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@ -485,7 +485,7 @@ void CBasePlayerItem::Materialize( void )
@@ -485,7 +485,7 @@ void CBasePlayerItem::Materialize( void )
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pev->solid = SOLID_TRIGGER; |
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UTIL_SetOrigin( pev, pev->origin );// link into world.
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SetTouch( &CBasePlayerItem::DefaultTouch); |
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SetTouch( &CBasePlayerItem::DefaultTouch ); |
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SetThink( NULL ); |
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} |
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@ -578,13 +578,6 @@ void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
@@ -578,13 +578,6 @@ void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
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} |
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SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen?
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// If the item is falling and its Think remains FallItem after the player picks it up,
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// then after the item touches the ground its Touch will be set back to DefaultTouch,
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// so the player will pick it up again, this time Kill-ing the item (since we already have it in the inventory),
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// which will make the pointer bad and crash the game.
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if( m_pfnThink == &CBasePlayerItem::FallThink ) |
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SetThink( NULL ); |
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} |
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BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted ) |
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@ -734,7 +727,7 @@ void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer )
@@ -734,7 +727,7 @@ void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer )
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pev->modelindex = 0;// server won't send down to clients if modelindex == 0
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pev->model = iStringNull; |
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pev->owner = pPlayer->edict(); |
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pev->nextthink = gpGlobals->time + .1; |
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pev->nextthink = 0;// Remove think - prevents futher attempts to materialize
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SetTouch( NULL ); |
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SetThink( NULL ); |
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} |
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@ -1054,6 +1047,7 @@ void CBasePlayerAmmo::Materialize( void )
@@ -1054,6 +1047,7 @@ void CBasePlayerAmmo::Materialize( void )
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} |
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SetTouch( &CBasePlayerAmmo::DefaultTouch ); |
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SetThink( NULL ); |
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} |
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void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) |
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