e.spawnshieldtime = 1;
e.ItemStatus &= ~ITS_AVAILABLE;
}
- else {
- bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
- || e.team // weapon stay isn't supported for teamed weapons
- ;
- if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
- {
- // make the item translucent and not touchable
- e.model = e.mdl;
- e.solid = SOLID_TRIGGER; // can STILL be picked up!
- e.effects |= EF_STARDUST;
- e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
- e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
- }
else
{
- //setmodel(e, "null");
- e.solid = SOLID_NOT;
- e.colormod = '0 0 0';
- //e.glowmod = e.colormod;
- e.spawnshieldtime = 1;
- e.ItemStatus &= ~ITS_AVAILABLE;
- }}
+ bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+ || e.team // weapon stay isn't supported for teamed weapons
+ ;
+ if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+ {
+ // make the item translucent and not touchable
+ e.model = e.mdl;
+ e.solid = SOLID_TRIGGER; // can STILL be picked up!
+ e.effects |= EF_STARDUST;
+ e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+ e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+ }
+ else
+ {
+ //setmodel(e, "null");
+ e.solid = SOLID_NOT;
+ e.colormod = '0 0 0';
+ //e.glowmod = e.colormod;
+ e.spawnshieldtime = 1;
+ e.ItemStatus &= ~ITS_AVAILABLE;
+ }
+ }
if (def.m_glow)
e.ItemStatus |= ITS_GLOW;