//SPRITE_TYPE_FLESH_LIGHT2;
canBeDamaged = true;
flammable = true;
placeOnGround = false;

Init(vector(0.75,1.5,1.5), 1767, 3, 2, 2, 0);
life = 20;

ai.AddDeathNode(56, 8, 0.0, 0.0, 258.0, 1.5, 1.5, 1.0, 1.1, -1.0);
ai.AddDeathNode(63, 0);
ai.AddHitNode(56, 8, 0.0, 0.0, 261.0, 1.0, 1.0, 1.0, 1.1, -1.0);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 0;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
killParticles.Push(partStruct);
partStruct.m_type = 275;
killParticles.Push(partStruct);
partStruct.m_type = 1;
partStruct.m_useActorCoordinates = false;
bleedParticles.Push(partStruct);

AddLight();

lightColor = vector(1.0, 1.0, 0.5);

light.LightFunctionFadeDistance = 50.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 10.0;
light.Intensity = 30.0;
light.AttenuationRadius = 10.0 * cubeSize * scaleHack;

//actorHiddenInGame=false;
//mesh.visibility=true;