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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
Date uploaded 3 weeks ago
Version 4.0.1
Download link REPO_JP-ExtractionAutoRevive-4.0.1.zip
Downloads 9174
Dependency string REPO_JP-ExtractionAutoRevive-4.0.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2304 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2304

README

ExtractionAutoRevive

COMPATIBLE WITH COSMETICS UPDATE V0.4.0.

This mod is a host-only mod that revives dead players during extraction cleanup after their death head has stayed on the ground for the configured amount of time.

Overview

ExtractionAutoRevive changes the game's extraction/shop cleanup revive flow so dead players can be revived even when their death head is not inside the extraction point.

The current version waits until each death head has touched the ground for at least the configured duration before reviving that player. This prevents early revives while the head is still falling, bouncing, or being moved by level cleanup behavior.

Features

Player-facing behavior

  • Automatically revives dead players during extraction/shop cleanup.
  • Works as a host-only mod.
  • Waits for the death head to stay grounded before reviving.
  • Clears delayed revive entries when the scene or level changes.
  • Does not require any chat command.

Technical behavior

  • Hooks the game's existing extraction/shop cleanup revive context.
  • Temporarily redirects PlayerDeathHead.Revive() only while extraction cleanup is active.
  • Queues dead players using PhotonView.ViewID when possible, with instance ID fallback.
  • Checks death state through deadSet, isDisabled, active state, and death-head triggered state.
  • Uses PlayerAvatar.Revive(true) first and falls back to PlayerAvatar.Revive(false) if needed.
  • Uses SemiFunc.OnGroundCheck from the death head's physics object, rigidbody center, or collider bounds.
  • Clears pending revive queues on scene load, active scene change, RunManager.ChangeLevel, and RunManager.RestartScene.

Installation

  1. Install BepInEx 5.4.x for REPO.
  2. Put ExtractionAutoRevive.dll into BepInEx/plugins.
  3. Install it on the host.
  4. Start the game.

Usage

No command is required.

When extraction/shop cleanup runs, the host queues dead players and revives each player after their death head has stayed grounded long enough.

Configuration

General

EnableMod

Setting name EnableMod

Description Enables or disables the mod.

Default true

Minimum Boolean only

Maximum Boolean only

Log

EnableLog

Setting name EnableLog

Description Enables standard mod logs.

Default true

Minimum Boolean only

Maximum Boolean only

EnableVerboseLog

Setting name EnableVerboseLog

Description Enables verbose diagnostic logs.

Default false

Minimum Boolean only

Maximum Boolean only

GroundCheck

RequiredGroundedSeconds

Setting name RequiredGroundedSeconds

Description Required seconds that the death head must stay on the ground before revive.

Default 1.0

Minimum 0.0

Maximum 10.0

GroundCheckDistance

Setting name GroundCheckDistance

Description Ground ray distance from the death head collider bounds.

Default 0.35

Minimum 0.05

Maximum 3.0

PendingCheckIntervalSeconds

Setting name PendingCheckIntervalSeconds

Description Pending revive monitor interval.

Default 0.05

Minimum 0.02

Maximum 1.0

Notes

  • This is a host-only mod.
  • The mod does not instantly revive heads that are still airborne.
  • If a level transition happens while a revive is waiting, the pending revive queue is cleared.
  • The host should be the only player required to install this mod.

Contact

※Mod created by AI


ExtractionAutoRevive

COSMETICS UPDATE V0.4.0対応済み.

このMODは、ホスト専用の、納品回収時に死亡プレイヤーをデスヘッドの地面接触後に自動蘇生するMODです。

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概要

ExtractionAutoRevive は、ゲーム本体の納品所/ショップ回収時の既存蘇生フローを変更し、死亡頭が納品所内になくても死亡プレイヤーを蘇生できるようにします。

現在のバージョンでは、死亡頭が設定秒数以上地面に触れてから蘇生します。 これにより、死亡頭が落下中、跳ねている最中、または回収処理で移動中に早すぎる蘇生が行われるのを防ぎます。

特徴

プレイヤー向け挙動

  • 納品所/ショップ回収時に死亡プレイヤーを自動蘇生
  • ホスト専用で動作
  • 死亡頭が地面に触れてから蘇生
  • シーン変更やレベル変更時に遅延蘇生キューを消去
  • チャットコマンド不要

技術的挙動

  • ゲーム本体の既存の納品/ショップ回収蘇生コンテキストへ乗る構成
  • 納品回収処理中だけ PlayerDeathHead.Revive() を一時的に差し替え
  • 可能な場合は PhotonView.ViewID、不可能な場合はインスタンスIDで遅延蘇生対象を管理
  • deadSetisDisabled、アクティブ状態、死亡頭のtriggered状態で死亡状態を確認
  • PlayerAvatar.Revive(true) を優先し、失敗時は PlayerAvatar.Revive(false) にフォールバック
  • 死亡頭のPhysGrabObject、Rigidbody中心、Collider境界から SemiFunc.OnGroundCheck で接地判定
  • シーンロード、アクティブシーン切替、RunManager.ChangeLevelRunManager.RestartScene で遅延蘇生キューを消去

導入方法

  1. REPO用のBepInEx 5.4.xを導入
  2. ExtractionAutoRevive.dllBepInEx/plugins に配置
  3. ホストへ導入
  4. ゲームを起動

使い方

コマンドは不要です。

納品所/ショップの回収処理が走ると、ホストが死亡プレイヤーをキューに入れ、死亡頭が設定時間以上地面に触れた後に蘇生します。

設定項目

General

EnableMod

設定値名 EnableMod

設定内容説明 MOD全体の有効/無効

初期値 true

設定可能最小値 Boolean only

設定可能最大値 Boolean only

Log

EnableLog

設定値名 EnableLog

設定内容説明 通常ログの出力有効/無効

初期値 true

設定可能最小値 Boolean only

設定可能最大値 Boolean only

EnableVerboseLog

設定値名 EnableVerboseLog

設定内容説明 詳細診断ログの出力有効/無効

初期値 false

設定可能最小値 Boolean only

設定可能最大値 Boolean only

GroundCheck

RequiredGroundedSeconds

設定値名 RequiredGroundedSeconds

設定内容説明 蘇生前に死亡頭が地面に触れている必要秒数

初期値 1.0

設定可能最小値 0.0

設定可能最大値 10.0

GroundCheckDistance

設定値名 GroundCheckDistance

設定内容説明 死亡頭のCollider境界からの地面判定距離

初期値 0.35

設定可能最小値 0.05

設定可能最大値 3.0

PendingCheckIntervalSeconds

設定値名 PendingCheckIntervalSeconds

設定内容説明 遅延蘇生監視のチェック間隔

初期値 0.05

設定可能最小値 0.02

設定可能最大値 1.0

補足

  • ホスト専用MODです
  • 死亡頭が空中にある間は即時蘇生しません
  • レベル遷移中に蘇生待機中だった場合、遅延蘇生キューは消去されます
  • 導入必須なのは基本的にホストのみです

連絡先

※AI生成MOD

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 added Revive(false) as a fallback.

Added

  • Added RequiredGroundedSeconds config for the minimum grounded time before revive.
  • Added GroundCheckDistance config for death-head ground detection distance.
  • Added PendingCheckIntervalSeconds config 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.ViewID when 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.ViewID when 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.