From 1ccab7d2856c450754e7c245208bf954c779ded8 Mon Sep 17 00:00:00 2001
From: Mircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
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.
-- 
2.39.5