public void respawn()
{
int debug=555;
//if (mAction != DEAD)
//{
// LOG_WARN("Character \"" << getName()
// << "\" tried to respawn without being dead");
// return;
//}
//// Make it alive again
//setAction(STAND);
//// Reset target
//mTarget = NULL;
//// Execute respawn script
//if (!Script::executeGlobalEventFunction("on_chr_death_accept", this))
//{
// // Script-controlled respawning didn't work - fall back to
// // hardcoded logic.
// mAttributes[ATTR_HP].setBase(mAttributes[ATTR_MAX_HP].getModifiedAttribute());
// updateDerivedAttributes(ATTR_HP);
// // Warp back to spawn point.
// int spawnMap = Configuration::getValue("char_respawnMap", 1);
// int spawnX = Configuration::getValue("char_respawnX", 1024);
// int spawnY = Configuration::getValue("char_respawnY", 1024);
// GameState::enqueueWarp(this, MapManager::getMap(spawnMap), spawnX, spawnY);
//}
}