void ClientActive( edict_t *pEdict, bool bLoadGame ) { CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) ); Assert( pPlayer ); if ( !pPlayer ) { return; } pPlayer->InitialSpawn(); if ( !bLoadGame ) { pPlayer->Spawn(); } }
void ClientActive( edict_t *pEdict, bool bLoadGame ) { CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) ); Assert( pPlayer ); if ( !pPlayer ) { return; } pPlayer->InitialSpawn(); if ( !bLoadGame ) { pPlayer->Spawn(); } // Make sure the timer isn't running and request that it sends the map // record to the HUD. timer()->Init(); timer()->DispatchTimeToBeatMessage(); }