return 0;
if(w == 0)
return 0;
-
+
wa = W_AmmoItemCode(w);
if(start_weapons & WepSet_FromWeapon(w))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-
- if not(a) return;
+
+ if (!a) return;
Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+ //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
else if (self.weaponentity.state == WS_DROP)
self.switchingweapon = self.switchweapon;
entity oldwep = get_weaponinfo(self.weapon);
-
+
#ifndef INDEPENDENT_ATTACK_FINISHED
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+ //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
#ifndef INDEPENDENT_ATTACK_FINISHED
}