The only problem is that there is no way to get the player who died. I know that the corpse in the event contains character_corpse_player_index but what if there is a mod installed that prevents the player from dropping a corpse. (I like to think of every edge case

My next solution was to also listen to on_player_died and locally store the player index and tick. Then when on_post_entity_died fires I can match the tick and add the data to complete the process. But for this I need to be sure that both events trigger on the same tick, is this the case? And can it ever happen that on_player_died fires, but on_post_entity_died doesn't?
Another edge case I'm thinking of is when 2 players die at the exact same time. What is the order of events firing? Is the order like this:
on_player_died(player 1)
on_player_died(player 2)
on_post_entity_died(player 1)
on_post_entity_died(player 2)
Or like this:
on_player_died(player 1)
on_post_entity_died(player 1)
on_player_died(player 2)
on_post_entity_died(player 2)
I hope and assume the latter. I don't really have a way to test this myself, so I would love some info here.
