The code you have listed is where the game puts the value of the objflag into a variable. Later in that same function, the value is stored in memory on the server:
G_SetConfigStringValue( CS_OID_DATA + level.numOidTriggers, "o", va( "%i", objflags ) );
Then in cg_servercmds.c, the value is retrieved from the server and stored in a data structure on the client:
cs = Info_ValueForKey( info, "o" );
if( cs && *cs ) {
cgs.oidInfo[ index ].objflags = atoi( cs );
}
And then when the commandmap is drawn, it is never used.
It grabs its axis and allied customimages:
if( oidInfo ) {
customimage = mEnt->team == TEAM_AXIS ? oidInfo->customimageaxis : oidInfo->customimageallies;
}
It grabs its spawnflags:
if( oidInfo ) {
info = oidInfo->spawnflags;
}
It grabs its name:
if( oidInfo ) {
name = oidInfo->name;
}
But it never grabs its objflags. So it’s NOT b0rked code, it’s NON-EXISTANT code.