void CCheckpoint::AddForWorld() { for(EntityId i = 0; i < MAX_PLAYERS; i++) { if(g_pPlayerManager->DoesExist(i)) AddForPlayer(i); } }
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); } } }