Everyone uses the host's settings. While you're in someone's game, this mod reads the host's config instead of yours, from the lobby on. Your own whether you see the refill timer stay yours. Your config file isn't changed, and your own values are back when you leave. If the host doesn't have the mod, it stays off for you in that game.
1.1.2
The refill timer now sits to the right of the revive count. It used to sit under the count, behind the party level badge.
Changelog
1.1.1
At 0 revives the refill timer stays hidden, so the game's own refill ring and "revive earned" animation show for 0 -> 1. The timer still shows for refills above 1.
1.1.0
Taking damage makes revives come back sooner: each 1% of a player's max health lost takes 1 second off the timer (DamageSpeedsUpRecharge, SecondsPerPercentHealthLost).
A refill timer under the revive counter ("+1 in 0:42", "+1 Revive!" when one arrives). The game's own ring only shows at 0 revives, so there was no sign revives were coming back. It flashes orange when damage speeds it up (ShowRefillTimer).
Fix: when revives were set from outside (e.g. RunSaves restoring a run), a revive could come back instantly.
1.0.1
Fix: revives never regenerated. Reading the game's pause state threw an error every frame (NullReferenceException in pauseStartTime), so the game's normal timer ran instead. The pause state is now read directly.
1.0.0
First release: revives refill over time back to the starting number, using the game's own timer and progress ring.
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