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Fix chunk desync on revive
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@ -708,13 +708,15 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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int activeSlot = -1;
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bool move = false;
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if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) {
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// nano revive
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plr->Nanos[plr->activeNano].iStamina = 0;
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NanoManager::nanoUnbuff(sock, CSB_BIT_PHOENIX, ECSB_PHOENIX, 0, false);
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plr->HP = PC_MAXHEALTH(plr->level);
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} else {
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updatePlayerPosition(sock, target.x, target.y, target.z, plr->instanceID, plr->angle);
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move = true;
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if (reviveData->iRegenType != 5)
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plr->HP = PC_MAXHEALTH(plr->level);
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@ -756,6 +758,12 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
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sendToViewable(sock, (void*)&resp2, P_FE2CL_PC_REGEN, sizeof(sP_FE2CL_PC_REGEN));
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if (!move)
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return;
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ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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updatePlayerPosition(sock, target.x, target.y, target.z, plr->instanceID, plr->angle);
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}
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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