Detach player from entity / object if he is dead
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@ -1042,6 +1042,10 @@ void cPlayer::KilledBy(TakeDamageInfo & a_TDI)
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m_bVisible = false; // So new clients don't see the player
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// Detach player from object / entity. If the player dies, the server still says
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// that the player is attached to the entity / object
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Detach();
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// Puke out all the items
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cItems Pickups;
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m_Inventory.CopyToItems(Pickups);
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