//SPRITE_TYPE_ASYLUM_DO_NOT_CROSS;
facePlayer = false;
placeOnGround = false;
canBeHooked = false;

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

anim.m_clamp = true;
anim.m_animationSpeed = 2.0;
anim.m_frameAmount = 3;
anim.m_frameOffset = 1;
animations.Push(anim);

Init(vector(3.0, 3.0, 3.0), 1876, 3, 1, 1, 1);

mesh.CollisionObjectType = 0;

ai.AddNode(355, -1.0, -1.0, 1, 57.0); // AI_TYPE_KILL_IF_LEVEL_SMALLER;
ai.AddNode(116, -1.0, -1.0, 1, 6.0); // AI_TYPE_KILL_IF_ASYLUM_STEP_GREATER;
ai.AddNode(234, -1.0, -1.0, 1, 6.0); // AI_TYPE_KILL_IF_ASYLUM_STEP_SMALLER;
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddNode(56, 0.0, -1.0, 8, 1.0, 0.0, 635.0, 1.0, 1.0, 1.0, 1.0, -1.0);
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddActivateNode(56, -1.0, 0.0, 8, 0.0, 0.0, 967.0, 1.0, 1.0, 1.0, 1.0, -1.0);
ai.AddActivateNode(34, -1.0, 0.0, 2, 1.0, 1.0);
ai.AddActivateNode(357, -1.0, 0.0, 0); // AI_TYPE_INCREMENT_ASYLUM_STEP;
ai.AddActivateNode(354, -1.0, 0.0, 0); // AI_TYPE_STOP_ATTACHED_SOUNDS;
ai.AddActivateNode(359, -1.0, 0.0, 2, 2.0, 0.0); //AI_TYPE_SET_COLLISION_MESH, 2 ECollisionChannel channel, bool block;
ai.AddActivateNode(359, -1.0, 0.0, 2, 1.0, 0.0); //AI_TYPE_SET_COLLISION_MESH, 2 ECollisionChannel channel, bool block;
ai.AddActivateNode(359, -1.0, 0.0, 2, 7.0, 0.0); //AI_TYPE_SET_COLLISION_MESH, 2 ECollisionChannel channel, bool block;