Live sent client_death=false on every Die, players included (19,428 in
the live captures, 452 of them player deaths); DLU sent true for
players. The client only uses the flag to match a death it already
predicted locally (LWODestroyableComponent::msgDie): with it set, a
Die that arrives while a post-death respawn is pending is dropped.
Check: die to an enemy, to falling and to a quickbuild trap; the death
animation, coin loss and respawn prompt all still appear, and other
players see you die.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>