//SPRITE_TYPE_ASYLUM_BOOKCASE_SOUND;
placeOnGround = false;

Init(vector(0.75, 0.75, 0.75), 66, 3, 0, 1, 0);

ai.AddNode(355, -1.0, -1.0, 1, 66.0); // AI_TYPE_KILL_IF_LEVEL_SMALLER;
ai.AddNode(234, -1.0, -1.0, 1, 7.0); // AI_TYPE_KILL_IF_ASYLUM_STEP_SMALLER;
ai.AddNode(116, -1.0, -1.0, 1, 7.0); // AI_TYPE_KILL_IF_ASYLUM_STEP_GREATER;
ai.AddNode(358, -1.0, -1.0, 1, 0.5 * m_cubeSize); // AI_TYPE_INCREMENT_ASYLUM_STEP_IF_PLAYER_CLOSE;
ai.AddNode(2, -1.0, -1.0, 3, 0.5 * m_cubeSize, 0.0, 0.0);
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddNode(56, 5.0, -1.0, 8, 0.0, 0.0, 970.0, 1.0, 1.0, 1.0, 1.0, -1.0);