#player clear
s&box fall damage: OnLand fires on client, Rpc.Broadcast with host guard applies damage, Rpc.Owner for sound
s&box PlayerData respawn: use MarkForRespawn() + OnUpdate() timeout (4s) as a...
s&box: Two-tier player event system — Local.IPlayerEvents (hierarchy-scoped) vs Global.IPlayerEvents (scene-wide)
s&box: Correct damage pipeline order — pre-event, armour, health, OnDeath, then Kill()
s&box: Built-in PlayerController component — first/third person movement, jump, duck, IEvents callbacks