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Properly force spawn order of teams, so dummy doesn't get strong hook. Fix #1828
Mimic old behavior of having a respawn tick > 0 ticks after current tick. 2 ticks later is still "instant enough". The code below the change mentions strong spawning, so without deciphering it we simply give 2 extra ticks to make sure that it executes before spawning (2 instead of 1 so that it definitely executes for both primary and dummy).
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@ -195,7 +195,7 @@ void CPlayer::Tick()
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if(!GameServer()->m_World.m_Paused)
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{
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int EarliestRespawnTick = m_PreviousDieTick+Server()->TickSpeed()*3;
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int RespawnTick = maximum(m_DieTick, EarliestRespawnTick);
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int RespawnTick = maximum(m_DieTick, EarliestRespawnTick)+2;
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if(!m_pCharacter && RespawnTick <= Server()->Tick())
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m_Spawning = true;
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