//SPRITE_TYPE_CARTRIDGE4;
placeOnGround = false;
copyOnClients = true;
useInstancedMesh = false;

Init(vector(1.0, 1.0, 1.0), 1984, 0, 2, 1, 0);

capsule.CollisionObjectType=7;
capsule.CollisionResponseToAllChannels=0;
capsule.SetCollisionResponseToChannel(0,2);

ai.AddNode(409, -1.0, -1.0, 0);//AI_TYPE_KILL_IF_NOT_NEW_GAME_PLUS;
ai.AddNode(362, -1.0, -1.0, 1, 3.0);
ai.AddNode(2, -1.0, -1.0, 3, 150.0, 0.0, 0.0);
ai.AddDeathNode(58, 1, 3.0);

partStruct.m_managed = true;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 15;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
SpawnParticle(partStruct);
partStruct.m_type = 296;
SpawnParticle(partStruct);

AddLight();

lightColor = vector(0.0, 0.0, 1.0);
lightFlickering = true;
light.LightFunctionFadeDistance = 1550.0 * scaleHack;
light.CastShadows = false;
light.LightFalloffExponent = 40.0;
light.Intensity = 75.0;
light.AttenuationRadius = 15.0 * cubeSize * scaleHack;

mesh.CastShadow = false;
mesh.visibility = true;