if(sf & ISF_ANGLES)
{
- this.angles_x = ReadAngle();
- this.angles_y = ReadAngle();
- this.angles_z = ReadAngle();
+ this.angles = ReadAngleVector();
}
if(sf & ISF_SIZE)
Item_SetAlpha(this);
if(this.ItemStatus & ITS_ALLOWFB)
- this.effects |= EF_FULLBRIGHT;
+ this.effects |= EF_FULLBRIGHT;
+ else
+ this.effects &= ~EF_FULLBRIGHT;
if(this.ItemStatus & ITS_GLOW)
{
if(this.ItemStatus & ITS_AVAILABLE)
this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
else
- this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
+ this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
}
}
if(sf & ISF_ANGLES)
{
- WriteAngle(MSG_ENTITY, this.angles_x);
- WriteAngle(MSG_ENTITY, this.angles_y);
- WriteAngle(MSG_ENTITY, this.angles_z);
+ WriteAngleVector(MSG_ENTITY, this.angles);
}
// sets size on the client, unused on server
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
-
if (autocvar_g_fullbrightitems)
e.ItemStatus |= ITS_ALLOWFB;
+ else
+ e.ItemStatus &= ~ITS_ALLOWFB;
if (autocvar_sv_simple_items)
e.ItemStatus |= ITS_ALLOWSI;
if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
{
msg_entity = it;
- soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
+ soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
}
});