If you're using Andre's example code, the bit that freezes the player is:
player->SetMoveType(MOVETYPE_NONE);

either remove that, or once the player is spawned and you wanna
unfreeze them, use:
player->SetMoveType(MOVETYPE_WALK)


On Tue, 22 Feb 2005 16:08:41 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote:
> Do you ever unfreeze the player? Or is that something that's automatically
> done?
>
> Thank you,
> Daniel Jennings
>
> ----- Original Message -----
> From: "Andre Bandarra" <[EMAIL PROTECTED]>
> To: <hlcoders@list.valvesoftware.com>
> Sent: Monday, February 21, 2005 5:22 AM
> Subject: Re: [hlcoders] Respawning all players
>
> > I use this one
> >
> > for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ )
> > {
> > CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i);
> > if ( player )
> > {
> > player->RemoveAllAmmo(); //Removes all ammo
> > player->RemoveAllDecals();//Removes All decals from the player model
> > player->Spawn(); //Spawns the player
> > player->SetMoveType(MOVETYPE_NONE);//freezes the player
> > //now we have to cycle through all the players weapons
> > for ( int j = 0 ; j<player->WeaponCount() ; j++)
> > {
> > CBaseCombatWeapon *pweapon = player->GetWeapon(j);
> > if (pweapon)
> > pweapon->Delete();//removes this weapon from the game;
> > }
> > }
> > }
> >
> >
> > On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin <[EMAIL PROTECTED]>
> wrote:
> > > static_cast<CBasePlayer*>(pEntity)->RemoveAllItems(false); ?
> > >
> > > _______________________________________________
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> > >
> > >
> >
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> >
> >
> >
>
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