prim.Light.Radius = this.Light.Radius;
}
if (this.Particles != null)
{
prim.ParticleSys = new ParticleSystem();
prim.ParticleSys.AngularVelocity = this.Particles.AngularVelocity;
prim.ParticleSys.PartAcceleration = this.Particles.Acceleration;
prim.ParticleSys.BurstPartCount = (byte)this.Particles.BurstParticleCount;
prim.ParticleSys.BurstRate = this.Particles.BurstRadius;
prim.ParticleSys.BurstRate = this.Particles.BurstRate;