void CCheckpoint::AddForWorld()
{
	for(EntityId i = 0; i < MAX_PLAYERS; i++)
	{
		if(g_pPlayerManager->DoesExist(i))
			AddForPlayer(i);
	}
}
Esempio n. 2
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void CPlayer::AddForWorld()
{
	// 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))
		{
			// Add this player for the current player
			AddForPlayer(i);
		}
	}
}