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13 changes: 13 additions & 0 deletions src/game/server/ai_basenpc.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -12156,6 +12156,19 @@ CBaseEntity *CAI_BaseNPC::DropItem ( const char *pszItemName, Vector vecPos, QAn
m_OnItemDrop.Set( pItem, pItem, this );
#endif

#ifdef MAPBASE_MP
// Fixes health vials, grenades, etc. respawning
if (pItem->IsCombatItem())
{
pItem->AddSpawnFlags( SF_NORESPAWN );
}
else if (pItem->IsBaseCombatWeapon())
{
// Adding SF_NORESPAWN directly to weapons causes them to be considered level-placed, which we don't want
pItem->MyCombatWeaponPointer()->Drop( vec3_origin );
}
#endif

return pItem;
}
else
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13 changes: 13 additions & 0 deletions src/game/server/item_world.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -248,8 +248,13 @@ void CItem::ActivateWhenAtRest( float flTime /* = 0.5f */ )
{
RemoveSolidFlags( FSOLID_TRIGGER );
m_bActivateWhenAtRest = true;
#if defined( HL2MP ) && defined( MAPBASE_MP )
// HL2 entities (e.g. item_item_crate) often use ActivateWhenAtRest() before spawn, which is overridden by FallThink() in MP
SetContextThink( &CItem::ComeToRest, gpGlobals->curtime + flTime, "ComeToRestThink" );
#else
SetThink( &CItem::ComeToRest );
SetNextThink( gpGlobals->curtime + flTime );
#endif
}


Expand All @@ -266,8 +271,12 @@ void CItem::OnEntityEvent( EntityEvent_t event, void *pEventData )
{
// Delay rest for a sec, to avoid changing collision
// properties inside a collision callback.
#if defined( HL2MP ) && defined( MAPBASE_MP )
SetContextThink( &CItem::ComeToRest, gpGlobals->curtime + 0.1f, "ComeToRestThink" );
#else
SetThink( &CItem::ComeToRest );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
}
break;
}
Expand All @@ -283,7 +292,11 @@ void CItem::ComeToRest( void )
{
m_bActivateWhenAtRest = false;
AddSolidFlags( FSOLID_TRIGGER );
#if defined( HL2MP ) && defined( MAPBASE_MP )
SetContextThink( NULL, TICK_NEVER_THINK, "ComeToRestThink" );
#else
SetThink( NULL );
#endif
}
}

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