Make mp_item_staytime for drop nades

This commit is contained in:
s1lent 2018-05-22 20:52:50 +07:00
parent f1e9d2b346
commit 96af8a797d
No known key found for this signature in database
GPG Key ID: 0FE401DC73916B5C

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@ -1295,7 +1295,7 @@ void PackPlayerNade(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
pWeaponBox->SetThink(&CWeaponBox::Kill);
pWeaponBox->pev->nextthink = gpGlobals->time + 300.0f;
pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
// pack the ammo
@ -6003,7 +6003,7 @@ void CBasePlayer::CheatImpulseCommands(int iImpulse)
else
{
UTIL_MakeVectors(Vector(0, pev->v_angle.y, 0));
Create("monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles);
CBaseEntity::Create("monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles);
}
break;
case 101:
@ -6089,15 +6089,15 @@ void CBasePlayer::CheatImpulseCommands(int iImpulse)
}
case 195:
// show shortest paths for entire level to nearest node
Create("node_viewer_fly", pev->origin, pev->angles);
CBaseEntity::Create("node_viewer_fly", pev->origin, pev->angles);
break;
case 196:
// show shortest paths for entire level to nearest node
Create("node_viewer_large", pev->origin, pev->angles);
CBaseEntity::Create("node_viewer_large", pev->origin, pev->angles);
break;
case 197:
// show shortest paths for entire level to nearest node
Create("node_viewer_human", pev->origin, pev->angles);
CBaseEntity::Create("node_viewer_human", pev->origin, pev->angles);
break;
case 202:
{
@ -7411,7 +7411,7 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
}
}
CWeaponBox *pWeaponBox = (CWeaponBox *)Create("weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict());
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict());
pWeaponBox->pev->angles.x = 0;
pWeaponBox->pev->angles.z = 0;
pWeaponBox->SetThink(&CWeaponBox::Kill);