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Fix some revives; improve dungeon exit flow (#2409)
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@@ -7,6 +7,7 @@ import emu.grasscutter.data.binout.*;
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import emu.grasscutter.data.binout.AbilityModifier.AbilityModifierAction;
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import emu.grasscutter.game.ability.actions.*;
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import emu.grasscutter.game.ability.mixins.*;
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import emu.grasscutter.game.entity.EntityAvatar;
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import emu.grasscutter.game.entity.GameEntity;
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import emu.grasscutter.game.player.*;
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import emu.grasscutter.game.props.FightProperty;
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@@ -562,6 +563,14 @@ public final class AbilityManager extends BasePlayerManager {
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if (killState.getKilled()) {
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scene.killEntity(entity);
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} else if (!entity.isAlive()) {
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if (entity instanceof EntityAvatar) {
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// TODO Should EntityAvatar act on this invocation?
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// It bugs revival due to resetting HP to max when
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// the avatar should just stay dead.
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Grasscutter.getLogger()
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.trace("Entity of ID {} is EntityAvatar. Ignoring", invoke.getEntityId());
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return;
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}
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entity.setFightProperty(
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FightProperty.FIGHT_PROP_CUR_HP,
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entity.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP));
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