//SPRITE_TYPE_FURNACE;

Init(vector(1.5,3.0,3.0), 1852, 3, 2, 1, 0);

ai.AddNode(103, -1.0, -1.0, 0); //AI_TYPE_RANDOM_EVENT_COMPLETED;
ai.AddNode(324, -1.0, -1.0, 2, 250.0, 5.0);
ai.SetLastNodeToRunOnClients();
ai.AddNode(56, -1.0, -1.0, 8, 1.0, 0.0, 50.0, 10.0, 10.0, 1.0, 1.0, -1.0);

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

AddLight();

lightColor = vector(0.8, 0.4, 0.0);

light.LightFunctionFadeDistance = 20.0 * scaleHack;
light.CastShadows = true;
light.LightFalloffExponent = 10.0;
light.Intensity = 15.0;
light.AttenuationRadius = 5.0 * cubeSize * scaleHack;

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