MUTATOR_HOOKFUNCTION(item_spawning)
{
if(self.owner == world && autocvar_g_physical_items <= 1)
- return FALSE;
+ return false;
if (self.spawnflags & 1) // floating item
- return FALSE;
+ return false;
// 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.
self.movetype = MOVETYPE_FOLLOW;
self.aiment = wep; // attach the original weapon
- return FALSE;
+ return false;
}
MUTATOR_DEFINITION(mutator_physical_items)