//SPRITE_TYPE_ENERGY_BALL_SWITCH;
placeOnGround = false;
facePlayer = false;
canBeDamaged = false;
usePlayerTime = true;
canBeHooked = false;

anim.m_clamp = true;
anim.m_animationSpeed = 2.0;
anim.m_frameAmount = 1;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameAmount = 3;
anim.m_frameOffset = 1;
animations.Push(anim);
anim.m_clamp = false;
anim.m_frameAmount = 2;
anim.m_animationSpeed = 6.0;
anim.m_frameOffset = 2;
animations.Push(anim);

Init(vector(1.5,1.5,1.5), 1770, 3, 1, 0, 0);

ai.AddActivateNode(56, 0.0, 0.0, 8, 0.0, 0.0, 62.0, 1.0, 1.0, 1.7, 1.7, -1.0);
ai.AddActivateNode(178, 0.0, 0.0, 0);
ai.AddActivateNode(34, -1.0, 0.0, 2, 1.0, 1.0);
ai.AddActivateNode(292, 0.2, -1.0, 3, 0.2, 1.0, 0.2);
ai.AddActivateNode(34, 0.5, -1.0, 2, 2.0, 1.0);
ai.AddActivateNode(37, 0.5, -1.0, 1, -1.0);
ai.AddNode(105, -1.0, -1.0, 0);
ai.AddNode(179, -1.0, -1.0, 3, 1322.0, 150.0, 1.0);

mesh.CollisionObjectType = 0;
mesh.CastShadow=false;
mesh.ReceivesDecals=false;

AddLight();

lightColor = vector(0.0, 0.0, 0.0);

light.LightFunctionFadeDistance = 50.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 40.0;
light.Intensity = 15.0;

actorHiddenInGame=false;
mesh.visibility=true;

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 108;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);