Fix respawn making the player fall through the ground
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@@ -367,7 +367,7 @@ public class AutoGamePlayer : MonoBehaviour {
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void Respawn() {
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void Respawn() {
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bird.GetComponent<RectTransform>().anchoredPosition = new UnityEngine.Vector3(0f, 64f, 0f);
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bird.GetComponent<RectTransform>().anchoredPosition = new UnityEngine.Vector3(0f, 64f, 0f);
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groundCollider.transform.position = new(0f, groundCollider.transform.position.y);
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groundCollider.GetComponent<RectTransform>().anchoredPosition = new(0f, -2.5f);
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bird.transform.localScale = new UnityEngine.Vector3(1f, 1f, 1f);
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bird.transform.localScale = new UnityEngine.Vector3(1f, 1f, 1f);
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rb.linearVelocity = new();
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rb.linearVelocity = new();
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score = 0;
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score = 0;
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@@ -528,7 +528,7 @@ public class CustomGamePlayer : MonoBehaviour {
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void Respawn() {
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void Respawn() {
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bird.GetComponent<RectTransform>().anchoredPosition = new UnityEngine.Vector3(0f, 64f, 0f);
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bird.GetComponent<RectTransform>().anchoredPosition = new UnityEngine.Vector3(0f, 64f, 0f);
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groundCollider.transform.position = new(0f, groundCollider.transform.position.y);
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groundCollider.GetComponent<RectTransform>().anchoredPosition = new(0f, -2.5f);
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bird.transform.localScale = new UnityEngine.Vector3(1f, 1f, 1f);
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bird.transform.localScale = new UnityEngine.Vector3(1f, 1f, 1f);
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rb.linearVelocity = new();
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rb.linearVelocity = new();
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score = 0;
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score = 0;
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@@ -315,7 +315,7 @@ public class GamePlayer : MonoBehaviour {
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void Respawn() {
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void Respawn() {
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bird.GetComponent<RectTransform>().anchoredPosition = new UnityEngine.Vector3(0f, 64f, 0f);
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bird.GetComponent<RectTransform>().anchoredPosition = new UnityEngine.Vector3(0f, 64f, 0f);
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groundCollider.transform.position = new(0f, groundCollider.transform.position.y);
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groundCollider.GetComponent<RectTransform>().anchoredPosition = new(0f, -2.5f);
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bird.transform.localScale = new UnityEngine.Vector3(1f, 1f, 1f);
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bird.transform.localScale = new UnityEngine.Vector3(1f, 1f, 1f);
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rb.linearVelocity = new();
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rb.linearVelocity = new();
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score = 0;
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score = 0;
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