This is nice, however is there any difference between setting m_iClass instead of TF2_SetPlayerClass?
Currently Regenerating a player after SetPlayerClass has weird effects, like visually setting the player to that class but some times not their health (however the max health changes) and some of the wearables that are for all classes. I.e. spy wearing heavy's Triad Trinket.
Quote:
Originally Posted by Neuro Toxin
Couldn't this loop if you dont check the clients class is already equal to the class you're forcing?
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Setting m_iClass doesn't trigger the class change event.