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[Client] Let scripts handle respawn point instead of hardcoding it
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@ -483,16 +483,11 @@ void Networking::processPlayerPacket(RakNet::Packet *packet)
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{
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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player.getClass().getCreatureStats(player).resurrect();
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player.getClass().getCreatureStats(player).resurrect();
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ESM::Position resurrectPos;
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MWBase::Environment::get().getWorld()->findInteriorPosition("Pelagiad, Fort Pelagiad", resurrectPos);
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MWBase::Environment::get().getWorld()->changeToInteriorCell("Pelagiad, Fort Pelagiad", resurrectPos, true);
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// If this player had a weapon or spell readied when dying, they will
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// If this player had a weapon or spell readied when dying, they will
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// still have it readied but be unable to use it unless we clear it here
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// still have it readied but be unable to use it unless we clear it here
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player.getClass().getNpcStats(player).setDrawState(MWMechanics::DrawState_Nothing);
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player.getClass().getNpcStats(player).setDrawState(MWMechanics::DrawState_Nothing);
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getLocalPlayer()->position = resurrectPos;
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getLocalPlayer()->cell = *player.getCell()->getCell();
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myPacket->Send(getLocalPlayer(), serverAddr);
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myPacket->Send(getLocalPlayer(), serverAddr);
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getLocalPlayer()->updateDynamicStats(true);
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getLocalPlayer()->updateDynamicStats(true);
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