set sv_foginterval 1 "force enable fog in regular intervals"
+set sv_physics_ode_droppedweapon 1 "use ODE physics instead of simple physics for dropped weapons, requires physics_ode to be enabled"
+set sv_physics_ode_droppedweapon_damageforcescale 3 "how affected physical weapons are by damage"
+
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
alias _cdtrack_0 "g_cdtracks_remaplist \"$g_cdtracks_remaplist $1\""
float autocvar_g_sandbox_object_material_velocity_factor;
float autocvar_g_max_info_autoscreenshot;
float autocvar_physics_ode;
+float autocvar_sv_physics_ode_droppedweapon;
+float autocvar_sv_physics_ode_droppedweapon_damageforcescale;
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
// make the dropped weapon physical
- //if(autocvar_sv_ode && autocvar_physics_ode)
+ if(autocvar_physics_ode && autocvar_sv_physics_ode_droppedweapon)
{
entity wep2;
wep2 = spawn();
wep2.takedamage = DAMAGE_AIM;
wep2.colormap = wep.colormap;
wep2.glowmod = wep.glowmod;
- wep2.damageforcescale = 3; // FIX!!!
+ wep2.damageforcescale = autocvar_sv_physics_ode_droppedweapon_damageforcescale;
wep2.think = thrown_wep_ode_think;
wep2.nextthink = time;