return true;
}
-void Item_Show (entity e, float mode)
+void Item_Show (entity e, int mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
e.ItemStatus &= ~ITS_STAYWEP;
return 0;
// crude hack to enforce switching weapons
- if(g_cts && item.itemdef.instanceOfWeaponPickup)
+ if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
|| (def.instanceOfHealth && def != ITEM_HealthSmall)
|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
|| (itemid & (IT_KEY1 | IT_KEY2))
- ) this.target = "###item###"; // for finding the nearest item using find()
+ ) this.target = "###item###"; // for finding the nearest item using findnearest
Item_ItemsTime_SetTime(this, 0);
}
void setItemGroup(entity this)
{
- if(!IS_SMALL(this.itemdef))
+ if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
return;
FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),