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.OnDeathlooks like it runs on every client that had the boss loaded, since it pushes vanilla's key above anIsOwnerearly-return. But that guard is unreachable, becauseCheckDeathis its only caller and sits insideif (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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