From: Rudolf Polzer Date: Wed, 21 Dec 2011 09:49:47 +0000 (+0100) Subject: fix item filtering for powerups X-Git-Tag: xonotic-v0.6.0~74^2~83 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=713c791413a74118f6f826233c5931478736d952;p=xonotic%2Fxonotic-data.pk3dir.git fix item filtering for powerups --- diff --git a/qcsrc/server/t_items.qc b/qcsrc/server/t_items.qc index a43be3ff7..e8775b64a 100644 --- a/qcsrc/server/t_items.qc +++ b/qcsrc/server/t_items.qc @@ -5,7 +5,7 @@ float have_pickup_item(void) if(self.classname != "minstagib") return FALSE; - if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE) + if(self.flags & FL_POWERUP) { if(autocvar_g_powerups > 0) return TRUE; @@ -695,6 +695,7 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.items = itemid; self.weapons = weaponid; + self.flags = FL_ITEM | itemflags; // is it a dropped weapon? if (self.classname == "droppedweapon") @@ -811,7 +812,6 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, self.respawntimejitter = defaultrespawntimejitter; } self.netname = itemname; - self.flags = FL_ITEM | itemflags; self.touch = Item_Touch; setmodel (self, self.mdl); // precision set below self.effects |= EF_LOWPRECISION;