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Corpse Efficiency

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So does anyone know the "inner-workings" of the game engine, and know the real differences between "does decay" and "does not decay" in terms of hits on performance?

With my map (which i am more than willing to post if ppl want to dig through it lol) i am running into numerous problems with units not leaving anything behind at random times. There are times (so far, it happened once when we were playing a long match, and this hero with a Raise Dead spell was able to cast it on her summons after they died. and a 2nd time after numerous testing times, right at the beginning of the match (wc3 had not been restarted in a wihle, the individual game had been)) where, we would kill a creep, and it would just "dissappear", leaving no corpse and no death animation. The unit would just dissappear. No Sense!

Also, should Dummy units be set to can't raise, does decay or can't raise, does not decay for performance issues? anyone know for sure? I am not sure if my map has just imploded on itself because of issues elsewhere or because i switched a lot of units to can't raise, does decay. Thanks.

EDIT: Solved this problem on my own. Changing things to can't raise, does decay literally DESTROYED my map. which didn't make a whole lot of sense. Although, I was changing things like Dummies and Summons to this, which I was generating a lot of. Still doesn't make any sense.
 
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