//SPRITE_TYPE_ALIEN_TENTACLE3;
placeOnGround = true;
useInstancedMesh = false;
canBeDamaged = true;
flammable = true;
immuneToAcid = true;

anim.m_clamp = false;
anim.m_animationSpeed = rand(0.9:1.1);
anim.m_frameAmount = 4;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_clamp = true;
anim.m_animationSpeed = 4.0;
anim.m_frameAmount = 4;
anim.m_frameOffset = 4;
animations.Push(anim);
anim.m_clamp = true;
anim.m_animationSpeed = 4.0;
anim.m_frameAmount = 4;
anim.m_frameOffset = 8;
animations.Push(anim);
anim.m_clamp = true;
anim.m_animationSpeed = 2.0;
anim.m_frameAmount = 1;
anim.m_frameOffset = 12;
animations.Push(anim);

Init(vector(0.75,3.0,3.0), 1671, 3, 2, 2, 0);

life = 30;

//ai.AddNode(256, -1.0, -1.0, 3, 2.0 * cubeSize, 0.25, -1.0);
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddNode(56, rand(0.0:2.0), -1.0, 8, 1.0, 0.0, 640.0, 0.5, 0.5, 1.0, 1.0, -1.0);
//11 float distance, uint32 fireStacks, bool onlyIfVisible, float checkDelay, float offsetX, float offsetY, float offsetZ, int32 damage, bool blade, int32 iceStacks, int32 shockStacks;
ai.AddNode(22, -1.0, -1.0, 11, 0.5 * cubeSize, 0.0, 1.0, 0.2, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
ai.AddDeathNode(63, 0);
ai.AddDeathNode(56, 8, 0.0, 0.0, 258.0, 1.0, 1.0, 1.0, 1.1, -1.0);

capsule.SetCollisionResponseToChannel(2, 0);
capsule.SetCollisionResponseToChannel(14, 0);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_offset = vector(0.0,0.0,0.0);
partStruct.m_rotate = false;
partStruct.m_type = 122;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);

partStruct.m_type = 53;
partStruct.m_offset = vector(rand(-60.0:60.0),rand(-60.0:60.0),rand(-60.0:60.0));
killParticles.Push(partStruct);
partStruct.m_offset = vector(rand(-60.0:60.0),rand(-60.0:60.0),rand(-60.0:60.0));
killParticles.Push(partStruct);
partStruct.m_offset = vector(rand(-60.0:60.0),rand(-60.0:60.0),rand(-60.0:60.0));
killParticles.Push(partStruct);

partStruct.m_offset = vector(0.0,0.0,0.0);
partStruct.m_managed = false;
partStruct.m_rotate = true;
partStruct.m_type = 46;
partStruct.m_useActorCoordinates = false;
bleedParticles.Push(partStruct);