- // 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;
- crosshair_trace_plusvisibletriggers(self);
- drag = FALSE;
- if(vlen(self.origin - trace_ent.origin) <= autocvar_g_grab_range)
- {
- 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(!IsDifferentTeam(trace_ent.owner, self) || !IsDifferentTeam(trace_ent.realowner, self) || trace_ent.team == self.team)
- drag = TRUE;
- break;
- case 3: // anyone can grab
- drag = TRUE;
- break;
- default:
- break;
- }
- }
- Drag(trace_ent, drag, FALSE); // execute dragging