FPS Tutorial: transfer velocity to ragdoll in CharacterDamage.js?

In the FPS tutorial, in the DamageReceiver.js script that you apply to the turret gun and barrels, it applies the same velocity to the dead replacement that the rigidbody had prior to dieing, so rocket explosions would send the barrel and turret flying after death.

This however does not happen in CharacterDamage.js, the provided damage receiving script for the robot AI.

How can I make it so the ragdoll receives the force of the explosion that killed the robot, so the ragdoll goes flying? Its pretty lame when a robot killed by a rocket just slumps over.

I've tried a few things, but I can't wrap my head around it.

I've figured it out, the answer was within the Explosion-Advanced.js script bundled with the tutorial assets :)