void CVehicle::SpawnForWorld() { for(EntityId i = 0; i < MAX_PLAYERS; i++) { if(g_pPlayerManager->DoesExist(i)) SpawnForPlayer(i); } }
void CPlayer::SpawnForWorld() { // Loop through all players for(EntityId i = 0; i < PLAYER_MAX; i++) { // Is the current player not this player and active? if(i != m_playerId && g_pServer->GetPlayerManager()->IsActive(i)) { // Spawn this player for the current player SpawnForPlayer(i); } } // Mark us as spawned m_bSpawned = true; }