This should permit the TES3MP server to catch when a "SIGTERM"(Standard program stop) or "SIGINT"(Ctrl+C) is sent to the process and allow that to initiate the standard shutdown procedure by halting the networking loop peacefully.
This should be handled in server scripts instead so that servers with respawning NPCs can be have kills shared across parties and witnesses instead of shared across all players on the server.
Dead players will now show up at the correct cell and position for living players, making server scripts that allow players to revive each other much more functional.
This avoids the problems that were encountered in Linux and macOS builds regarding this check while also still addressing the scenario where official Windows builds had their credits modified by people unrelated to the project.
Originally, the PlayerSkill packet contained skills, attribute increases and level progress. In 78441c769a, the attribute increases were moved to the PlayerAttribute packet and the level progress was moved to the PlayerLevel packet, but – due to an oversight – attribute increases and level progress were still being applied to the local player only when a PlayerSkill packet was received, based on whatever values were stored from the last PlayerAttribute and PlayerLevel packets.
Previously, when recharging or repairing an item, the client sent a PlayerInventory packet to the server with the old version of the item that was supposed to be removed and then it sent a PlayerInventory packet with the new version of the item that was supposed to be added.
Unfortunately, the current CoreScripts make it so custom items using generated IDs have their records deleted when they are completely removed from the world, however briefly, even if they are added back immediately afterwards. In practice, this meant that – before this commit – recharging or repairing a custom item led to its removal from the player inventory stored on the server, followed by the deletion of its record, followed by its readdition to the inventory (but with the record staying deleted). Logging out and logging back in immediately prevented the player from receiving the item anymore because of its now non-existent record.