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Use SpawnLogic instead of custom RespawnSystemComponent #43

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ekudmada
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Hi, in my project I moved the respawn logic to use the (relatively new versus when this was originally made) SpawnLogic class. The base respawn system component removed the logic from itself and separated it into another class to keep it organized. I prefer this, and maybe you will too, so I've made a pull request that just moves the spawning logic to use this new setup. The only difference is you keep the SCR_RespawnSystemComponent and set the spawn logic to EPF_BasicSpawnLogic or EPF_BaseSpawnLogic. I have also done this for the everon life spawning logic and will submit a pull request there as well.

ekudmada added 2 commits May 16, 2024 19:52
Feature added after EPF overrode the respawn system component. I think this is simpler and more in line with using the vanilla systems where applicable and only making custom when necessary.
@Arkensor
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I'll have a look at this, but am not sure what the advantages are. I had to override some logic in the system component or else it would create troubles, namely OnPlayerDeleted_S.

@ekudmada
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I think the main advantage is just following vanilla organization and having the spawn logic in a separate class makes it very clear to follow the logic.

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