The game should call the event, just like on_entity_died.aubergine18 wrote:@Mooncat: note also that entity properties cannot be iterated with pairs(), so we can't even table.deepcopy() entity prior to .destroy() in order to conditionally send event containing static clone of props post .destroy(). That means before doing .destroy() we'll have to first determine *if* the entity can be destroyed within Lua script, and if so, send event, then destroy it.
![Wink ;)](./images/smilies/icon_e_wink.gif)
I believe this is the only solution.