#include "ActPlayerDeathTrigger.h"

void ActPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) 
{
	if (!target->IsPlayer() || target->GetIsDead() || !target->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
	
    target->Smash(self->GetObjectID(), eKillType::SILENT);
}
