Fix so client doesn't override the servers respawn time with its config file. Server or single player client can still override the component with the config RespawnTime.
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@@ -4,7 +4,7 @@ LoadMap=
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; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
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; if false -> Use pool allocation.
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DisableMemoryPool=false
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RespawnTime = 8.0
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RespawnTime = -1.0
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EditorEnabled=false
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OutOfBodyExperience=false
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@@ -10,7 +10,7 @@ PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
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m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer;
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}
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void PlayerSpawnSystem::Update(double dt)
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@@ -26,7 +26,10 @@ void PlayerSpawnSystem::Update(double dt)
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// Increase timer.
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double& timer = (double&)modeComponent["RespawnTime"];
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timer += dt;
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double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
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if (m_DbgConfigForceRespawn) {
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(double&)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime;
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}
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double maxRespawnTime = (double)modeComponent["MaxRespawnTime"];
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
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if (spectatorCam.Valid()) {
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EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");
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