//SPRITE_TYPE_BULLET_HELL;
placeOnGround = false;
facePlayerPitch = true;

Init(vector(0.5, 0.5, 0.5), 768, 1, 2, 1, 0);

ai.AddNode(11, 5.0, -1.0, 3, 1.0, 0.0, 1.0);
ai.AddNode(270, -1.0, -1.0, 4, 0.1 * cubeSize, 0.35 * cubeSize, 1.0, 90.0);
ai.AddDeathNode(56, 8, 0.0, 0.0, 60, 6.0, 6.0, 0.9, 1.1, -1.0);

damage = 10;

capsule.CollisionObjectType = 7;
capsule.SetCollisionResponseToChannel(7, 0);
capsule.AllMassScale = 0.0;
capsule.enableGravity = false;

mesh.CastShadow = false;

decalStruct.m_preventOverlapping = false;
decalStruct.m_rotateVelocity = false;
decalStruct.m_decal = 16;
decalStruct.m_allowsGrowing = false;
killDecals.Push(decalStruct);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 10.0;
partStruct.m_rotate = false;
partStruct.m_type = 65;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
killParticles.Push(partStruct);