local HI = has_alife_info local GI = give_info function NI(str) return not (has_alife_info(str)) end local storage_data = {} function clean_mess(actor,smart,p) if (HI("remove_objects")) then return end local zone = db.zone_by_name["yan_attack_zombies_space_restrictor"] if (smart and zone) then local section_list = { ["physic_destroyable_object"] = true, ["explosive_fuelcan"] = true, } for id = 1,65534 do local se = alife():object(id) if (se and section_list[se:section_name()] and simulation_objects.is_on_the_same_level(se,smart) and zone:inside(se.position)) then safe_release_manager.release(se) printf("Release [%s]",se:name()) end end GI("remove_objects") end end function save_state(m_data) m_data.gameplay_labx16_redone_storage_data = storage_data end function load_state(m_data) storage_data = m_data.gameplay_labx16_redone_storage_data or {} end function on_game_start() RegisterScriptCallback("save_state",save_state) RegisterScriptCallback("load_state",load_state) end