#include "ActPlayerDeathTrigger.h" #include "Entity.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); }