Death events are triggered at the beginning of the death animation
In Vanilla MW, death events (OnDeath script function) are triggered when the death animation of the actor has finished playing. In OpenMW, they're triggered as soon as the actor has 0 health. This creates odd situations where scripted events (e.g. a follower opening dialogue to finish a quest) occur at the exact moment where the final blow is dealt to the enemy, rather than with a reasonable delay (waiting for the enemy to fall to the ground). When implementing this, we must consider:
- If the cell is left before a death animation has finished playing, then the death animation should start again when re-entering the cell (otherwise the death event would be lost).
- Actors that start the game as dead (marked as 0 health in the content files) should never play death animations, nor trigger death events.
(RM-1873 from redmine: created on 2014-09-05 by scrawl ., , closed on 2016-06-11 by scrawl ., relates #3439 (closed))