private bool GetHuman() { _human = _citizenManager.m_citizens.m_buffer[(int)_id]; if (_human.Dead) { if (!_data.IsTurnedHuman(_id) && _lastId != _id) // only spawn zombie if not yet turned. { _lastId = _id; Vector3 position = GetPosition(_human); /// Logger.Log(_citizenManager.GetCitizenName(_id) + " died at location " + _human.CurrentLocation + " at world posistion " + position); uint zombieId; ushort zombieInstanceID; if (Singleton <ZombieManager> .instance.CreateZombie(out zombieId, ref Singleton <SimulationManager> .instance.m_randomizer)) { //Logger.Log("1"); // ZombieInfo zombieInfo = new ZombieInfo(); // Logger.Log("2"); // zombieInfo.InitializePrefab(); // Logger.Log("3"); // zombieInfo.InitializePrefabInstance(); // Logger.Log("4"); // Singleton<ZombieManager>.instance.CreateZombieInstance(out zombieInstanceID, ref Singleton<SimulationManager>.instance.m_randomizer, zombieInfo, zombieId); // Logger.Log("5"); } // _zombieManager.SpawnZombie(position); _mapping.AddTurnedMapping(_human.GetCitizenInfo(_id)); } return(false); } if ((_human.m_flags & Citizen.Flags.Created) == Citizen.Flags.None) { return(false); } if ((_human.m_flags & Citizen.Flags.DummyTraffic) != Citizen.Flags.None) { return(false); } _info = _human.GetCitizenInfo(_id); if (_info == null) { return(false); } if (_info.m_citizenAI.IsAnimal()) { return(false); } return(true); }