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Entity: Fix death behavior of 0 (#1319)
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@ -1509,7 +1509,7 @@ void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u
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destroyableComponent->Smash(source, killType, deathType);
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}
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void Entity::Kill(Entity* murderer) {
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void Entity::Kill(Entity* murderer, const eKillType killType) {
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if (!m_PlayerIsReadyForUpdates) return;
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for (const auto& cb : m_DieCallbacks) {
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@ -1533,7 +1533,7 @@ void Entity::Kill(Entity* murderer) {
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bool waitForDeathAnimation = false;
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if (destroyableComponent) {
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waitForDeathAnimation = destroyableComponent->GetDeathBehavior() == 0;
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waitForDeathAnimation = destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT;
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}
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// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
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@ -210,7 +210,7 @@ public:
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void RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled);
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void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
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void Kill(Entity* murderer = nullptr);
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void Kill(Entity* murderer = nullptr, const eKillType killType = eKillType::SILENT);
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void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
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void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback);
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void AddDieCallback(const std::function<void()>& callback);
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@ -796,7 +796,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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}
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}
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m_Parent->Kill(owner);
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m_Parent->Kill(owner, killType);
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}
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void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
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