e.model = e.mdl;
e.solid = SOLID_NOT;
e.colormod = stov(cvar_string("g_ghost_items_color"));
- self.glowmod = self.colormod;
+ e.glowmod = e.colormod;
e.alpha = g_ghost_items;
e.customizeentityforclient = func_null;
e.model = string_null;
e.solid = SOLID_NOT;
e.colormod = stov(cvar_string("g_ghost_items_color"));
- self.glowmod = self.colormod;
+ e.glowmod = e.colormod;
e.alpha = 0;
e.customizeentityforclient = func_null;
*/
void minstagib_items (float itemid)
{
- // we don't want to replace dropped weapons ;)
- if (self.classname == "droppedweapon")
- {
- self.ammo_cells = 25;
- StartItem ("models/weapons/g_nex.md3",
- "weapons/weaponpickup.wav", 15, 0,
- "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
- return;
- }
-
local float rnd;
self.classname = "minstagib";