I can't figure this out. I have Unity 5.3.1 and this error keeps popping up. error CS0029

here is the Script:
using UnityEngine;
using System.Collections;

public class Enemy : MonoBehaviour
{
public float moveSpeed = 2f; // The speed the enemy moves at.
public int HP = 2; // How many times the enemy can be hit before it dies.
public Sprite deadEnemy; // A sprite of the enemy when it’s dead.
public Sprite damagedEnemy; // An optional sprite of the enemy when it’s damaged.
public AudioClip deathClips; // An array of audioclips that can play when the enemy dies.
public GameObject hundredPointsUI; // A prefab of 100 that appears when the enemy dies.
public float deathSpinMin = -100f; // A value to give the minimum amount of Torque when dying
public float deathSpinMax = 100f; // A value to give the maximum amount of Torque when dying

private SpriteRenderer ren;			// Reference to the sprite renderer.
private Transform frontCheck;		// Reference to the position of the gameobject used for checking if something is in front.
private bool dead = false;			// Whether or not the enemy is dead.
private Score score;				// Reference to the Score script.


void Awake()
{
	// Setting up the references.
	ren = transform.Find("body").GetComponent<SpriteRenderer>();
	frontCheck = transform.Find("frontCheck").transform;
	score = GameObject.Find("Score").GetComponent<Score>();
}

void FixedUpdate ()
{
	// Create an array of all the colliders in front of the enemy.
	Collider2D[] frontHits = Physics2D.OverlapPointAll(frontCheck.position, 1);

	// Check each of the colliders.
	foreach(Collider2D c in frontHits)
	{
		// If any of the colliders is an Obstacle...
		if(c.tag == "Obstacle")
		{
			// ... Flip the enemy and stop checking the other colliders.
			Flip ();
			break;
		}
	}

	// Set the enemy's velocity to moveSpeed in the x direction.
	GetComponent<Rigidbody2D>().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent<Rigidbody2D>().velocity.y);	

	// If the enemy has one hit point left and has a damagedEnemy sprite...
	if(HP == 1 && damagedEnemy != null)
		// ... set the sprite renderer's sprite to be the damagedEnemy sprite.
		ren.sprite = damagedEnemy;
		
	// If the enemy has zero or fewer hit points and isn't dead yet...
	if(HP <= 0 && !dead)
		// ... call the death function.
		Death ();
}

public void Hurt()
{
	// Reduce the number of hit points by one.
	HP--;
}

void Death()
{
	// Find all of the sprite renderers on this object and it's children.
	SpriteRenderer[] otherRenderers = GetComponentsInChildren<SpriteRenderer>();

	// Disable all of them sprite renderers.
	foreach(SpriteRenderer s in otherRenderers)
	{
		s.enabled = false;
	}

	// Re-enable the main sprite renderer and set it's sprite to the deadEnemy sprite.
	ren.enabled = true;
	ren.sprite = deadEnemy;

	// Increase the score by 100 points
	score.score += 100;

	// Set dead to true.
	dead = true;

	// Allow the enemy to rotate and spin it by adding a torque.
	GetComponent<Rigidbody2D>().constraints = false;
	GetComponent<Rigidbody2D>().AddTorque(Random.Range(deathSpinMin,deathSpinMax));

	// Find all of the colliders on the gameobject and set them all to be triggers.
	Collider2D[] cols = GetComponents<Collider2D>();
	foreach(Collider2D c in cols)
	{
		c.isTrigger = true;
	}

	// Play a random audioclip from the deathClips array.
	int i = Random.Range(0, deathClips.Length);
	AudioSource.PlayClipAtPoint(deathClips*, transform.position);*
  •   // Create a vector that is just above the enemy.*
    
  •   Vector3 scorePos;*
    
  •   scorePos = transform.position;*
    
  •   scorePos.y += 1.5f;*
    
  •   // Instantiate the 100 points prefab at this point.*
    
  •   Instantiate(hundredPointsUI, scorePos, Quaternion.identity);*
    
  • }*
  • public void Flip()*
  • {*
  •   // Multiply the x component of localScale by -1.*
    
  •   Vector3 enemyScale = transform.localScale;*
    

_ enemyScale.x *= -1;_

  •   transform.localScale = enemyScale;*
    
  • }*
    }
    The Error is on (89, 45) plz help

Hey, here is very similar problem discussion How to fix error CS0029: Cannot implicitly convert type `string' to `bool' - Questions & Answers - Unity Discussions

Hope it helps.