public override void Die() { if (Dead) { return; } explosionDie(); HP = 0; Dead = true; //DeadTime = Envir.Time + DeadDelay; DeadTime = 0; Broadcast(new S.ObjectDied { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = (byte)2 }); if (EXPOwner != null && Master == null && EXPOwner.Race == ObjectType.Player) { EXPOwner.WinExp(Experience); } if (Respawn != null) { Respawn.Count--; } PoisonList.Clear(); Envir.MonsterCount--; CurrentMap.MonsterCount--; }