e.colormod = '0 0 0';
self.glowmod = self.colormod;
e.alpha = 0;
- //e.customizeentityforclient = func_null;
+ if not (cvar("g_csqc_items"))
+ e.customizeentityforclient = func_null;
e.spawnshieldtime = 1;
self.ItemStatus |= ITS_AVAILABLE;
e.colormod = '0 0 0';
self.glowmod = self.colormod;
e.alpha = 0;
- //e.customizeentityforclient = func_null;
+ if not (cvar("g_csqc_items"))
+ e.customizeentityforclient = func_null;
e.spawnshieldtime = 1;
self.ItemStatus &~= ITS_AVAILABLE;
e.colormod = '0 0 0';
self.glowmod = self.colormod;
e.effects |= EF_STARDUST;
- //e.customizeentityforclient = Item_Customize;
+ if not (cvar("g_csqc_items"))
+ e.customizeentityforclient = Item_Customize;
e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
self.ItemStatus |= ITS_AVAILABLE;
e.colormod = stov(autocvar_g_ghost_items_color);
e.glowmod = e.colormod;
e.alpha = g_ghost_items;
- //e.customizeentityforclient = func_null;
+ if not (cvar("g_csqc_items"))
+ e.customizeentityforclient = func_null;
e.spawnshieldtime = 1;
self.ItemStatus &~= ITS_AVAILABLE;
e.colormod = '0 0 0';
e.glowmod = e.colormod;
e.alpha = 0;
- //e.customizeentityforclient = func_null;
+ if not (cvar("g_csqc_items"))
+ e.customizeentityforclient = func_null;
e.spawnshieldtime = 1;
self.ItemStatus &~= ITS_AVAILABLE;