LABEL(pickup)
+ if(this.target && this.target != "" && this.target != "###item###") // defrag support
+ SUB_UseTargets(this, toucher, NULL);
+
STAT(LAST_PICKUP, toucher) = time;
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
|| (def.instanceOfHealth && def != ITEM_HealthSmall)
|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
|| (itemid & (IT_KEY1 | IT_KEY2))
- ) this.target = "###item###"; // for finding the nearest item using findnearest
+ )
+ {
+ if(!this.target || this.target == "")
+ this.target = "###item###"; // for finding the nearest item using findnearest
+ }
Item_ItemsTime_SetTime(this, 0);
}
got += GiveResourceValue(e, RES_HEALTH, op, val);
got += GiveResourceValue(e, RES_ARMOR, op, val);
case "allweapons":
- FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
+ FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
//case "allbuffs": // all buffs makes a player god, do not want!
//FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
case "allammo":