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fix: multiple progression for shark mission
tested that mission progresses once and only once per death
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@ -9,9 +9,10 @@ void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sen
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auto missionComponent = sender->GetComponent<MissionComponent>();
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if (!missionComponent) return;
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missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
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// This check is only needed because dlu doesnt have proper collision checks on rotated phantom physics
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if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
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missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
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if (sender->GetCharacter()) {
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sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
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