anchor.diff:  			send_0113();
   		3 -> % type change
   			log("changed type to ~b", [C]);
  -		7 -> % player death: if the player has a scape, use it! otherwise red screen
  +		7 -> % player death: if the player has a scape, use it! otherwise red screen @todo Right now we force revive and don't reset the HP.
  +			% @todo send_0115(get(gid), 16#ffffffff, LV=1, EXP=idk, Money=1000), % apparently sent everytime you die...
  +			% use scape
  +			NewHP = 10,
  +			send_0117(NewHP),
  +			send_1022(NewHP);
   			% red screen with return to lobby choice:
  -			send_0111(3, 1);
  +			%~ send_0111(3, 1);
   		8 -> % return to lobby after death
   			log("return to lobby after death"),
   			area_load(1100000, 0, 4, 6); %% @todo temporary handler
  
positive.code: send_1020() ->
  	send(header(16#1020)).
  
  %% @todo Figure out what this packet does. Sane values for counter and missions for now.
  
  send_1202() ->
  
negative.code: 		16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32,
  		16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32 >>).
  
  %% @doc Revive player?
  %% @todo Figure out more of it.
  
  send_0117(HP) ->
  	GID = get(gid),
  	send(<< 16#01170300:32, 0:64, GID:32/little-unsigned-integer, 0:64, 16#00011300:32, GID:32/little-unsigned-integer, 0:64,
  		GID:32/little-unsigned-integer, 0:96, HP:32/little-unsigned-integer, 0:32 >>).
  
  %% @doc Send the zone initialization notification.
  
  send_0200(ZoneType) ->
  