setorigin(flag, player.origin + FLAG_DROP_OFFSET);
flag.owner.flagcarried = world;
flag.owner = world;
- flag.movetype = MOVETYPE_TOSS;
flag.solid = SOLID_TRIGGER;
switch(droptype)
case DROPTYPE_PASS:
{
// main
+ flag.movetype = MOVETYPE_FLY;
flag.takedamage = DAMAGE_NO;
flag.pass_sender = player;
flag.pass_target = reciever;
case DROPTYPE_DROP:
{
// main
+ flag.movetype = MOVETYPE_TOSS;
flag.takedamage = DAMAGE_YES;
flag.health = flag.max_flag_health;
flag.ctf_droptime = time;