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Respawn players at half health
Cleaned up the adjacent code slightly; might clean it up further later.
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@ -385,14 +385,18 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) {
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if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) {
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// nano revive
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// nano revive
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plr->Nanos[plr->activeNano].iStamina = 0;
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plr->Nanos[plr->activeNano].iStamina = 0;
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plr->HP = PC_MAXHEALTH(plr->level);
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plr->HP = PC_MAXHEALTH(plr->level) / 2;
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Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
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Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
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} else if (reviveData->iRegenType == 4) {
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} else if (reviveData->iRegenType == 4) {
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plr->HP = PC_MAXHEALTH(plr->level);
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// revived by group member's nano
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} else {
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plr->HP = PC_MAXHEALTH(plr->level) / 2;
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} else if (reviveData->iRegenType == 5) {
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// warp away
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move = true;
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move = true;
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if (reviveData->iRegenType != 5)
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} else {
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plr->HP = PC_MAXHEALTH(plr->level);
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// plain respawn
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move = true;
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plr->HP = PC_MAXHEALTH(plr->level) / 2;
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}
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}
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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