float g_pickup_fuel_max;
float g_pickup_armorsmall;
float g_pickup_armorsmall_max;
+float g_pickup_armorsmall_anyway;
float g_pickup_armormedium;
float g_pickup_armormedium_max;
+float g_pickup_armormedium_anyway;
float g_pickup_armorbig;
float g_pickup_armorbig_max;
+float g_pickup_armorbig_anyway;
float g_pickup_armorlarge;
float g_pickup_armorlarge_max;
+float g_pickup_armorlarge_anyway;
float g_pickup_healthsmall;
float g_pickup_healthsmall_max;
+float g_pickup_healthsmall_anyway;
float g_pickup_healthmedium;
float g_pickup_healthmedium_max;
+float g_pickup_healthmedium_anyway;
float g_pickup_healthlarge;
float g_pickup_healthlarge_max;
+float g_pickup_healthlarge_anyway;
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_fuel_max = cvar("g_pickup_fuel_max");
g_pickup_armorsmall = cvar("g_pickup_armorsmall");
g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
+ g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
g_pickup_armormedium = cvar("g_pickup_armormedium");
g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
+ g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
g_pickup_armorbig = cvar("g_pickup_armorbig");
g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
+ g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
g_pickup_armorlarge = cvar("g_pickup_armorlarge");
g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max");
+ g_pickup_armorlarge_anyway = cvar("g_pickup_armorlarge_anyway");
g_pickup_healthsmall = cvar("g_pickup_healthsmall");
g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
+ g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
g_pickup_healthmedium = cvar("g_pickup_healthmedium");
g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
+ g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
g_pickup_healthlarge = cvar("g_pickup_healthlarge");
g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max");
+ g_pickup_healthlarge_anyway = cvar("g_pickup_healthlarge_anyway");
g_pickup_healthmega = cvar("g_pickup_healthmega");
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");
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()
{