//SPRITE_TYPE_CORPSE_PILE;
canBeDamaged = true;
flammable = true;

Init(vector(3.0,1.5,1.5), 1750, 3, 2, 1, 0);
life = 50;

ai.AddDeathNode(374, 13, 146.0, 15.0, 500.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddDeathNode(1, 13, 433.0, 1.0, 35000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddDeathNode(1, 13, 436.0, 1.0, 35000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddDeathNode(1, 13, 439.0, 1.0, 35000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 2.0, 0.0, 1.0);
ai.AddDeathNode(1, 13, 434.0, 1.0, 35000.0, 0.0, 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, 258.0, 1.5, 1.5, 1.0, 1.1, -1.0);
ai.AddDeathNode(63, 0);
ai.AddHitNode(56, 8, 0.0, 0.0, 261.0, 1.0, 1.0, 1.0, 1.1, -1.0);

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);
partStruct.m_type = 0;
killParticles.Push(partStruct);
partStruct.m_type = 1;
partStruct.m_useActorCoordinates = false;
bleedParticles.Push(partStruct);