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Various bugfixes and tweaks
- timed missions of all types should work. - nanos now transmit an unsummon on 0 stamina. - dying bumps your nanos down to half stamina now. - enemies use abilities less frequently. - group recall now works at any distance. - passive nanos are tweaked to guzzle less stamina. - cleared out some redundant stuff at the nanoPower handler.
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@@ -728,7 +728,8 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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for (int i = 0; i < 3; i++) {
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int nanoID = plr->equippedNanos[i];
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// halve nano health if respawning
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if (reviveData->iRegenType == 6)
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// all revives not 3-5 are normal respawns.
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if (reviveData->iRegenType < 3 && reviveData->iRegenType > 5)
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plr->Nanos[nanoID].iStamina = 75; // max is 150, so 75 is half
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response.PCRegenData.Nanos[i] = plr->Nanos[nanoID];
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if (plr->activeNano == nanoID)
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