set sv_foginterval 1 "force enable fog in regular intervals"
-set g_ode_items 2 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
+set g_ode_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
set g_ode_items_damageforcescale 3 "how affected physical weapons are by damage"
set g_ode_items_reset 1 "return map items to their original lotation after being picked up"
self.alpha = self.owner.alpha; // apply fading and ghosting
- if(!self.cnt) // map item, not dropped weapon
+ if(!self.cnt) // map item, not dropped
{
// copy ghost item properties
self.colormap = self.owner.colormap;
}
if(!self.owner.modelindex)
- remove(self); // the real weapon is gone, remove this
+ remove(self); // the real item is gone, remove this
}
void physical_item_touch()