EVENT_DEATH still exists, it just happens at the start of the death functions instead of the end. EVENT_DEATH_COMPLETE happens at the end. Both pass this data along snprintf(buffer, 47, "%d %d %d %d", killerMob ? killerMob->GetID() : 0, damage, spell, static_cast<int>(attack_skill));
For NPC death, they both pass snprintf(buffer, 31, "%d %d %d", damage, spell, static_cast<int>(attack_skill));
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