//SPRITE_TYPE_ENEMY36, floating mouth shoots red skulls;
enemyAnimations = true;
damagedMaterialOffset = 64;
damagedMaterialLife = 10;
dying2 = true;

//SPRITE_ENEMY_ANIM_STANDING;
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);
//SPRITE_ENEMY_ANIM_RUNNING;
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);
//SPRITE_ENEMY_ANIM_ATTACKING;
anim.m_animationSpeed = 2.0;
anim.m_frameAmount = 3;
anim.m_clamp = true;
anim.m_frameOffset = 32;
animations.Push(anim);
anim.m_frameOffset = 36;
animations.Push(anim);
anim.m_frameOffset = 40;
animations.Push(anim);
anim.m_frameOffset = 44;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_DYING;
anim.m_frameAmount = 4;
anim.m_animationSpeed = 1.0;
anim.m_frameOffset = 60;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_PAIN;
anim.m_frameAmount = 1;
anim.m_frameOffset = 52;
animations.Push(anim);
anim.m_frameOffset = 53;
animations.Push(anim);
anim.m_frameOffset = 54;
animations.Push(anim);
anim.m_frameOffset = 55;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_YELL;
anim.m_frameOffset = 48;
animations.Push(anim);
anim.m_frameOffset = 49;
animations.Push(anim);
anim.m_frameOffset = 50;
animations.Push(anim);
anim.m_frameOffset = 51;
animations.Push(anim);

// SPRITE_ENEMY_ANIM_ATTACKING2;
anim.m_frameAmount = 4;
anim.m_animationSpeed = 4.0;
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);

// SPRITE_ENEMY_ANIM_ATTACKING3;
anim.m_frameAmount = 2;
anim.m_animationSpeed = 4.5;
anim.m_clamp = true;
anim.m_frameOffset = 50;
animations.Push(anim);
anim.m_frameOffset = 54;
animations.Push(anim);
anim.m_frameOffset = 58;
animations.Push(anim);
anim.m_frameOffset = 62;
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 = 56;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
// All other attacks;
for (15) {;
    animations.Push(anim);
    animations.Push(anim);
    animations.Push(anim);
    animations.Push(anim);
};
//SPRITE_ENEMY_ANIM_NO_HEAD;
anim.m_frameOffset = 64;
anim.m_frameAmount = 1;
anim.m_clamp = true;
animations.Push(anim);
anim.m_frameOffset = 65;
animations.Push(anim);
anim.m_frameOffset = 66;
animations.Push(anim);
anim.m_frameOffset = 67;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_NO_HEAD_DYING2;
anim.m_frameOffset = 68;
anim.m_frameAmount = 4;
anim.m_clamp = true;
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
animations.Push(anim);
//SPRITE_ENEMY_ANIM_SLICED_TOP;
anim.m_frameAmount = 1;
anim.m_clamp = true;
anim.m_frameOffset = 264;
animations.Push(anim);
anim.m_frameOffset = 265;
animations.Push(anim);
anim.m_frameOffset = 266;
animations.Push(anim);
anim.m_frameOffset = 267;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_SLICED_BOTTOM;
anim.m_frameAmount = 1;
anim.m_clamp = true;
anim.m_frameOffset = 296;
animations.Push(anim);
anim.m_frameOffset = 297;
animations.Push(anim);
anim.m_frameOffset = 298;
animations.Push(anim);
anim.m_frameOffset = 299;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_FEET;
anim.m_frameOffset = 76;
anim.m_frameAmount = 1;
anim.m_clamp = true;
animations.Push(anim);
anim.m_frameOffset = 77;
animations.Push(anim);
anim.m_frameOffset = 78;
animations.Push(anim);
anim.m_frameOffset = 79;
animations.Push(anim);
//SPRITE_ENEMY_ANIM_NO_FEET;
anim.m_frameOffset = 80;
anim.m_frameAmount = 1;
anim.m_clamp = true;
animations.Push(anim);
anim.m_frameOffset = 81;
animations.Push(anim);
anim.m_frameOffset = 82;
animations.Push(anim);
anim.m_frameOffset = 83;
animations.Push(anim);


canBeDamaged = true;
delayKill = 0.025;
flammable = true;
Init(vector(1.0, 2.0, 1.0), 1855, 2, 2, 5, 0);
life = 20;

ai.AddDeathNode(9, 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 = 1;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
bleedParticles.Push(partStruct);
partStruct.m_rotate = false;
partStruct.m_type = 0;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);

[enemy]

addGib(1440);
addGib(1441);
addGib(1442);
addGib(1443);
headGib = 1544;

attackStruct.m_attackAmount = 1;
attackStruct.m_originalAttackAmount = 1;
attackStruct.m_distancePriority = false;
attackStruct.m_pauseTimerAfter = 0.1;
attackStruct.m_reuseTimer = 0.0;
attackStruct.m_reuseTimerOriginal = 1.0;
attackStruct.m_attackRange = 10.0 * cubeSize;
attackStruct.m_attackDelay = 0.4;
attackStruct.m_attackDelayAfterInitial = 0.5;
attackStruct.m_attackSound.m_sound = 949;
attackStruct.m_attackSound.m_volumeMin = 1.0;
attackStruct.m_attackSound.m_volumeMax = 1.0;
attackStruct.m_attackSound.m_pitchMin = 0.95;
attackStruct.m_attackSound.m_pitchMax = 1.05;
attackStruct.m_enemyAttack = 59;
attackStruct.m_attackAnim = 2;
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;
attacks.Push(attackStruct);

yellTime = 0.3;
runSpeed = 300.0;
stepDelay = 0.48125;
painTreshold = 10;
jumps = false;
flies = false;
headshotMinZPercent = 0.75;
headshotMaxZPercent = 1.0;
headshotHeadInFront = false;
turnSpeed = 270.0;
stepSound.m_sound = 575;
idleSound.m_sound = 945;
yellSound.m_sound = 946;
painSound.m_sound = 947;
dieSound.m_sound = 948;
//forcedEscapeRange = -8.0 * cubeSize;
//dodgeChance = 0.75;
//teleportDodge = true;