//SPRITE_TYPE_BRAZIER;
placeOnGround = false;

Init(vector(1.0, 1.0, 1.0), 66, 0, 0, 1, 0);

//11 float distance, uint32 fireStacks, bool onlyIfVisible, float checkDelay, float offsetX, float offsetY, float offsetZ, int32 damage, bool blade, int32 iceStacks, int32 shockStacks;
//ai.AddNode(22, -1.0, -1.0, 11, 250.0, 20.0, 1.0, 0.1, 0.0, 0.0, 0.0, 5.0, 0.0, 0.0, 0.0);
ai.AddNode(22, -1.0, -1.0, 11, 200.0, 40.0, 1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 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, -1.0, -1.0, 8, 1.0, 0.0, 635.0, 0.5, 0.5, 1.0, 1.0, -1.0);

lightOffset = vector(0.0, 0.0, 0.23 * cubeSize);
lightFlickering = true;

AddLight();

lightColor = vector(0.8, 0.4, 0.0);

light.LightFunctionFadeDistance = 50.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 10.0;
light.Intensity = 50.0;
light.AttenuationRadius = 10.0 * cubeSize * scaleHack;

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 238;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);