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More reliable stamina calculation
by separately handling immediate one-time cost and cost over time.
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@@ -557,7 +557,7 @@ public class TeamManager {
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// return;
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// }
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// }
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player.getMovementManager().resetTimer(); // prevent drowning immediately after respawn
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player.getMovementManager().stopSustainedStaminaHandler(); // prevent drowning immediately after respawn
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// Revive all team members
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for (EntityAvatar entity : getActiveTeam()) {
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