}
if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
+ ctf_Handle_Drop(self); // FIXCTF
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
Portal_ClearAll(self);
if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
+ ctf_Handle_Drop(self); // FIXCTF
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
Called every frame for each client before the physics are run
=============
*/
-void() ctf_setstatus;
+//void() ctf_setstatus;
void() nexball_setstatus;
.float items_added;
void PlayerPreThink (void)
if (g_minstagib)
minstagib_ammocheck();
- if(g_ctf)
- ctf_setstatus();
+ //if(g_ctf)
+ // ctf_setstatus();
if(g_nexball)
nexball_setstatus();