// This spawns a small light to illuminate the sprays and it also
// let's me check for existing sprays so they don't overlap.
class GraffitiLight extends Decoration;

defaultproperties
{
	bUnlit=True
   Physics=PHYS_Flying
   bPushable=False
  	DrawType=DT_Mesh
  	Mesh=Mesh'CandleM'
  	bCollideActors=True
  	bCollideWorld=True
  	bBlockActors=True
  	bBlockPlayers=True
  	CollisionRadius=0.00
  	CollisionHeight=0.00
  	bStatic=False
  	LifeSpan=99999
  	LightType=LT_Steady
  	LightRadius=5
  	LightBrightness=100
  	LightHue=0
  	LightSaturation=255
  	Drawscale=0.00001
}