ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
ball.team = plyr.team;
plyr.ballcarried = ball;
- ball.dropperid = plyr.playerid;
+ ball.ctf_dropper = plyr;
plyr.effects |= autocvar_g_nexball_basketball_effects_default;
ball.effects &~= autocvar_g_nexball_basketball_effects_default;
self = plyr;
self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
- self.weapons = W_WeaponBit(WEP_PORTO);
+ self.weapons = W_WeaponBit(WEP_PORTO);
weapon_action(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = WEP_PORTO;
W_SwitchWeapon(WEP_PORTO);
football_touch();
return;
}
- if(!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_nexball_delay_collect))
+ if(!self.cnt && other.classname == "player" && (other != self.ctf_dropper || time > self.ctf_droptime + autocvar_g_nexball_delay_collect))
{
if(other.health <= 0)
return;
return FALSE;
}
-
MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
{
self.weaponentity.weapons = 0;
if(nexball_mode & NBM_BASKETBALL)
- return FALSE;
-
- if(autocvar_g_weapon_stay)
- return FALSE;
+ self.weapons |= W_WeaponBit(WEP_PORTO);
+ else
+ self.weapons = 0; // W_WeaponBit(WEP_PORTO);
- self.weapons = 0;
return FALSE;
}