//SPRITE_TYPE_BEE_HIVE;
placeOnGround = false;
canBeStuckTo = false;
canBeDamaged = false;
pickupEnabled = true;
floats = true;

anim.m_clamp = false;
anim.m_animationSpeed = 1.0;
anim.m_frameAmount = 4;
anim.m_frameOffset = 0;
animations.Push(anim);

anim.m_clamp = true;
anim.m_animationSpeed = 1.0;
anim.m_frameAmount = 1;
anim.m_frameOffset = 0;
animations.Push(anim);

Init(vector(1.5, 1.5, 1.5), 1532, 1, 2, 2, 0);

ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 685.0, 5.0, 5.0, 0.9, 1.1, -1.0);
ai.AddNode(100, -1.0, -1.0, 2, 1.0, 1.0);
ai.AddNode(11, 5.0, -1.0, 3, 0.0, 0.0, 0.0);
ai.AddNode(1, 0.5, 5.0, 13, 1153.0, 3, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.1, 2.0, 0.0, 1.0);
ai.SetLastNodeToRunOnClients();
//These lines were added to restore collision, but if we do, it damages sprites and stuff, just ignore collisions now.;
//ai.AddNode(411, 0.1, -1.0, 1, 1.0);//AI_TYPE_SET_COLLISION_TYPE;
//ai.SetLastNodeToRunOnClients();
//ai.AddNode(158, 0.1, -1.0, 2, 1.0, 1.0);//AI_TYPE_SET_COLLISION;
//ai.SetLastNodeToRunOnClients();
//ai.AddNode(158, 0.1, -1.0, 2, 2.0, 1.0);//AI_TYPE_SET_COLLISION;
//ai.SetLastNodeToRunOnClients();
ai.AddDeathNode(56, 8, 0.0, 0.0, 689.0, 1.0, 1.0, 0.9, 1.1, -1.0);

life = 100;
damage = 0;

capsule.SetCollisionResponseToChannel(1, 0);//Let them go through sprites/dynamic for some frames so they don't collide with player sprites if FF is on.  AI will set sprite collion on after.
capsule.SetCollisionResponseToChannel(2, 0);
capsule.SetCollisionResponseToChannel(14, 0);
capsule.SetCollisionResponseToChannel(7, 0);
capsule.CollisionObjectType = 7;//Let them go through sprites/dynamic for some frames so they don't collide with player sprites if FF is on.  AI will set proper sprite collion type after.

//mesh.CastShadow = false;

tmpSound.m_sound = 38;
tmpSound.m_volumeMin = 1.0;
tmpSound.m_volumeMax = 1.0;
tmpSound.m_pitchMin = 0.95;
tmpSound.m_pitchMax = 1.05;
tmpSound.m_UI = false;
collisionSounds.Push(tmpSound);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 45;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
killParticles.Push(partStruct);
//bleedParticles.Push(partStruct);