//SPRITE_TYPE_ARENA_KEY2;
canBeDamaged = false;
placeOnGround = true;
copyOnClients = true;

Init(vector(1.5,1.5,1.5), 1872, 0, 0, 1, 0);

ai.AddNode(2, -1.0, -1.0, 3, 100.0, 0.0, 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, 1.0, 0.0, 964.0, 1.0, 1.0, 1.0, 1.0, -1.0);
ai.AddNode(347, -1.0, -1.0, 1, 1.0);
ai.AddDeathNode(348, 1, 1.0);
//8 bool attached, bool UI, ESoundEnum sound, float volumeMin, float volumeMax, float pitchMin, float pitchMax, float rate(-1=once);
ai.AddDeathNode(56, 8, 0.0, 1.0, 963.0, 1.0, 1.0, 1.0, 1.0, -1.0);

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 16;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
spawnParticle(partStruct);

AddLight();

lightColor = vector(1.0, 0.0, 0.0);

light.LightFunctionFadeDistance = 50.0;
light.CastShadows = true;
light.LightFalloffExponent = 40.0;
light.Intensity = 15.0;

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