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