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ExtractionAutoRevive
【Host Only MOD】Revives everyone every time an extraction is completed.納品完了ごとに全員を蘇生するMOD
By REPO_JP
CHANGELOG
Changelog
[4.0.0] - Updated
Changed
- Updated for REPO Cosmetics Update v0.4.0.
- Reworked the revive condition so dead players are revived only after their death head has stayed grounded for the configured duration.
- Changed delayed revive handling from pit-electricity-specific checks to general death-head ground contact checks.
- Kept the host-only cleanup-flow approach by patching the extraction/shop cleanup revive context instead of running a constant full-player revive loop.
- Preserved the existing
PlayerAvatar.Revive(true)revive path and addedRevive(false)as a fallback.
Added
- Added
RequiredGroundedSecondsconfig for the minimum grounded time before revive. - Added
GroundCheckDistanceconfig for death-head ground detection distance. - Added
PendingCheckIntervalSecondsconfig for delayed revive queue polling. - Added queue cleanup on scene load, active scene change, level change, restart scene, and plugin destruction.
- Added safer pending revive keys using
PhotonView.ViewIDwhen available, with instance ID fallback. - Added stronger dead-state checks using
deadSet,isDisabled, player active state, and death-head triggered state.
Fixed
- Fixed revives happening too early while death heads are still falling or being moved.
- Fixed pending delayed revives continuing after level transitions.
- Fixed behavior where death heads that are not inside the extraction point could be skipped by the vanilla cleanup revive condition.
[1.3.1] - Updated
Changed
- Previous release package update.
[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.
- Pending revive queue keyed by
PhotonView.ViewIDwhen available, with fallback identity handling. - Queue cleanup on scene changes, run transitions, extraction completion, and truck return related transitions.
- Log config options for normal logs and verbose logs.
[0.1.0] - Initial Release
Added
- Host-only automatic revive triggered by extraction completion.
- Event-driven design.
- Host-only guard.
- Detailed logging.