/* call-seq:
 *      player.spawned? -> true or false
 *
 *      This method returns true if the player is spawned, else it returns
 *      false
 */ 

static VALUE 
playerRecord_isSpawned(VALUE self)
{
        
        bz_PlayerRecord *playerRecord;

        Data_Get_Struct(self, bz_PlayerRecord, playerRecord);
        
        if (playerRecord->spawned)
                return Qtrue;

        return Qfalse;
}