From 24b7dadb9b8e296faff4d732202b4ef40cef10fc Mon Sep 17 00:00:00 2001 From: Mario Date: Sat, 9 Mar 2019 18:34:34 +1000 Subject: [PATCH] Set the flag's movetype to MOVETYPE_NONE when respawning it (matches initial spawning code, fixes maps where the flags are above teleporters but not set to be floating) --- qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc b/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc index 6dd1b1e902..08bb7be948 100644 --- a/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc +++ b/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc @@ -1162,7 +1162,8 @@ void ctf_RespawnFlag(entity flag) setattachment(flag, NULL, ""); setorigin(flag, flag.ctf_spawnorigin); - set_movetype(flag, ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS)); + //set_movetype(flag, ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS)); // would be desired, except maps that want floating flags have it set to fall! + set_movetype(flag, MOVETYPE_NONE); // match the initial setup handling (flag doesn't move when spawned) flag.takedamage = DAMAGE_NO; SetResourceExplicit(flag, RES_HEALTH, flag.max_flag_health); flag.solid = SOLID_TRIGGER; -- 2.39.2