//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFForceRespawn::ForceRespawn( bool bSwitchTeams )
{
	int i = 0;

	// respawn the players
	for ( i = 1 ; i <= gpGlobals->maxClients ; i++ )
	{
		CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
		if ( pPlayer )
		{
			pPlayer->RemoveAllOwnedEntitiesFromWorld();

			// Ignore players who aren't on an active team
			if ( pPlayer->GetTeamNumber() != TF_TEAM_RED && pPlayer->GetTeamNumber() != TF_TEAM_BLUE )
			{
				// Let the player spawn immediately when they do pick a class
				pPlayer->AllowInstantSpawn();
				continue;
			}

			if ( bSwitchTeams )
			{
				if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
				{
					pPlayer->ForceChangeTeam( TF_TEAM_BLUE );
				}
				else if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
				{
					pPlayer->ForceChangeTeam( TF_TEAM_RED );
				}
			}

			// Ignore players who haven't picked a class yet
			if ( !pPlayer->GetPlayerClass() || pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_UNDEFINED )
			{
				// Allow them to spawn instantly when they do choose
				pPlayer->AllowInstantSpawn();
				continue;
			}

			
			pPlayer->ForceRespawn();
		}
	}

	// remove any dropped weapons/ammo packs	
	CBaseEntity *pEnt = NULL;
	while ( (pEnt = gEntList.FindEntityByClassname( pEnt, "tf_ammo_pack" )) != NULL )
	{
		UTIL_Remove( pEnt );
	}

	// Output.
	m_outputOnForceRespawn.FireOutput( this, this );
}