//SPRITE_TYPE_BLOOD_FALL;
canBeDamaged = false;
facePlayer = false;
placeOnGround = false;

Init(vector(3.001,3.001,3.001), 1723, 3, 0, 0, 0);

mesh.CastShadow = false;
mesh.Mobility = 2;

ai.AddNode(305, -1.0, -1.0, 0);
ai.AddNode(40, -1.0, -1.0, 1, 0.03 * cubeSize);