//SPRITE_TYPE_RUNE_CHARGED;
canBeDamaged = false;
placeOnGround = true;
pickUpEnabled = true;
floats = true;

Init(vector(0.75,0.75,0.75), 1775, 4, 2, 1, 0);

ai.AddNode(364, -1.0, -1.0, 0); // ADD_POTENTIAL_SECRET_ITEM;
ai.AddNode(314, -1.0, -1.0, 0);
ai.SetLastNodeToRunOnClients();
ai.AddNode(267, -1.0, -1.0, 0);
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddNode(56, -1.0, -1.0, 8, 0.0, 0.0, 62.0, 1.0, 1.0, 1.7, 1.7, -1.0);
//6  EParticleTypeEnum type, uint32 amount, bool atImpact, float rate(-1=once), float maxDistance(0=lightFlicker,1=viewDistance,2=infinite), bool rotateToHeading;
ai.AddNode(30, -1.0, -1.0, 6, 146.0, 1.0, 0.0, -1.0, 1.0, 0.0);
ai.AddDeathNode(338, 0);

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;

tmpSound.m_sound = 20;
tmpSound.m_volumeMin = 0.5;
tmpSound.m_volumeMax = 0.5;
tmpSound.m_pitchMin = 1.1;
tmpSound.m_pitchMax = 1.2;
tmpSound.m_UI = false;
collisionSounds.Push(tmpSound);