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@ -478,6 +478,8 @@ void CBasePlayerItem::FallThink( void ) |
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//=========================================================
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//=========================================================
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void CBasePlayerItem::Materialize( void ) |
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void CBasePlayerItem::Materialize( void ) |
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{ |
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{ |
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ALERT( at_console, "Materialize: %s\n", STRING(pev->classname) ); |
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if( pev->effects & EF_NODRAW ) |
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if( pev->effects & EF_NODRAW ) |
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{ |
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{ |
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// changing from invisible state to visible.
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// changing from invisible state to visible.
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@ -509,8 +511,11 @@ float CBasePlayerItem::TouchGravGun( CBaseEntity *attacker, int stage ) |
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return 0; |
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return 0; |
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if( pev->effects & EF_NODRAW ) |
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if( pev->effects & EF_NODRAW ) |
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return 0; |
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return 0; |
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if( m_pfnThink == NULL || m_pfnThink == &CBasePlayerItem::AttemptToMaterialize ) |
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{ |
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SetThink( &CBasePlayerItem::AttemptToMaterialize ); |
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SetThink( &CBasePlayerItem::AttemptToMaterialize ); |
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pev->nextthink = gpGlobals->time + 60;; |
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pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this); |
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} |
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//if( pev->mins == pev->maxs )
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//if( pev->mins == pev->maxs )
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//return 0;
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//return 0;
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return 200; |
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return 200; |
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