| 661 | } |
| 662 | |
| 663 | CCharacter *CSaveTeam::MatchCharacter(CGameContext *pGameServer, int ClientId, int SaveId, bool KeepCurrentCharacter) const |
| 664 | { |
| 665 | if(KeepCurrentCharacter && pGameServer->m_apPlayers[ClientId]->GetCharacter()) |
| 666 | { |
| 667 | // keep old character to retain current weak/strong order |
| 668 | return pGameServer->m_apPlayers[ClientId]->GetCharacter(); |
| 669 | } |
| 670 | pGameServer->m_apPlayers[ClientId]->KillCharacter(WEAPON_GAME); |
| 671 | return pGameServer->m_apPlayers[ClientId]->ForceSpawn(m_pSavedTees[SaveId].GetPos()); |
| 672 | } |
| 673 | |
| 674 | char *CSaveTeam::GetString() |
| 675 | { |
nothing calls this directly
no test coverage detected