X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator_physical_items.qc;h=dd2d8556d68fe7801111bc60ac0fd987f84ebea2;hb=5dc2aa8432fe53b34ee9ba7d99b5d9b789483798;hp=c99228673d701cf37b7d67f7aea72a999383d11e;hpb=0f3709f96ff607455d69dc4844e39a8ea0587675;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator_physical_items.qc b/qcsrc/server/mutators/mutator_physical_items.qc index c99228673..dd2d8556d 100644 --- a/qcsrc/server/mutators/mutator_physical_items.qc +++ b/qcsrc/server/mutators/mutator_physical_items.qc @@ -58,9 +58,9 @@ void physical_item_damage(entity inflictor, entity attacker, float damage, float 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. @@ -95,7 +95,7 @@ MUTATOR_HOOKFUNCTION(item_spawning) self.movetype = MOVETYPE_FOLLOW; self.aiment = wep; // attach the original weapon - return FALSE; + return false; } MUTATOR_DEFINITION(mutator_physical_items)