}
else
{
- if(g_ghost_items && self.respawntime > 0) // if respawntime is -1, this item does not respawn
+ if(g_ghost_items)
{
self.colormod = stov(cvar_string("g_ghost_items_color"));
self.glowmod = self.colormod;
e.spawnshieldtime = 1;
}
- else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3 && self.respawntime > 0)) // if respawntime is -1, this item does not respawn
+ else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
{
// make the item translucent green and not touchable
e.model = e.mdl;
e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
}
- else if(g_ghost_items && self.respawntime > 0) // if respawntime is -1, this item does not respawn
+ else if(g_ghost_items)
{
// make the item translucent green and not touchable
e.model = e.mdl;
Item_Show(e, 0);
if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
+ else
+ remove(e);
}
void Item_ScheduleInitialRespawn(entity e)