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using QSB.ClientServerStateSync;
using QSB.Events;
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using QSB.Messaging;
using QSB.Player;
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namespace QSB.RespawnSync.Events
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{
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internal class PlayerRespawnEvent : QSBEvent<PlayerMessage>
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{
public override bool RequireWorldObjectsReady => false;
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public override void SetupListener()
=> GlobalMessenger<uint>.AddListener(EventNames.QSBPlayerRespawn, Handler);
public override void CloseListener()
=> GlobalMessenger<uint>.RemoveListener(EventNames.QSBPlayerRespawn, Handler);
private void Handler(uint playerId) => SendEvent(CreateMessage(playerId));
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private PlayerMessage CreateMessage(uint playerId) => new()
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{
AboutId = playerId
};
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public override void OnReceiveLocal(bool server, PlayerMessage message)
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=> OnReceiveRemote(server, message);
public override void OnReceiveRemote(bool server, PlayerMessage message)
{
if (message.AboutId == LocalPlayerId)
{
RespawnManager.Instance.Respawn();
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ClientStateManager.Instance.OnRespawn();
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}
RespawnManager.Instance.OnPlayerRespawn(QSBPlayerManager.GetPlayer(message.AboutId));
}
}
}