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@ -3007,6 +3007,8 @@ void CNPC_Manhack::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t r |
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} |
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} |
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else |
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else |
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{ |
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{ |
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m_pPrevOwner.Set( GetOwnerEntity() ); |
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// Suppress collisions between the manhack and the player; we're currently bumping
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// Suppress collisions between the manhack and the player; we're currently bumping
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// almost certainly because it's not purely a physics object.
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// almost certainly because it's not purely a physics object.
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SetOwnerEntity( pPhysGunUser ); |
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SetOwnerEntity( pPhysGunUser ); |
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@ -3022,8 +3024,10 @@ void CNPC_Manhack::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t r |
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Manhack::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) |
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void CNPC_Manhack::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) |
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{ |
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{ |
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SetOwnerEntity( m_pPrevOwner.Get() ); |
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// Stop suppressing collisions between the manhack and the player
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// Stop suppressing collisions between the manhack and the player
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SetOwnerEntity( NULL ); |
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m_pPrevOwner.Set( NULL ); |
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m_bHeld = false; |
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m_bHeld = false; |
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