A corpse occupies the temporary-effect pool, and when that pool is full nothing is drawn - not a scan, not a spell. In a map where thousands of things die, whether your mobs leave a corpse is a design decision.
This list was built by reading the installed StarCraft's iscript.bin: for each unit, following its image script's death entry and keeping only those whose death contains no opcode that spawns a sprite or an image. Thirty-six of the 228.
- All six critters are clean: 89 Rhynadon, 90 Bengalaas, 93 Scantid, 94 Kakaru, 95 Ragnasaur, 96 Ursadon. One reason a defence map's mobs are usually critters.
- Among combat units there are five: 65 Zealot, 67 High Templar, 77 Fenix, 79 Tassadar, 87 Aldaris. Not every Protoss unit qualifies - the Dragoon and the Archon leave wreckage.
| 4 Goliath Turret · 6 Tank Turret · 18 Alan Turret · 24·26 Duke Turret · 31 Tank Turret | A turret's death is two opcodes - wait, then end - which removes the sprite and stops. |
|---|---|
| 33 Scanner Sweep · 101 Map Revealer · 105 Disruption Field · 202 Dark Swarm | The ones used as effect vehicles. |
| 194~199 비콘류 | The six beacons - one per race, plus the flag beacons. |
| 204~208 Door류 · 176~178 미네랄 필드 · 214 Start Location | Things that rarely die in the first place - but if you unit-ise them, they are clean too. |
Anything not on this list accumulates corpses. To check a specific unit yourself, look at its image script's death entry: if it contains sprol, imgol, lowsprul or one of their relatives, that unit leaves something behind.
The five pools the engine draws from