//SPRITE_TYPE_ICE_TRAP;
placeOnGround = false;
facePlayerPitch = true;

anim.m_clamp = false;
anim.m_animationSpeed = 0.75;
anim.m_frameAmount = 8;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_animationSpeed = 2.0;
anim.m_frameOffset = 8;
animations.Push(anim);

Init(vector(3.0,3.0,3.0), 1771, 0, 0, 1, 0);

ai.AddNode(22, -1.0, -1.0, 11, 0.75 * cubeSize, 0.0, 0.0, 0.25, 0.0, 0.0, 0.0, 3.0, 0.0, 20.0, 0.0);
ai.AddNode(78, -1.0, -1.0, 10, 1.0 * cubeSize, 0.0, 1.0, 0.1, 39.0, 0.5, 0.8, 0.8, 0.95, 1.05);
ai.AddNode(110, -1.0, -1.0, 0);
ai.AddNode(377, -1.0, -1.0, 7, 283.0, 1.0, 0.0, -1.0, 2.0, 0.0, 1.0);

ai.AddNode(81, -1.0, -1.0, 2, 1.0 * scaleHack, 0.0);

ai.AddActivateNode(11, -1.0, -1.0, 3, 0.0, 0.0, 0.0);
ai.AddDeathNode(56, 8, 0.0, 0.0, 60.0, 2.0, 2.0, 0.95, 1.05, -1.0);

mesh.CastShadow=false;

AddLight();

lightColor = vector(0.0, 0.2, 1.0);

light.LightFunctionFadeDistance = 50.0;
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 = 90;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_type = 151;
partStruct.m_offset = vector(0.0,0.0,0.0);
partStruct.m_rotate = false;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);