When an enemy dies, he doesnt move while dying. This part should run locally, once death is detected (aka override client restrictions, see desynced client)
While desynced, killing a monster for one player, kills it wherever it was in the other player. This means monsters die on the spot for the other player, and their corpses are located at the spawn locations. Could be easily solved by also sending a Vector2 position on death, so the enemy is relocated there right before .Die() is triggered
When an enemy dies, he doesnt move while dying. This part should run locally, once death is detected (aka override client restrictions, see desynced client)
While desynced, killing a monster for one player, kills it wherever it was in the other player. This means monsters die on the spot for the other player, and their corpses are located at the spawn locations. Could be easily solved by also sending a Vector2 position on death, so the enemy is relocated there right before .Die() is triggered