flag.solid = SOLID_TRIGGER;
flag.ctf_droptime = time;
+ flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
+
switch(droptype)
{
case DROP_PASS:
}
}
- print("flag.velocity = ", vtos(flag.velocity), ".\n");
-
switch(droptype)
{
case DROP_PASS:
// reset the flag
player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
- ctf_RespawnFlag(player.flagcarried);
+ ctf_RespawnFlag(enemy_flag);
}
void ctf_Handle_Return(entity flag, entity player)