public override void RemoveCreature(Creature creature)
{
base.RemoveCreature(creature);
// Remove dynamic region from client when it's removed from it on
// the server, so it's recreated next time it goes to a dynamic
// region with that id. Otherwise it will load the previous
// region again.
Send.RemoveDynamicRegion(creature, this.Id);
// Remove empty region from world when last *player* was removed
if (creature.IsPlayer && this.CountPlayers() == 0 && this.Mode == RegionMode.RemoveWhenEmpty)
{
ChannelServer.Instance.World.RemoveRegion(this.Id);
ChannelServer.Instance.World.DynamicRegions.Remove(this.Id);
}
}
}