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();
	}
}
Example #2
0
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();
}