wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+
+ // make the dropped weapon physical
+ //if(autocvar_sv_ode && autocvar_physics_ode)
+ {
+ entity wep2;
+ wep2 = spawn();
+ setorigin(wep2, wep.origin);
+ setmodel(wep2, wep.model);
+ wep2.angles = wep.angles;
+ wep2.velocity = velo;
+
+ wep2.classname = "droppedweapon2";
+ wep2.owner = wep;
+ wep2.solid = SOLID_BBOX;
+ wep2.movetype = MOVETYPE_PHYSICS;
+ wep2.takedamage = DAMAGE_AIM;
+ wep2.colormap = wep.colormap;
+ wep2.glowmod = wep.glowmod;
+
+ wep2.damageforcescale = 3;
+
+ wep.alpha = -1;
+ wep.movetype = MOVETYPE_FOLLOW;
+ wep.aiment = wep2;
+ }
+
return s;
}
}