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- //Spawning/Dying
- private void Respawn()
- {
- //Remove any damage over time effects
- DoT.Clear();
- Dead = false;
- Reset();
- CombatTimer = 0;
- PacketSender.SendEntityDataToProximity(this);
- //Search death common event trigger
- foreach (EventBase evt in EventBase.Lookup.Values)
- {
- if (evt != null)
- {
- DoT.Clear();
- Reset();
- StartCommonEvent(evt, CommonEventTrigger.OnRespawn);
- }
- }
- }
- private void OnDeath2()
- {
- //Remove any damage over time effects
- DoT.Clear();
- Dead = true;
- CombatTimer = 0;
- PacketSender.SendEntityDataToProximity(this);
- //Search death common event trigger
- foreach (EventBase evt in EventBase.Lookup.Values)
- {
- if (evt != null)
- {
- StartCommonEvent(evt, CommonEventTrigger.OnDeath);
- }
- }
- }
- public override void Die(int dropitems = 0, Entity killer = null)
- {
- //Flag death to the client
- PacketSender.SendPlayerDeath(this);
- //Event trigger
- foreach (var evt in EventLookup)
- {
- evt.Value.PlayerHasDied = true;
- }
- base.Die(dropitems, killer);
- PacketSender.SendEntityDie(this);
- OnDeath2();
- PacketSender.SendInventory(this);
- }
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