//SPRITE_TYPE_HUGE_MUSHROOM;
//useInstancedMesh = false;
linkWithChildren = true;
facePlayer = false;
placeOnGround = false;

Init(vector(3.0,1.5,1.5), 1791, 3, 1, 1, 0);

mesh.CollisionObjectType = 0;

[children]

loc.Y += 0.5 * cubeSize;
loc.Z += 0.875 * cubeSize;

SpawnChild(1344, rotation(0.0, 0.0, 90.0), vector(3.0,0.75,0.75), , -1);

loc.Y -= 0.5 * cubeSize;
loc.Z += 0.875 * cubeSize;

SpawnChild(1344, rotation(0.0, 180.0, 90.0), vector(3.0,0.75,0.75), , -1);

loc.X += 0.5 * cubeSize;
loc.Z += 0.875 * cubeSize;

SpawnChild(1344, rotation(0.0, -90.0, 90.0), vector(3.0,0.75,0.75), , -1);

loc.X -= 0.5 * cubeSize;
loc.Z += 0.875 * cubeSize;

SpawnChild(1344, rotation(0.0, 90.0, 90.0), vector(3.0,0.75,0.75), , -1);

loc.Z += 1.0 * cubeSize;

SpawnChild(1344, rotation(0.0, 90.0, 0.0), vector(3.0,3.0,3.0), , 1790);

loc.Z += 0.75 * cubeSize;

SpawnChild(1344, rotation(180.0, 90.0, 0.0), vector(3.0,3.0,3.0), , 1792);

AddLight();

lightColor = vector(0.0, 0.25, 1.0);
light.LightFunctionFadeDistance = 50.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 10.0;
light.Intensity = 50.0;
light.AttenuationRadius = 10.0 * cubeSize * scaleHack;
//lightOffset=vector(-500.0,-500.0,0.0);

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

// STALK;

loc.Y += 0.125 * cubeSize;
loc.Z -= 0.25 * cubeSize;

SpawnChild(1344, rotation(0.0, 0.0, 90.0), vector(0.75,6.0,6.0), , 1793);

loc.Y -= 0.125 * cubeSize;
loc.Z -= 0.25 * cubeSize;

SpawnChild(1344, rotation(0.0, 180.0, 90.0), vector(0.75,6.0,6.0), , 1793);

loc.X += 0.125 * cubeSize;
loc.Z -= 0.25 * cubeSize;

SpawnChild(1344, rotation(0.0, -90.0, 90.0), vector(0.75,6.0,6.0), , 1793);

loc.X -= 0.125 * cubeSize;
loc.Z -= 0.25 * cubeSize;

SpawnChild(1344, rotation(0.0, 90.0, 90.0), vector(0.75,6.0,6.0), , 1793);