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"
+set sv_physics_ode_droppedweapon_avelocity 2 "randomized anagular velocity given to the weapon when dropping"
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
float autocvar_physics_ode;
float autocvar_sv_physics_ode_droppedweapon;
float autocvar_sv_physics_ode_droppedweapon_damageforcescale;
+float autocvar_sv_physics_ode_droppedweapon_avelocity;
setmodel(wep2, wep.model);
wep2.angles = wep.angles;
wep2.velocity = velo;
+ wep2.avelocity_x = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
+ wep2.avelocity_y = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
+ wep2.avelocity_z = random() * autocvar_sv_physics_ode_droppedweapon_avelocity;
wep2.classname = "droppedweapon2";
wep2.owner = wep;