void CCheckpoint::DeleteForWorld() { for(EntityId i = 0; i < MAX_PLAYERS; i++) { if(g_pPlayerManager->DoesExist(i)) DeleteForPlayer(i); } }
void CPlayer::DeleteForWorld() { // 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)) { // Delete this player for the current player DeleteForPlayer(i); } } }
CBlipManager::~CBlipManager() { for(EntityId x = 0; x < MAX_BLIPS; x++) { if(m_bActive[x]) Delete(x); m_bActive[x] = false; } for(EntityId y = 0; y < MAX_PLAYERS; y++) { if(m_bPlayerActive[y]) DeleteForPlayer(y); m_bPlayerActive[y] = false; } }