placeOnGround = false;
facePlayerPitch = true;

anim.m_clamp = false;
anim.m_animationSpeed = 0.75;
anim.m_frameAmount = 8;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_animationSpeed = 2.0;
anim.m_frameOffset = 8;
animations.Push(anim);

Init(vector(1.5,1.5,1.5), 1353, 3, 0, 1, 0);

ai.AddNode(225, -1.0, -1.0, 3, 1.5 * cubeSize, 0.0, 1.0);
//10  float closeDistance, int32 farAnim, int32 closeAnim, float distanceCheckRate, ESoundEnum closeSound, float soundFrequency, float volumeMin, float volumeMax, float pitchMin, float pitchMax;
ai.AddNode(78, -1.0, -1.0, 10, 1.5 * cubeSize, 0.0, 1.0, 0.1, 556.0, 1.0 * scaleHack, 1.0, 1.0, 0.95, 1.05);
//ai.AddActivateNode(EAITypeEnum::AI_TYPE_KILL, -1.0, -1.0, 3, 0.0, 0.0, 0.0);
//ai.AddDeathNode(EAITypeEnum::AI_TYPE_PLAY_SOUND, 8, 0.0, 0.0, (float)(int32)ESoundEnum::SOUND_FIREBOLT_BOUNCE, 2.0, 2.0, 0.95, 1.05, -1.0);

//partStruct.m_managed = false;
//partStruct.m_removeIfTargetBleeds = false;
//partStruct.m_normalOffset = 0.0f;
//partStruct.m_type = EParticleTypeEnum::PARTICLE_TYPE_BLOOD_EXPLOSION_SMALL;
//partStruct.m_offset = FVector::ZeroVector;
//partStruct.m_rotate = false;
//partStruct.m_useActorCoordinates = true;
//m_killParticles.Push(partStruct);