From 1ccab7d2856c450754e7c245208bf954c779ded8 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Wed, 4 Apr 2012 18:35:02 +0300 Subject: [PATCH] Floating items must not be physical --- qcsrc/server/mutators/mutator_physical_weapons.qc | 2 ++ 1 file changed, 2 insertions(+) diff --git a/qcsrc/server/mutators/mutator_physical_weapons.qc b/qcsrc/server/mutators/mutator_physical_weapons.qc index 37c9c7c8dd..489379b6ff 100644 --- a/qcsrc/server/mutators/mutator_physical_weapons.qc +++ b/qcsrc/server/mutators/mutator_physical_weapons.qc @@ -39,6 +39,8 @@ MUTATOR_HOOKFUNCTION(item_spawning) { if(self.classname != "droppedweapon" && autocvar_g_ode_items <= 1) return FALSE; + if (self.spawnflags & 1) // floating item + return FALSE; // The actual item can't be physical and trigger at the same time, so make it invisible and use a second entity for physics. // Ugly hack, but unless SOLID_TRIGGER is gotten to work with MOVETYPE_PHYSICS in the engine it can't be fixed. -- 2.39.2