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@ -606,6 +606,8 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) |
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DROP_TO_FLOOR( ENT( pev ) ); |
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DROP_TO_FLOOR( ENT( pev ) ); |
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pNewWeapon->enttools_data = enttools_data; |
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// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
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// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
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// but when it should respawn is based on conditions belonging to the weapon that was taken.
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// but when it should respawn is based on conditions belonging to the weapon that was taken.
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pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this ); |
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pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this ); |
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@ -822,6 +824,8 @@ void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer ) |
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pev->nextthink = 0;// Remove think - prevents futher attempts to materialize
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pev->nextthink = 0;// Remove think - prevents futher attempts to materialize
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SetTouch( NULL ); |
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SetTouch( NULL ); |
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SetThink( NULL ); |
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SetThink( NULL ); |
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enttools_data.enttools = false; |
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} |
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} |
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// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
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// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
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