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:GetTable().DeathPos ); ent:Spawn(); ply:GetTable().Arrested = false; ply:GetTable().DeathPos = nil; ply:GetTable().Slayed = false; end end function GM:Think() if ( ply:Alive() ) then ply.currentWeapon = ply:GetActiveWeapon() end end