Longhouse

Utangard · 1.0.0 · The group gate, finished

Credit is earned at the kill, by everyone present. The owning client credits every player within CreditRadius (100 m) of the corpse. It had to be done that way: Character.OnDeath looks like it runs on every client that had the boss loaded, since it pushes vanilla's key above an IsOwner early-return. But that guard is unreachable, because CheckDeath is its only caller and sits inside if (zDO.IsOwner()). Crediting "the local player" would have credited exactly one member of a group that killed a boss together, and the gate would then have jammed shut while looking like it worked.

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