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();
	}
}
示例#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();
}
示例#3
0
// called by ClientKill and DeadThink
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
{
	CHL2_Player *pPlayer = (CHL2_Player *)pEdict;
	if (pPlayer)
	{
		if (sv_player_hardcoremode.GetBool() && !g_pGameRules->IsMultiplayer())
		{
			engine->ServerCommand("reload\n");
		}
		/*
		else if (pPlayer->GetLevel() == MAX_LEVEL && !g_pGameRules->IsMultiplayer())
		{
			char szMapCommand[1024];
			// create the command to execute
			Q_snprintf(szMapCommand, sizeof(szMapCommand), "map credits\nprogress_enable\n");
			engine->ServerCommand(szMapCommand);
		}
		*/
		else
		{
			pPlayer->Spawn();
		}
	}
}