HP                      ;100
acidicBodyDamage        ;0
explosiveDamage									;10
isSolidBody             ;false
isImmune                ;false
dontRotateWithParentBone;false
ignoreEnemyBullet       ;false
ignoreBullet            ;false
ignoreBullets           ;false // same function as ignoreBullet - added because it was used in map
hurtEnemyAndPlayer      ;false
dieAnimation            ;die
visible                 ;true
targetPlayer            ;false
ignoreParentBoneScale   ;true
shakeOnHurt             ;true
removeBulletSpawnerOnDie;true
dieVFXType              ;timelineFX/templates_inAir/inAir_medium
ignoreDamageFromParent  ;false
shakeOnHurtBig          ;false
resetRotationOnDie      ;false
velocityX               ;0
velocityY               ;0
moveInScreen            ;false
vfxBoundsMultiplier     ;1
critDmgOnly             ;false
moveInScreenLeftLimit   ;0.05 // percentage of screen
moveInScreenTopLimit    ;0.05
moveInScreenRightLimit  ;0.05
moveInScreenBottomLimit ;0.05
showWarningIndicator    ;false
rotateTargetBone        ;false
rotateTargetBoneLerp    ;0.01f
trailVfxAnimationNames  ;---
trailVFXTimer           ;---
velocityLerp            ;0.01
fixedTargetBoneRotation	;0
dieBulletSpawnerToActivate		;null
isSniper																;false
dashPlayer														;false
killAllEnemiesOnDie					;false
showWarningLine									;false
enemyDestroyRadius						;1200
animationDeltaTime 					; 1
removeIfNoChildren						;false
parentBoneLerp										;0.05
entryPathAnim											;---
entryPathDeltaTime						;1
ignoreParentBoneTime    ;0
rotateWithMovement						;false