void EraseCorpse(Vector3 position) { if (Physics.Raycast(position, Vector3Down, out cachedRaycasthit)) { position = cachedRaycasthit.point; } foreach (Collider collider in Physics.OverlapSphere(position, 2f, AIMask)) { BaseCorpse corpse = collider.GetComponentInParent <BaseCorpse>(); if (corpse == null) { continue; } corpse.Kill(BaseNetworkable.DestroyMode.None); } }