.vector spawn_origin, spawn_angles;
void physical_item_think()
-{
+{SELFPARAM();
self.nextthink = time;
self.alpha = self.owner.alpha; // apply fading and ghosting
}
void physical_item_touch()
-{
+{SELFPARAM();
if(!self.cnt) // not for dropped items
if (ITEM_TOUCH_NEEDKILL())
{
}
void physical_item_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(!self.cnt) // not for dropped items
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
}
MUTATOR_HOOKFUNCTION(item_spawning)
-{
+{SELFPARAM();
if(self.owner == world && autocvar_g_physical_items <= 1)
return false;
if (self.spawnflags & 1) // floating item