

PlayerDeathHead.Revive() extraction-only condition during cleanup with custom host-only handling that can revive dead players regardless of where their death head isPlayerAvatar.Revive(true) so the truck-heal style revive path is usedDeathPitSaveEffect.timeCurrent > 0f instead of particle playback statePhotonView.ViewID when available, with fallback identity handlinggameObject.activeSelfExtractionPoint.StateSetPlayerDeathHead.Revive() only while extraction/shop cleanup is runningRefactoring based on received cleanup advice (no behavior change)
Resources.FindObjectsOfTypeAll<PlayerAvatar>() to GameDirector.instance.PlayerListGetField / GetValue) to direct access player.playerHealth.healthMethodInfo.Invoke) to direct call player.Revive(true)SetValue) to direct assignment player.playerDeathHead.inExtractionPoint = true and player.playerDeathHead.inTruck = true