linkWithChildren = true;
facePlayer = false;
canBeDamaged = true;
placeOnGround = false;

Init(vector(0.75,0.75,0.75), 1226 : 1227 : 1228, 3, 1, 1, 0);

life = 20;

mesh.CollisionObjectType = 0;

[children]

loc.Y += 0.03125 * cubeSize;
loc.Z += 0.125 * cubeSize;
SpawnChild(900, rotation(0.0, 0.0, 90.0), vector(0.75,0.75,0.75), , -1);

ai.AddHitNode(56, 8, 0.0, 0.0, 20.0, 0.03125, 0.03125, 1.0, 1.2, -1.0);
ai.AddHitNode(374, 13, 105.0, 1.0, 500.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);

loc.X += 0.125 * cubeSize;
loc.Z += 0.125 * cubeSize;
SpawnChild(900, rotation(0.0, -90.0, 90.0), vector(0.1875, 0.75, 0.75), , 1229);

ai.AddHitNode(56, 8, 0.0, 0.0, 20.0, 0.03125, 0.03125, 1.0, 1.2, -1.0);
ai.AddHitNode(374, 13, 105.0, 1.0, 500.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);

loc.Y -= 0.03125 * cubeSize;
loc.Z += 0.125 * cubeSize;
SpawnChild(900, rotation(0.0, -180.0, 90.0), vector(0.75, 0.75, 0.75), , 1227);

ai.AddHitNode(56, 8, 0.0, 0.0, 20.0, 0.03125, 0.03125, 1.0, 1.2, -1.0);
ai.AddHitNode(374, 13, 105.0, 1.0, 500.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);

loc.X -= 0.125 * cubeSize;
loc.Z += 0.125 * cubeSize;
SpawnChild(900, rotation(0.0, -270.0, 90.0), vector(0.1875, 0.75, 0.75), , 1229);

ai.AddHitNode(56, 8, 0.0, 0.0, 20.0, 0.03125, 0.03125, 1.0, 1.2, -1.0);
ai.AddHitNode(374, 13, 105.0, 1.0, 500.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);

loc.Z += 0.25 * cubeSize;
SpawnChild(900, rotation(0.0, 90.0, 0.0), vector(0.1875, 0.75, 0.75), , 1229);

ai.AddDeathNode(1, 13, 105.0, 5.0, 500.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddHitNode(56, 8, 0.0, 0.0, 20.0, 0.03125, 0.03125, 1.0, 1.2, -1.0);
ai.AddHitNode(374, 13, 105.0, 1.0, 500.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);

ai.AddDeathNode(56, 8, 0.0, 0.0, 93.0, 1.0, 1.0, 0.95, 1.05, -1.0);
ai.AddDeathNode(63, 0);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = true;
partStruct.m_normalOffset = 5.0;
partStruct.m_rotate = false;
partStruct.m_type = 2;
partStruct.m_useActorCoordinates = false;
partStruct.m_offset = vector(0.0,0.0,0.0);
bleedParticles.Push(partStruct);

partStruct.m_managed = false;
partStruct.m_removeIfTargetBleeds = false;
partStruct.m_normalOffset = 0.0;
partStruct.m_rotate = false;
partStruct.m_type = 21;
partStruct.m_useActorCoordinates = true;
partStruct.m_offset = vector(0.0,0.0,0.0);
killParticles.Push(partStruct);