From caa595b649264809c3e6b6f8c29c641b41efbed6 Mon Sep 17 00:00:00 2001 From: Samual Date: Mon, 2 Apr 2012 13:59:45 -0400 Subject: [PATCH] Force angles '0 0 0' for dropped/passing flags, in case they get warped or such --- qcsrc/server/mutators/gamemode_ctf.qc | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/qcsrc/server/mutators/gamemode_ctf.qc b/qcsrc/server/mutators/gamemode_ctf.qc index 95be2622f..2d6a3ee13 100644 --- a/qcsrc/server/mutators/gamemode_ctf.qc +++ b/qcsrc/server/mutators/gamemode_ctf.qc @@ -576,6 +576,8 @@ void ctf_FlagThink() case FLAG_DROPPED: { + self.angles = '0 0 0'; // in case warpzones adjust it + if(autocvar_g_ctf_flag_dropped_floatinwater && (self.flags & FL_INWATER)) self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; @@ -637,7 +639,9 @@ void ctf_FlagThink() } case FLAG_PASSING: // todo make work with warpzones - { + { + self.angles = '0 0 0'; // in case warpzones adjust it + vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5); traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self); -- 2.39.2