+ else if(autocvar_g_grab)
+ {
+ // drag is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+ // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+ // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
+ // it goes out of range while slinging it around.
+
+ float drag;
+ makevectors(self.v_angle);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_edit, MOVE_NORMAL, self);
+ switch(trace_ent.grab)
+ {
+ case 0: // can't grab
+ break;
+ case 1: // owner can grab
+ if(trace_ent.owner == self || trace_ent.realowner == self)
+ drag = TRUE;
+ break;
+ case 2: // owner and team mates can grab
+ if(trace_ent.owner == self || trace_ent.realowner == self)
+ drag = TRUE;
+ if(!IsDifferentTeam(trace_ent.owner, self) || !IsDifferentTeam(trace_ent.realowner, self))
+ drag = TRUE;
+ break;
+ case 3: // anyone can grab
+ drag = TRUE;
+ break;
+ default:
+ break;
+ }
+ Drag(trace_ent, drag); // execute dragging
+ }
+ else if(self.BUTTON_DRAG)
+ {
+ // consider dragging a cheat if g_grab is disabled
+ IS_CHEAT(0, 0, CHRAME_DRAG);
+ }