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fix: send tunings on spawn not on death
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@ -91,6 +91,9 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
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Teams()->OnCharacterSpawn(GetPlayer()->GetCID());
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DDRaceInit();
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m_NeededFaketuning = 0; // reset fake tunings on respawn and send the client
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone);
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return true;
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}
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@ -821,8 +824,6 @@ bool CCharacter::IncreaseArmor(int Amount)
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void CCharacter::Die(int Killer, int Weapon)
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{
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m_NeededFaketuning = 0; // reset fake tunings on death and send the client
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone);
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// we got to wait 0.5 secs before respawning
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m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
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int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);
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