Restoring Spectator Functionality
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using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Fortnite.com/FortPlayerUtilities } using { /UnrealEngine.com/Temporary/SpatialMath } RespawnDevice := class(creative_device): varvector :vector3= vector3{X := 0.0, Y := 0.0 ,Z := 0.0} @editable PlayerCounter : player_counter_device = player_counter_device{} OnBegin<override>()<suspends>:void= PlayerCounter.CountedEvent.Subscribe(PlayerCounted) PlayerCounted(Agent : agent) : void = if(InPlayer := player[Agent]): Agent.Respawn(varvector,rotation{})using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Fortnite.com/FortPlayerUtilities } using { /UnrealEngine.com/Temporary/SpatialMath } RespawnDevice := class(creative_device): varvector :vector3= vector3{X := 0.0, Y := 0.0 ,Z := 0.0} @editable PlayerCounter : player_counter_device = player_counter_device{} OnBegin<override>()<suspends>:void= PlayerCounter.CountedEvent.Subscribe(PlayerCounted) PlayerCounted(Agent : agent) : void = if(InPlayer := player[Agent]): Agent.Respawn(varvector,rotation{})
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