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: <[email protected]> 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); ? > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

