//SPRITE_TYPE_ASYLUM_BEAR_ROOM;
placeOnGround = false;
useInstancedMesh = false;

Init(vector(0.75, 0.75, 0.75), 1879, 3, 2, 1, 2);

ai.AddNode(234, -1.0, -1.0, 1, 12.0); // AI_TYPE_KILL_IF_ASYLUM_STEP_SMALLER;
ai.AddNode(361, -1.0, -1.0, 1, 11.0); // AI_TYPE_SHOW_IF_ASYLUM_STEP_GREATER;
ai.AddActivateNode(130, 0.0, 0.0, 0); // AI_TYPE_DOG_ACTIVATE;

actorHiddenInGame=true;