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@ -476,6 +476,7 @@ void CBasePlayerItem :: FallInit( void ) |
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pev->solid = SOLID_BBOX; |
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pev->solid = SOLID_BBOX; |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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m_SpawnPoint = pev->origin; |
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground.
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground.
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SetTouch( &DefaultTouch ); |
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SetTouch( &DefaultTouch ); |
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@ -576,7 +577,7 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) |
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{ |
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{ |
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// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
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// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
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// will decide when to make the weapon visible and touchable.
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// will decide when to make the weapon visible and touchable.
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CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); |
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CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), m_SpawnPoint, pev->angles, pev->owner ); |
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if ( pNewWeapon ) |
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if ( pNewWeapon ) |
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{ |
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{ |
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@ -1066,6 +1067,7 @@ void CBasePlayerAmmo::Spawn( void ) |
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pev->solid = SOLID_TRIGGER; |
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pev->solid = SOLID_TRIGGER; |
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); |
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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m_SpawnPoint = pev->origin; |
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SetTouch( &DefaultTouch ); |
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SetTouch( &DefaultTouch ); |
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} |
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} |
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@ -1075,7 +1077,7 @@ CBaseEntity* CBasePlayerAmmo::Respawn( void ) |
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pev->effects |= EF_NODRAW; |
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pev->effects |= EF_NODRAW; |
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SetTouch( NULL ); |
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SetTouch( NULL ); |
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UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn.
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UTIL_SetOrigin( pev, m_SpawnPoint );// move to wherever I'm supposed to repawn.
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SetThink( &Materialize ); |
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SetThink( &Materialize ); |
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pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); |
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pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); |
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