//SPRITE_TYPE_ELECTRIC_BUSH;
//placeOnGround = false;
//useInstancedMesh = false;

Init(vector(1.5,1.5,1.5), 1683, 3, 0, 1, 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, 64.0, 0.5, 0.5, 1.3, 1.4, 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, 0.5 * cubeSize, 0.0, 1.0, 0.2, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0, 15.0);
//13  ESpriteTypeEnum type, uint32 amount, float velocity, bool atImpact, float offsetX, float offsetY, float offsetZ, bool ownerRotation, float normalOffset, float rate(-1=once), float maxDistance(0=lightFlicker,1=viewDistance,2=infinite), bool headingVelocity, float scaleHack;
ai.AddNode(387, -1.0, -1.0, 13, 483.0, 1, 1000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 2.0, 0.0, 1.0); // AI_TYPE_SPAWN_SPRITE_REPLICATED;

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

AddLight();

lightColor = vector(0.0, 0.3, 1.0);

light.LightFunctionFadeDistance = 50.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 40.0;
light.Intensity = 15.0;
//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 = 239;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);