add condition clearing and auto-revive to infinite hp mode
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@@ -4422,15 +4422,15 @@ struct G_PlayerDied_6x4D {
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le_uint32_t unknown_a1 = 0;
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} __packed__;
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// 6x4E: Player died (protected on V3/V4)
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// 6x4E: Player is dead can be revived (protected on V3/V4)
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struct G_PlayerDied_6x4E {
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struct G_PlayerRevivable_6x4E {
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G_ClientIDHeader header;
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} __packed__;
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// 6x4F: Player resurrected (via Scape Doll) (protected on V3/V4)
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// 6x4F: Player revived (protected on V3/V4)
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struct G_PlayerUsedScapeDoll_6x4F {
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struct G_PlayerRevived_6x4F {
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G_ClientIDHeader header;
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} __packed__;
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@@ -5362,10 +5362,9 @@ struct G_GalGryphonBossActions_6xA0 {
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parray<le_uint32_t, 4> unknown_a4;
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} __packed__;
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// 6xA1: Unknown (not valid on pre-V3) (protected on V3/V4)
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// Part of revive process. Occurs right after revive command; function unclear.
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// 6xA1: Revive player (not valid on pre-V3) (protected on V3/V4)
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struct G_Unknown_6xA1 {
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struct G_RevivePlayer_V3_BB_6xA1 {
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G_ClientIDHeader header;
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} __packed__;
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