Added some debug logging, Character.Revive removes the existing AITarget from the character before creating a new one
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@@ -1555,6 +1555,8 @@ namespace Barotrauma
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ushort inventoryId = msg.ReadUInt16();
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DebugConsole.Log("Received entity spawn message for item " + itemName + ".");
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Vector2 pos = Vector2.Zero;
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Submarine sub = null;
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int inventorySlotIndex = -1;
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