In order to fix some annoyances (not necessarily full blown bugs, but potentially) in Denial and Ghost which will occur until we come up with a more workable solution to what I've come to call the ?Death Order issue, I'd like to add:
 
 Code:
		
		
 // Fix for Denial before Ghost - this does icky things if we don't run ghost first.
 // Once we "fix" ?death, things like this won't be an issue.
 	StatsInv = RPGStatsInv(Killed.FindInventoryType(class'RPGStatsInv'));
 // Loop through - stop when you find ghost.  If you've found denial by then, then
 // you have Denial before Ghost and Ghost needs to run first.
 	if (StatsInv != None)
 	{
 		for (y = 0; y < StatsInv.Data.Abilities.length && !gotghost; y++)
 		{
 			if (StatsInv.Data.Abilities[y] == class'DruidNoWeaponDrop')
 			{
 				gotdenial = true;
 			}
 			if (StatsInv.Data.Abilities[y] == class'DruidGhost')
 			{
 				gotghost = true;
 				GhostLevel = StatsInv.Data.AbilityLevels[y];
 			}
 		}
 	}
 
 	if (gotghost && gotdenial)
 	{
 // If DruidGhost returns true, we need to return true - and the bAP check in Ghost
 // should result in DruidGhost's PD (when run by RPGRules) doing nothing.
 		if(class'DruidGhost'.static.PreventDeath(Killed, Killer, DamageType, HitLocation, GhostLevel, bAlreadyPrevented))
 			return true;
 	}
 // End Denial before Ghost fix.
 
		 
 After the 'bAlreadyPrevented' check in DruidNoWeaponDrop's PreventDeath function.