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ExtractionAutoRevive
【Host Only MOD】Revives dead players on extraction collection no matter where they are.納品回収時に死亡プレイヤーをどこにいようが蘇生させるMOD
By REPO_JP
CHANGELOG
Changelog
[1.3.0] - Updated
Changed
- Reworked the revive flow to piggyback on the game's extraction and shop cleanup revive loop instead of scanning players from a separate trigger
- Replaced the generic
PlayerDeathHead.Revive()extraction-only condition during cleanup with custom host-only handling that can revive dead players regardless of where their death head is - Changed the actual revive call to
PlayerAvatar.Revive(true)so the truck-heal style revive path is used
Added
- Delayed revive handling for death heads that are still in the death pit electricity rescue state
- Main pit-head detection based on
DeathPitSaveEffect.timeCurrent > 0finstead of particle playback state - Extra wait after the electricity rescue effect ends before revive is allowed
- Velocity gate for delayed pit-head revive so heads are not revived while they are still moving too fast
- Pending revive queue keyed by
PhotonView.ViewIDwhen available, with fallback identity handling - Dictionary-based pending revive storage
- Queue monitor that runs only while pending pit-head revives exist
- Queue cleanup on scene changes, run transitions, extraction completion, and truck return related transitions
- Stronger dead-state checks that do not rely only on
gameObject.activeSelf - Log config options for normal logs and verbose logs
- Config options for pit-head extra delay, max revive velocity, and queue monitor interval
- Guard logic to avoid fighting the vanilla truck auto-revive flow after all extraction points are completed
- Preservation of the game's existing extraction / truck eye-flash flow by not force-writing extraction or truck flags on death heads
[1.2.0] - Updated
Changed
- Moved the custom revive behavior onto the game's extraction cleanup path instead of reviving from
ExtractionPoint.StateSet - Replaced direct full-player scanning on extraction state changes with a patch around
PlayerDeathHead.Revive()only while extraction/shop cleanup is running - Added delayed revive handling for electrified death pit heads and immediate revive for normal heads
[0.1.1] - Updated
Changed
-
Refactoring based on received cleanup advice (no behavior change)
- Replaced player enumeration from
Resources.FindObjectsOfTypeAll<PlayerAvatar>()toGameDirector.instance.PlayerList - Replaced health checks from reflection (
GetField/GetValue) to direct accessplayer.playerHealth.health - Replaced revive invocation from reflection (
MethodInfo.Invoke) to direct callplayer.Revive(true) - Replaced extraction flag updates from reflection (
SetValue) to direct assignmentplayer.playerDeathHead.inExtractionPoint = trueandplayer.playerDeathHead.inTruck = true
- Replaced player enumeration from
[0.1.0] - Initial Release
Added
- Host-only automatic revive triggered by extraction completion
- Event-driven design
- Host-only guard
- Detailed logging