IF
CharacterLootedCharacterCorpse(_Player,_Corpse)
AND
CharacterIsPlayer(_Player,1)
THEN
DB_CharacterCorpseToRemove(_Corpse);
UserSetFlag(_Corpse,"corpse_loot_interaction");
ProcObjectTimer((CHARACTERGUID)_Corpse,"delayUntildestroyCorpse",60000);
PROC
ProcObjectTimerFinished((CHARACTERGUID)_Corpse,"delayUntildestroyCorpse")
AND
DB_CharacterCorpseToRemove(_Corpse)
THEN
UserSetFlag((CHARACTERGUID)_Corpse,"remove_corpse");
NOT DB_CharacterCorpseToRemove(_Corpse);