//SPRITE_TYPE_TELEPORTER_ONE_WAY;
placeOnGround = false;
teleporter = true;

Init(vector(1.5, 1.5, 1.5), 66, 0, 0, 1, 0);

ai.AddNode(364, -1.0, -1.0, 0);
ai.SetLastNodeToRunOnClients();
//5  (need to set target) float distance, float checkDelay, ESoundEnum sound, float volume, float pitch;
//ai.AddNode(290, -1.0, -1.0, 5, 175.0, 0.1, 64.0, 4.0, 1.0);

//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, 1.0, 0.0, 389.0, 1.0, 1.0, 1.0, 1.0, -1.0);
ai.SetLastNodeToRunOnClients();
ai.AddDeathNode(338, 0); //AI_TYPE_REMOVE_GOLDEN_CUBE;

//lightOffset = vector(0.0, 0.0, 0.23 * cubeSize);
lightFlickering = true;

AddLight();

lightColor = vector(1.0, 0.5, 0.0);

light.LightFunctionFadeDistance = 50.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 40.0;
light.Intensity = 15.0;
//light.AttenuationRadius = 10.0 * cubeSize * scaleHack;

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 266;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);