//SPRITE_TYPE_ORBITAL_CANNON_BEAM;
//placeOnGround = true;

anim.m_clamp = true;
anim.m_animationSpeed = 2.0;
anim.m_frameAmount = 8;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameAmount = 8;
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_frameAmount = 2;
anim.m_frameOffset = 6;
anim.m_animationSpeed = 8.0;
anim.m_clamp = false;
animations.Push(anim);

Init(vector(0.375, 200.0, 200.0), 1568, 0, 2, 1, 0);

meshOffset = vector(0.0,0.0,5000.0);

capsule.AllMassScale = 0.0;
capsule.enableGravity = false;
capsule.CollisionResponseToAllChannels = 0;

ai.AddNode(378, -1.0, -1.0, 4, 10.0, 15.0, 25.0, 40.0);// AI_TYPE_SPRITE_LIMITER;
ai.SetLastNodeToRunOnClients();
ai.AddNode(286, -1.0, -1.0, 0);
ai.SetLastNodeToRunOnClients();
ai.AddNode(34, 0.5, -1.0, 2, 2, 1.0);
ai.SetLastNodeToRunOnClients();
ai.AddNode(34, 5.5, -1.0, 2, 1, 1.0);
ai.SetLastNodeToRunOnClients();

//11 float forcedXVel, float forcedYVel, float forcedZVel, float changeFrequency, float minXVel, float minYVel, float minZVel, float maxXVel, float maxYVel, float maxZVel, bool usedCurrentVelAsForced;
ai.AddNode(51, -1.0, -1.0, 11, 0.0, 0.0, 0.0, 0.25, -1000.0, -1000.0, 0.0, 1000.0, 1000.0, 0.0, 0.0);
ai.SetLastNodeToRunOnClients();

//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 656.0, 5.0, 5.0, 1.0, 1.0, -1.0);

//13  ESpriteTypeEnum type, uint32 amount, float velocity, bool atImpact, float offsetX, float offsetY, float offsetZ, bool ownerRotation, float normalOffset, float rate(-1=once), float maxDistance(0=lightFlicker,1=viewDistance,2=infinite), bool headingVelocity, float scaleHack;
ai.AddNode(1, 0.35, 5.5, 13, 1210.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.125, 2.0, 0.0, 1.0);
ai.SetLastNodeToRunOnClients();

ai.AddNode(11, 6.0, -1.0, 3, 0.0, 0.0, 0.0);

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 93;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.1 * cubeSize);
//spawnParticle(partStruct);
partStruct.m_type = 231;
//spawnParticle(partStruct);