//SPRITE_TYPE_INTESTINES_GREEN;
killWhenStopped = true;
placeOnGround = false;
facePlayerPitch = true;

Init(vector(0.75,0.75,0.75), 1884, 4, 2, 1, 0);

capsule.CollisionResponseToAllChannels = 0;
capsule.SetCollisionResponseToChannel(0, 2);
capsule.SetCollisionResponseToChannel(2, 0);
capsule.SetCollisionResponseToChannel(14, 0);
capsule.linearDamping = 0.0;
capsule.AllMassScale = 0.08;
capsule.angularDamping = 1000.0;

//ai.AddNode(30, -1.0, 3.0, 6, 121.0, 1.0, 0.0, 0.5, 1.0, 1.0);
// Kill after a while in case they're bouncing forever on floating platform.;
ai.AddNode(11, 10.0, -1.0, 3, 1.0, 0.0, 0.0);

decalStruct.m_preventOverlapping = false;
decalStruct.m_rotateVelocity = true
decalStruct.m_decal = 186;
decalStruct.m_allowsGrowing = false;
killDecals.Push(decalStruct);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 5.0;
partStruct.m_rotate = false;
partStruct.m_type = 46;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
bleedParticles.Push(partStruct);

tmpSound.m_sound = 38;
tmpSound.m_volumeMin = 1.0;
tmpSound.m_volumeMax = 1.0;
tmpSound.m_pitchMin = 0.95;
tmpSound.m_pitchMax = 1.05;
tmpSound.m_UI = false;
collisionSounds.Push(tmpSound);