fix: ignore respawnTimer when players are spawning into the world
* Players who die in single-player mode without respawning should not be marked as Dead on the SSC server. * In my tests, only the SSC server receives a non-zero `respawnTimer`. Therefore, this may be a client-side bug. closed: #3151
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1 changed files with 5 additions and 2 deletions
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@ -2735,7 +2735,10 @@ namespace TShockAPI
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if (OnPlayerSpawn(args.Player, args.Data, player, spawnX, spawnY, respawnTimer, numberOfDeathsPVE, numberOfDeathsPVP, context))
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if (OnPlayerSpawn(args.Player, args.Data, player, spawnX, spawnY, respawnTimer, numberOfDeathsPVE, numberOfDeathsPVP, context))
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return true;
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return true;
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args.Player.Dead = respawnTimer > 0;
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if (!Main.ServerSideCharacter || context != PlayerSpawnContext.SpawningIntoWorld)
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{
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args.Player.Dead = respawnTimer > 0;
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}
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if (Main.ServerSideCharacter)
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if (Main.ServerSideCharacter)
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{
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{
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