.Push(anim);

anim.m_frameOffset = 36;
animations.Push(anim);
anim.m_frameOffset = 37;
animations.Push(anim);
anim.m_frameOffset = 38;
animations.Push(anim);
anim.m_frameOffset = 39;
animations.Push(anim);

// SPRITE_ENEMY_ANIM_ATTACKING2;
anim.m_frameAmount = 4;
anim.m_animationSpeed = 5.0;
anim.m_clamp = true;
anim.m_frameOffset = 64;
animations.Push(anim);
anim.m_frameOffset = 68;
animations.Push(anim);
anim.m_frameOffset = 72;
animations.Push(anim);
anim.m_frameOffset = 76;
animations.Push(anim);

// SPRITE_ENEMY_ANIM_ATTACKING3;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING4;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
// SPRITE_ENEMY_ANIM_ATTACKING5;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
// SPRITE_ENEMY_ANIM_DYING2;
anim.m_animationSpeed = 1.5;
anim.m_frameAmount = 4;
anim.m_frameOffset = 40;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);

canBeDamaged = true;
delayKill = 0.025;
flammable = true;
Init(vector(0.35, 0.7, 0.35), 1831, 2, 2, 5, 0);
life = 5;

ai.AddDeathNode(102, 1, 0.0);
ai.AddNode(17, -1.0, -1.0, 0);
ai.SetLastNodeToRunOnClients();
ai.AddDeathNode(16, 1, 0.0);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = true;
partStruct.m_type = 116;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
bleedParticles.Push(partStruct);
partStruct.m_rotate = false;
partStruct.m_type = 117;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 137;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
SpawnParticle(partStruct);

[enemy]

attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = false;
attackStruct.m_pauseTimerAfter = 1.0;
attackStruct.m_reuseTimer = 0.0;
attackStruct.m_reuseTimerOriginal = 5.0;
attackStruct.m_attackRange = 8.0 * cubeSize;
attackStruct.m_attackDelay = 0.22;
attackStruct.m_attackDelayAfterInitial = 0.22;
attackStruct.m_attackSound.m_sound = 64;
attackStruct.m_attackSound.m_volumeMin = 4.0;
attackStruct.m_attackSound.m_volumeMax = 4.0;
attackStruct.m_attackSound.m_pitchMin = 1.4f;
attackStruct.m_attackSound.m_pitchMax = 1.5f;
attackStruct.m_enemyAttack = 6;
attackStruct.m_attackAnim = 2;
attackStruct.m_extraAttackAnim = 255;
attackStruct.m_canBeCancelled = true;
attackStruct.m_lineOfSight = false;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attacks.Push(attackStruct);
attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = false;
attackStruct.m_pauseTimerAfter = 1.0;
attackStruct.m_reuseTimer = 0.0;
attackStruct.m_reuseTimerOriginal = 0.0;
attackStruct.m_attackRange = 2.5 * cubeSize;
attackStruct.m_attackDelay = 0.5;
attackStruct.m_attackDelayAfterInitial = 0.5;
attackStruct.m_attackSound.m_sound = 58;
attackStruct.m_attackSound.m_pitchMin = 1.4;
attackStruct.m_attackSound.m_pitchMax = 1.5;
attackStruct.m_enemyAttack = 50;
attackStruct.m_attackAnim = 6;
attackStruct.m_extraAttackAnim = 255;
attackStruct.m_canBeCancelled = true;
attackStruct.m_lineOfSight = true;
attackStruct.m_attacksLeftCancel = 1;
attackStruct.m_attackBeamTime = 0.0;
attackStruct.m_attackBeamTimer = 0.0;
attackStruct.m_genProjDamage = 1;
attackStruct.m_genProjRecoil = 2.0;
attackStruct.m_genProjAmount = 1;
attackStruct.m_genProjType = 1411;
attackStruct.m_genProjZOffset = 0.0;
attackStruct.m_genProjVel = 2500.0;
attackStruct.m_genProjPitch = 10.0;
attackStruct.m_genProjSpoken = false;
attacks.Push(attackStruct);

yellTime = 0.3;
runSpeed = 500.0;
stepDelay = 0.48125;
painTreshold = 1;
jumps = false;
flies = false;
headshotMinZPercent = 0.75;
headshotMaxZPercent = 1.0;
headshotHeadInFront = false;
turnSpeed = 270.0;
stepSound.m_sound = 19;
idleSound.m_sound = 319;
idleSound.m_pitchMin = 1.7;
idleSound.m_pitchMin = 1.75;
yellSound.m_sound = 320;
yellSound.m_pitchMin = 1.7;
yellSound.m_pitchMin = 1.75;
painSound.m_sound = 321;
painSound.m_pitchMin = 1.7;
painSound.m_pitchMin = 1.75;
dieSound.m_sound = 322;
dieSound.m_pitchMin = 1.7;
dieSound.m_pitchMin = 1.75;