REPO_JP-ExtractionAutoRevive icon

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 > 0f instead 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.ViewID when 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>() to GameDirector.instance.PlayerList
    • Replaced health checks from reflection (GetField / GetValue) to direct access player.playerHealth.health
    • Replaced revive invocation from reflection (MethodInfo.Invoke) to direct call player.Revive(true)
    • Replaced extraction flag updates from reflection (SetValue) to direct assignment player.playerDeathHead.inExtractionPoint = true and player.playerDeathHead.inTruck = true

[0.1.0] - Initial Release

Added

  • Host-only automatic revive triggered by extraction completion
  • Event-driven design
  • Host-only guard
  • Detailed logging