//-----------------------------------------------------------------------------
// Purpose: Called on each respawn
//-----------------------------------------------------------------------------
void CPlayerClass::RespawnClass( void )
{
	ResupplyAmmo( 100.0f, RESUPPLY_ALL_FROM_STATION );
	GainedNewTechnology( NULL );
	SetMaxHealth( GetMaxHealthCVarValue() );
	SetMaxSpeed( GetMaxSpeed() );
	CheckDeterioratingObjects();

	SetupSizeData();

	// Refill the clips of all my weapons
	for (int i = 0; i < MAX_WEAPONS; i++)
	{
		CBaseCombatWeapon *pWeapon = m_pPlayer->GetWeapon(i);
		if ( pWeapon )
		{
			if ( pWeapon->UsesClipsForAmmo1() )
			{
				pWeapon->m_iClip1 = pWeapon->GetDefaultClip1();
			}
			if ( pWeapon->UsesClipsForAmmo2() )
			{
				pWeapon->m_iClip2 = pWeapon->GetDefaultClip2();
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CWeaponCombat_ChargeablePlasma::Deploy( void )
{
	if ( BaseClass::Deploy() )
	{
		GainedNewTechnology(NULL);
		return true;
	}

	return false;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CWeaponCombatShield::Deploy( void )
{
	if ( BaseClass::Deploy() )
	{
		GainedNewTechnology(NULL);
		SetShieldState( SS_DOWN );
		return true;
	}
	return false;
}