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Commented some dbg_msgs
may need them in the future
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@ -84,7 +84,7 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
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m_Core.m_Pos = m_Pos;
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m_Core.m_Id = GetPlayer()->GetCID();
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
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dbg_msg("CCHaracter::Spawn", "ID %d Player %d m_Core %d", GetPlayer()->GetCID() ,GetPlayer() ,&m_Core);
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//dbg_msg("CCHaracter::Spawn", "ID %d Player %d m_Core %d", GetPlayer()->GetCID() ,GetPlayer() ,&m_Core);
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m_ReckoningTick = 0;
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mem_zero(&m_SendCore, sizeof(m_SendCore));
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@ -111,7 +111,7 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
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void CCharacter::Destroy()
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{
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//GameServer()->m_World.m_Core.m_apCharacters[m_MarkedId] = 0; This caused the Marked Char for delete to always Delete ID 0 Core
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dbg_msg("CCHaracter::Destroy", "ID %d Player %d m_Core %d", GetPlayer()->GetCID() ,GetPlayer() ,&m_Core);
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//dbg_msg("CCHaracter::Destroy", "ID %d Player %d m_Core %d", GetPlayer()->GetCID() ,GetPlayer() ,&m_Core);
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m_Alive = false;
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CEntity::Destroy();
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}
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@ -1430,7 +1430,7 @@ void CCharacter::Die(int Killer, int Weapon)
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m_Alive = false;
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MarkDestroy();
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
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dbg_msg("CCHaracter::Die", "ID %d Player %d m_Core %d", GetPlayer()->GetCID() ,GetPlayer() ,&m_Core);
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//dbg_msg("CCHaracter::Die", "ID %d Player %d m_Core %d", GetPlayer()->GetCID() ,GetPlayer() ,&m_Core);
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GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID());
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// we got to wait 0.5 secs before respawning
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