entity buff = buff_FirstFromFlags(this.buffs);
- if(!this.buffs || buff_Available(buff))
+ if(!this.buffs || !buff_Available(buff))
buff_NewType(this, 0);
this.classname = "item_buff";
this.solid = SOLID_TRIGGER;
this.flags = FL_ITEM;
this.bot_pickup = true;
- this.bot_pickupevalfunc = commodity_pickupevalfunc;
+ this.bot_pickupevalfunc = generic_pickupevalfunc;
this.bot_pickupbasevalue = 1000;
IL_PUSH(g_items, this);
setthink(this, buff_Think);