I found a function that looks like it would work.
Declaration (game_shared/multiplay_gamerules.h):
Code:
virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
Implementation (game_shared/multplay_gamerules.cpp):
Code:
bool CMultiplayRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
{
GetVoiceGameMgr()->ClientConnected( pEntity );
return true;
}
In gamerules.h, it stated it was called when a player connects, but isn't spawned.