     // MARK: Internal enemy state
     var deteriorationStage: Deterioration = .perfectShape
     let deteriorationRate: CGFloat = 0.95
-    var health: CGFloat = 3.0
-    var textureArray: [SKTexture?]? = nil
+    var health: CGFloat = 4.0
+    var textureArray: [SKTexture?]?
+    
+    // MARK: Sibling information
+    var siblings: [SKEnemyNode?]?
+    var arrayPosition: Int?
     
     // MARK: Make enemy deteriorate.
     func deteriorate() {
-        // If health will pass 1.0, 0.667, 0.334, or 0.0
+        // If health will pass 3.0, 2.0, or 1.0
         if (Int(health) > Int(health*deteriorationRate)) {
             switch (deteriorationStage) {
                 case .perfectShape:

            var moveEnemy = SKAction()
        
            enemy.textureArray = textureMatrix[enemyNumber]
        
            // Add enemy to scene
            switch arc4random_uniform(4) {

                    self.texture = textureArray?[3]
                case .finishHim:
                    self.isHidden = true
                    siblings?.remove(at: arrayPosition!)
                    self.removeFromParent()
            }
        }
