Load this code and hit a zombie ingame,
look at server log you will see something like :
"The killer is ZmbF_SkaterYoung_Base<f1a1d040>" instead of "The killer is AKM_Base<b47d60b0>"
```
modded class ZombieBase
{
override void EEKilled(Object killer)
{
Print("The killer is " + killer.ToString()); // => return the zombie itself
super.EEKilled(killer);
}
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
{
SetHealth(0);
super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef);
}
}
```
Note that I tried to force killer identification by adding this before the SetHealth(0);
But it didn't work :-(
The data seems well save in "EEHitBy" but not used in "EEKilled" name
```
Man killer = source.GetHierarchyRootPlayer();
if ( !m_ZombieBase.m_KillerData )
{
m_ZombieBase.m_KillerData = new KillerData;
m_ZombieBase.m_KillerData.m_Killer = killer;
m_ZombieBase.m_KillerData.m_MurderWeapon = source;
}
SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
```