static void OnSetPlayerDeadSuccess(ref SetPlayerDeadMsg msg, MyNetworkClient sender)
 {
     Sync.Players.SetPlayerDeadInternal(msg.ClientSteamId, msg.PlayerSerialId, msg.IsDead, msg.ResetIdentity);
 }
        private void SetPlayerDead(MyPlayer player, bool deadState, bool resetIdentity)
        {
            var msg = new SetPlayerDeadMsg();
            msg.ClientSteamId = player.Id.SteamId;
            msg.PlayerSerialId = player.Id.SerialId;
            msg.IsDead = deadState;
            msg.ResetIdentity = resetIdentity;

            if (Sync.IsServer)
            {
                player.Identity.SetDead(resetIdentity);
                Sync.Layer.SendMessageToAll(ref msg, MyTransportMessageEnum.Success);
            }
            else
                Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Request);
        }
        static void OnSetPlayerDeadRequest(ref SetPlayerDeadMsg msg, MyNetworkClient sender)
        {
            Debug.Assert(msg.ClientSteamId == sender.SteamUserId, "Received invalid SetPlayerDeadMsg!");
            if (msg.ClientSteamId != sender.SteamUserId) return;

            if (Sync.Players.SetPlayerDeadInternal(msg.ClientSteamId, msg.PlayerSerialId, msg.IsDead, msg.ResetIdentity))
            {
                Sync.Layer.SendMessageToAll(ref msg, MyTransportMessageEnum.Success);
            }
        }
        private void SetPlayerDead(MyPlayer player, bool deadState, bool resetIdentity)
        {
            var msg = new SetPlayerDeadMsg();
            msg.ClientSteamId = player.Id.SteamId;
            msg.PlayerSerialId = player.Id.SerialId;
            msg.IsDead = deadState;
            msg.ResetIdentity = resetIdentity;

            if (Sync.IsServer)
            {
                // CH: This was here before and I think it's wrong! :-)
                //player.Identity.SetDead(resetIdentity);
                if (SetPlayerDeadInternal(player.Id.SteamId, player.Id.SerialId, deadState, resetIdentity))
                {
                    Sync.Layer.SendMessageToAll(ref msg, MyTransportMessageEnum.Success);
                }
            }
            else
                Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Request);
        }