//SPRITE_TYPE_CRATER;
placeOnGround = true;

Init(vector(1.5,0.75,0.75), 1708, 3, 2, 1, 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(1, -1.0, -1.0, 13, 1278.0, 1.0, 250.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 17.0, 2.0, 0.0, 1.0);
//ai.AddNode(1, -1.0, -1.0, 13, 1278.0, 1.0, 250.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 2.0, 0.0, 1.0);
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 70.0, 2.5, 2.5, 1.0, 1.0, -1.0);

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 = 245;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);
partStruct.m_type = 34;
spawnParticle(partStruct);