//SPRITE_TYPE_FIRE_TRAP;
placeOnGround = false;
facePlayerPitch = true;
canBeDamaged = true;
flammable = false;

anim.m_clamp = false;
anim.m_animationSpeed = 1.5;
anim.m_frameAmount = 4;
anim.m_frameOffset = 0;
animations.Push(anim);
anim.m_frameAmount = 8;
anim.m_animationSpeed = 2.0;
anim.m_frameOffset = 4;
animations.Push(anim);

Init(vector(2.8,2.8,2.8), 1772, 4, 2, 1, 0);

life = 999999;
damage = 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, 1.5 * cubeSize, 0.0, 0.0, 0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
//10  float closeDistance, int32 farAnim, int32 closeAnim, float distanceCheckRate, ESoundEnum closeSound, float soundFrequency, float volumeMin, float volumeMax, float pitchMin, float pitchMax;
ai.AddNode(78, -1.0, -1.0, 10, 1.5 * cubeSize, 0.0, 1.0, 0.1, 0.0, 100.0, 0.0, 0.0, 0.95, 1.05);
ai.AddNode(297, -1.0, -1.0, 2, 5.0, 999999.0);
//ai.AddNode(49, -1.0, -1.0, 1, 20.0);
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 479.0, 0.8, 0.8, 2.9, 3.0, -1.0);
ai.AddHitNode(295, 0);
//14 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, int32 life;
ai.AddHitNode(298, 14, 1328.0, 1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0, 999999.0);
ai.AddCollisionNode(201, 1, 20.0);
ai.AddCollisionNode(296, 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);

capsule.AllMassScale = 0.1;
capsule.linearDamping = 1.1;
capsule.enableGravity = false;
mesh.CastShadow=false;

//AddLight();

//lightColor = vector(1.0, 0.2, 0.0);

//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 = 252;
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 = 69;
partStruct.m_offset = vector(0.0,0.0,0.0);
partStruct.m_rotate = false;
partStruct.m_useActorCoordinates = true;
killParticles.Push(partStruct);