// The actual item can't be physical and trigger at the same time, so make it invisible and use a second entity for physics.
// Ugly hack, but unless SOLID_TRIGGER is gotten to work with MOVETYPE_PHYSICS in the engine it can't be fixed.
- entity wep;
- wep = spawn();
+ entity wep = spawn();
_setmodel(wep, item.model);
setsize(wep, item.mins, item.maxs);
setorigin(wep, item.origin);