//SPRITE_TYPE_RADIATION_MONSTER;

placeOnGround = false;
facePlayerPitch = true;
useInstancedMesh = false;

Init(vector(1.5,1.5,1.5), 557, 0, 0, 1, 0);

mesh.CastShadow = false;

renderCustomDepth = true;
customDepthStencilValue = 2;

//5 float damageRange, float minDamageTime, float maxDamageTime, float tickRange, int32 damage;
ai.AddNode(318, -1.0, -1.0, 5, 3.5 * cubeSize, 0.05, 1.5, 10.0 * cubeSize, 1.0);
ai.SetLastNodeToRunOnClients();
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 294.0, 2.5, 2.5, 0.5, 0.5, -1.0);
ai.SetLastNodeToRunOnClients();
ai.AddNode(11, 25.0, -1.0, 3, 0.0, 0.0, 0.0);
ai.AddDeathNode(56, 8, 0.0, 0.0, 60.0, 4.0, 4.0, 0.95, 1.05, -1.0);
ai.AddDeathNode(30, 6, 112.0, 1.0, 0.0, -1.0, 1.0, 0.0);
ai.AddDeathNode(103, -1.0, -1.0, 0);
ai.SetLastDeathNodeToNotRunOnClients();

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 139;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);

ignoreDarkness = true;

AddLight();
lightColor = vector(1.0, 0.0, 0.0);
light.LightFunctionFadeDistance = 20.0;
light.CastShadows = true;
light.LightFalloffExponent = 10.0;
light.Intensity = 50.0;
light.AttenuationRadius= 5.0 * cubeSize;

mesh.visibility=true;