sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
this.owner.iscaptured = true;
this.solid = SOLID_BBOX;
+ setorigin(this, this.origin); // setorigin after change to solid field to ensure area grid linking
Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
{
entity e = new(onslaught_controlpoint_icon);
+ e.solid = SOLID_NOT; // before setsize/setorigin to prevent area grid linking
setsize(e, CPICON_MIN, CPICON_MAX);
setorigin(e, cp.origin + CPICON_OFFSET);
e.owner = cp;
e.max_health = autocvar_g_onslaught_cp_health;
SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
- e.solid = SOLID_NOT;
e.takedamage = DAMAGE_AIM;
e.bot_attack = true;
IL_PUSH(g_bot_targets, e);