From 0a390fa00ded55f40536405bedda98abb5459e8a Mon Sep 17 00:00:00 2001 From: Samual Date: Sat, 31 Mar 2012 20:50:52 -0400 Subject: [PATCH] Use MOVETYPE_FLY while passing the flag instead of MOVETYPE_TOSS -- this helps against the flag getting stuck in a corner --- qcsrc/server/mutators/gamemode_ctf.qc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/qcsrc/server/mutators/gamemode_ctf.qc b/qcsrc/server/mutators/gamemode_ctf.qc index 7345766f9..4b42a3b35 100644 --- a/qcsrc/server/mutators/gamemode_ctf.qc +++ b/qcsrc/server/mutators/gamemode_ctf.qc @@ -277,7 +277,6 @@ void ctf_Handle_Throw(entity player, entity reciever, float droptype) setorigin(flag, player.origin + FLAG_DROP_OFFSET); flag.owner.flagcarried = world; flag.owner = world; - flag.movetype = MOVETYPE_TOSS; flag.solid = SOLID_TRIGGER; switch(droptype) @@ -309,6 +308,7 @@ void ctf_Handle_Throw(entity player, entity reciever, float droptype) case DROPTYPE_PASS: { // main + flag.movetype = MOVETYPE_FLY; flag.takedamage = DAMAGE_NO; flag.pass_sender = player; flag.pass_target = reciever; @@ -326,6 +326,7 @@ void ctf_Handle_Throw(entity player, entity reciever, float droptype) case DROPTYPE_DROP: { // main + flag.movetype = MOVETYPE_TOSS; flag.takedamage = DAMAGE_YES; flag.health = flag.max_flag_health; flag.ctf_droptime = time; -- 2.39.2