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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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