SpectatorThink();
}
+ // WEAPONTODO: Add weapon request for this
if(!zoomstate_set)
SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
}
}
-void SpawnThrownWeapon (vector org, float w)
-{
- if(self.weapons & WepSet_FromWeapon(self.weapon))
- if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
-}
-
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
float take, save;
if(!a) return;
Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
+
+void SpawnThrownWeapon(vector org, float w)
+{
+ if(self.weapons & WepSet_FromWeapon(self.weapon))
+ if(W_IsWeaponThrowable(self.weapon))
+ W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
+}
// toss current weapon
void W_ThrowWeapon(vector velo, vector delta, float doreduce);
+
+void SpawnThrownWeapon(vector org, float w);