|
|
@ -283,7 +283,7 @@ void CWeaponHL2MPBase::FallThink( void ) |
|
|
|
// Since Materialize() never gets called, the weapon's respawn location is never set, so if a person picks it up, it respawns forever at
|
|
|
|
// Since Materialize() never gets called, the weapon's respawn location is never set, so if a person picks it up, it respawns forever at
|
|
|
|
// 0 0 0 on the map (infinite loop of fall, wait, respawn, not nice at all for performance and bandwidth!)
|
|
|
|
// 0 0 0 on the map (infinite loop of fall, wait, respawn, not nice at all for performance and bandwidth!)
|
|
|
|
|
|
|
|
|
|
|
|
if( hasSpawnFlags( SF_NORESPAWN ) == false ) |
|
|
|
if( HasSpawnFlags( SF_NORESPAWN ) == false ) |
|
|
|
{ |
|
|
|
{ |
|
|
|
if( GetOriginalSpawnOrigin() == vec3_origin ) |
|
|
|
if( GetOriginalSpawnOrigin() == vec3_origin ) |
|
|
|
{ |
|
|
|
{ |
|
|
|