//SPRITE_TYPE_CORPSE_EXPLOSION;
placeOnGround = false;

Init(vector(1.0,1.0,1.0), 66, 0, 2, 1, 0);
capsule.SetCollisionResponseToChannel(2, 0);
capsule.SetCollisionResponseToChannel(14, 0);
mesh.CastShadow = false;
// Give it some time to live in order to be replicated properly.;
ai.AddNode(11, 3.0, -1.0, 3, 1.0, 0.0, 0.0);
//10  int32 damage, float scale, int32 fireStacks, EParticleTypeEnum particle, float shakeFactor, float particleScale, float soundIncriminateScale, float soundVolume, float soundPitch, float lightScale;
ai.AddNode(279, -1.0, -1.0, 10, 28.0, 9.0, 0.0, 81.0, 1.0, 1.0, 9.0, 1.0, 1.0, 1.0);
ai.SetLastNodeToRunOnClients();