public static void Create()
        {
            stanWorshipperBody = PrefabAPI.InstantiateClone(Resources.Load <GameObject>("prefabs/characterbodies/BanditBody"), "StanWorshipperBody", true);
            stanWorshipperBody.GetComponent <NetworkIdentity>().localPlayerAuthority = true;

            CharacterBody bodyComponent = stanWorshipperBody.GetComponent <CharacterBody>();

            bodyComponent.bodyIndex             = BodyIndex.None;
            bodyComponent.baseNameToken         = "STANWORSHIPPER_NAME";
            bodyComponent.subtitleNameToken     = "STANWORSHIPPER_SUBTITLE";
            bodyComponent.bodyFlags             = CharacterBody.BodyFlags.ImmuneToExecutes;
            bodyComponent.rootMotionInMainState = false;
            bodyComponent.mainRootSpeed         = 0;
            bodyComponent.baseMaxHealth         = 100;
            bodyComponent.levelMaxHealth        = 28;
            bodyComponent.baseRegen             = 0.5f;
            bodyComponent.levelRegen            = 0.25f;
            bodyComponent.baseMaxShield         = 0;
            bodyComponent.levelMaxShield        = 0;
            bodyComponent.baseMoveSpeed         = 7;
            bodyComponent.levelMoveSpeed        = 0;
            bodyComponent.baseAcceleration      = 80;
            bodyComponent.baseJumpPower         = 15;
            bodyComponent.levelJumpPower        = 0;
            bodyComponent.baseDamage            = 13;
            bodyComponent.levelDamage           = 3.3f;
            bodyComponent.baseAttackSpeed       = 1;
            bodyComponent.levelAttackSpeed      = 0;
            bodyComponent.baseCrit                 = 1;
            bodyComponent.levelCrit                = 0;
            bodyComponent.baseArmor                = 5;
            bodyComponent.levelArmor               = 0;
            bodyComponent.baseJumpCount            = 1;
            bodyComponent.sprintingSpeedMultiplier = 1.45f;
            bodyComponent.wasLucky                 = false;
            bodyComponent.hideCrosshair            = false;
            bodyComponent.hullClassification       = HullClassification.Human;
            bodyComponent.portraitIcon             = Resources.Load <Texture>("textures/bodyicons/ScavBody");
            bodyComponent.isChampion               = false;
            bodyComponent.currentVehicle           = null;
            bodyComponent.skinIndex                = 0U;
            bodyComponent.bodyColor                = new Color(0.6f, 0.3f, 0f);

            NetworkStateMachine networkStateMachine      = stanWorshipperBody.GetComponent <NetworkStateMachine>();
            EntityStateMachine  customEntityStateMachine = stanWorshipperBody.AddComponent <EntityStateMachine>();

            customEntityStateMachine.customName       = "Sacrifice";
            customEntityStateMachine.mainStateType    = new SerializableEntityStateType(typeof(Idle));
            customEntityStateMachine.initialStateType = new SerializableEntityStateType(typeof(Idle));
            ArrayUtils.ArrayAppend(ref networkStateMachine.stateMachines, customEntityStateMachine);

            //Adds a default placeholder skin to prevent weird errors (another disgusting waste of my time :D).
            GameObject          model          = stanWorshipperBody.GetComponent <ModelLocator>().modelTransform.gameObject;
            CharacterModel      characterModel = model.GetComponent <CharacterModel>();
            ModelSkinController skinController = model.AddComponent <ModelSkinController>();

            CharacterModel.RendererInfo[] renderInfos = characterModel.baseRendererInfos;
            LoadoutAPI.SkinDefInfo        skinDefInfo = new LoadoutAPI.SkinDefInfo
            {
                BaseSkins             = Array.Empty <SkinDef>(),
                GameObjectActivations = new SkinDef.GameObjectActivation[0],
                Icon                        = Assets.emptyIcon,
                MeshReplacements            = new SkinDef.MeshReplacement[0],
                MinionSkinReplacements      = new SkinDef.MinionSkinReplacement[0],
                Name                        = "STANWORSHIPPER_NAME",
                NameToken                   = "STANWORSHIPPER_NAME",
                ProjectileGhostReplacements = new SkinDef.ProjectileGhostReplacement[0],
                RendererInfos               = renderInfos,
                RootObject                  = model
            };
            SkinDef skin = LoadoutAPI.CreateNewSkinDef(skinDefInfo);

            skinController.skins = new SkinDef[] { skin };

            //Doppelganger
            stanWorshipperDoppelganger = PrefabAPI.InstantiateClone(Resources.Load <GameObject>("Prefabs/CharacterMasters/CommandoMonsterMaster"), "StanWorshipperMonsterMaster", true);
            if (!stanWorshipperDoppelganger.GetComponent <NetworkIdentity>())
            {
                stanWorshipperDoppelganger.AddComponent <NetworkIdentity>();
            }

            CharacterMaster component = stanWorshipperDoppelganger.GetComponent <CharacterMaster>();

            component.bodyPrefab = stanWorshipperBody;
        }