Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Part of the lifecycle of a player respawn or player zoning involves the player character model being situated at the game's world origin 0 0 0. That's the lower left of the map. During this stage of the process, a player's ability to interact with the environment should be deactivated. Normally this interaction is restored soon around the time the user would regain control of their player character and by that point the player character should be located back within the normal game bounds. The alternative is instant death or drowning.
This change should stop random deaths upon loading or respawning. To be honest, the exact reasoning for being dead at the world origin might just be some other action encountered during zone load and that's why the crossbones appears there. All the same,
/warp
ing to the coordinates allows for a measure of safety as long as the player isn't moved so at least that works as advertised. All that can be done to test is keep at keeping at it.