//SPRITE_TYPE_RED_RAIN_SPAWNER;
placeOnGround = true;

Init(vector(1.0, 1.0, 1.0), 66, 0, 0, 1, 0);

ai.AddNode(286, -1.0, -1.0, 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, 0.0, 0.0, 612.0, 1.0, 1.0, 1.0, 1.0, -1.0);

//13  ESpriteTypeEnum type, uint32 amount, float velocity, bool atImpact, float offsetX, float offsetY, float offsetZ, bool ownerRotation, float normalOffset, float rate(-1=once), float maxDistance(0=lightFlicker,1=viewDistance,2=infinite), bool headingVelocity, float scaleHack;
ai.AddNode(1, 0.5, -1.0, 13, 1632.0, 2, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.05, 2.0, 0.0, 1.0);
ai.AddNode(11, 5.0, -1.0, 3, 0.0, 0.0, 0.0);

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 93;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.1 * cubeSize);
spawnParticle(partStruct);
partStruct.m_type = 231;
spawnParticle(partStruct);