Hey, I've got a problem again with a different project though. It's a single player mod based on Ep2 (Source engine 2k7). I want my player to respawn after he dies, and not reload the entire map. Therefore, I simply did a pEdict->Spawn() call in void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) in hl2_client.cpp by default. That's also what happens in MP mode. However, once respawned (without suit, obviously), the collision types seem to be wrong. For instance, if I jump onto an object, say a wooden pallet or a wooden box, I slowly get pushed away from it which doesn't happen on initial spawn. Also, if I grab an object and jump a couple times while looking to the ground, I get stuck in the object (message: server got stuck in object bla.mdl). The weirdest thing, however, is that eventuall I'll "fall" through the object and completely out of the level. I tried calling an additional Activate() in respawn() but that didn't do anything.
That's one question. The second one deals with items. Since I already picked up the items when I first spawned the map, they are gone once I respawn. I thought about making a copy of the item list when the player dies and just pass them to the respawn func and give them to the player after respawning. However, any other objects on the map will still be the same (e.g. boxes might be broken), and I need them to be where they were when the map spawned the first time (due to gameplay reasons). The reason I don't want to reload the map is that it takes too long and thus will ruin the playflow of the mod. Does anyone know how I could reset the map and its entities without using a engine->ServerCommand("reload\n") call? Kind regards, Klaus _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders