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Fix inconsistent handling of death tile between front and game layer
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@ -1369,10 +1369,11 @@ void CCharacter::HandleSkippableTiles(int Index)
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if((GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
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GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
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!m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
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{
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Die(m_pPlayer->GetCID(), WEAPON_WORLD);
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