2998
void sg_RespawnPlayer(eGrid * grid, gArena * arena, tCoord & pos, tCoord & dir, ePlayerNetID * p) {
2999
eGameObject *e=p->Object();
3001
if ( ( !e || !e->Alive()) && sn_GetNetState() != nCLIENT )
3004
// std::cout << "spawning player " << pni->name << '\n';
3006
gCycle * cycle = new gCycle(grid, pos, dir, p);
3007
p->ControlObject(cycle);
3013
void sg_RespawnPlayer(eGrid * grid, gArena * arena, tCoord & near, ePlayerNetID * p) {
3014
eGameObject *e=p->Object();
3016
if ( ( !e || !e->Alive()) && sn_GetNetState() != nCLIENT )
3019
arena->ClosestSpawnPoint(near)->Spawn( pos, dir );
3022
// std::cout << "spawning player " << pni->name << '\n';
3024
gCycle * cycle = new gCycle(grid, pos, dir, p);
3025
p->ControlObject(cycle);
3031
void sg_RespawnPlayer(eGrid * grid, gArena * arena, tCoord * near, ePlayerNetID * p) {
3033
sg_RespawnPlayer(grid, arena, *near, p);
3035
sg_RespawnPlayer(grid, arena, p);
3038
void sg_RespawnPlayer(eGameObject & near, ePlayerNetID * p) {
3039
// FIXME: how to get arena info from object?
3040
tCoord npos = near.Position();
3041
sg_RespawnPlayer(near.Grid(), &Arena, npos, p);
3044
void sg_RespawnPlayer(eGrid * grid, gArena * arena, eGameObject * near, ePlayerNetID * p) {
3047
tCoord npos = near->Position();
3048
sg_RespawnPlayer(near->Grid(), arena, npos, p);
3051
sg_RespawnPlayer(grid, arena, p);
2998
3054
void sg_RespawnPlayer(eGrid *grid, gArena *arena, ePlayerNetID *p)
3000
3056
eGameObject *e=p->Object();