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_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"
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
float autocvar_physics_ode;
float autocvar_g_ode_items;
float autocvar_g_ode_items_damageforcescale;
+float autocvar_g_ode_items_reset;
self.glowmod = self.owner.glowmod;
// if the item is not spawned, make sure the invisible / ghost item returns to its origin and stays there
- if(self.owner.nextthink > time) // awaiting respawn
+ if(autocvar_g_ode_items_reset)
{
- setorigin(self, self.spawn_origin);
- self.angles = self.spawn_angles;
- self.solid = SOLID_NOT;
- self.movetype = MOVETYPE_NONE;
- }
- else
- {
- self.solid = SOLID_CORPSE;
- self.movetype = MOVETYPE_PHYSICS;
+ if(self.owner.nextthink > time) // awaiting respawn
+ {
+ setorigin(self, self.spawn_origin);
+ self.angles = self.spawn_angles;
+ self.solid = SOLID_NOT;
+ self.movetype = MOVETYPE_NONE;
+ }
+ else
+ {
+ self.solid = SOLID_CORPSE;
+ self.movetype = MOVETYPE_PHYSICS;
+ }
}
}