float g_pickup_healthmega;
float g_pickup_healthmega_max;
float g_pickup_healthmega_anyway;
+float g_pickup_ammo_anyway;
+float g_pickup_weapons_anyway;
float g_weaponarena;
float g_weaponarena_random;
string g_weaponarena_list;
sv_maxidle = cvar("sv_maxidle");
sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
sv_pogostick = cvar("sv_pogostick");
- sv_doublejump = cvar("sv_doublejump");
g_ctf_reverse = cvar("g_ctf_reverse");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
+ g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
+ g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
+
g_pinata = cvar("g_pinata");
g_weapon_stay = cvar("g_weapon_stay");
activator = a;
}
+void adaptor_think2use_hittype_splash() // for timed projectile detonation
+{
+ if not(self.flags & FL_ONGROUND) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
+ self.projectiledeathtype |= HITTYPE_SPLASH;
+ adaptor_think2use();
+}
+
// deferred dropping
void DropToFloor_Handler()
{