if (!Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin, vel, time_to_live))
return;
- e.item_spawnshieldtime = time + 0.5;
-
if(!freezeTimer)
Item_SetExpiring(e, true);
if (this.itemdef.instanceOfPowerup)
powerups_DropItem_Think(this);
- // enable pickup by the player who threw it
- this.owner = NULL;
-
// send slow updates even if the item didn't move
// recovers prediction desyncs where server thinks item stopped, client thinks it didn't
ItemUpdate(this);
this.nextthink = time + IT_UPDATE_INTERVAL;
this.wait = time + autocvar_g_items_dropped_lifetime;
+ this.owner = NULL; // anyone can pick this up, including the player who threw it
+ this.item_spawnshieldtime = time + 0.5; // but not straight away
+
this.takedamage = DAMAGE_YES;
this.event_damage = Item_Damage;
// enable this to have thrown items burn in lava