function GM:PlayerDeath( ply, weapon, killer ) self.BaseClass:PlayerDeath( ply, weapon, killer ); ply:GetTable().DeathPos = ply:GetPos(); if( ply ~= killer or ply:GetTable().Slayed ) then local ent = ents.Create( currentWeapon:GetClass ); ent:SetPos( ply:DeathPos ); ent:Spawn(); ply:GetTable().Arrested = false; ply:GetTable().DeathPos = nil; ply:GetTable().Slayed = false; end end function GM:Think if ( ply:Alive() ) currentWeapon = ply:GetActiveWeapon(); end end