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Fix weapon respawn bug

hlzbot-dirty
mittorn 8 years ago
parent
commit
11278977d4
  1. 9
      dlls/weapons.cpp

9
dlls/weapons.cpp

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

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