#include "throwing.qh"
#include "weaponsystem.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
#include <common/t_items.qh>
#include "../g_damage.qh"
#include <common/items/item.qh>
#include <common/notifications/all.qh>
#include <common/triggers/subs.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/state.qh>
void thrown_wep_think(entity this)
{
this.SendFlags |= ISF_LOCATION;
this.oldorigin = this.origin;
+ this.bot_pickup = false;
}
+ else
+ this.bot_pickup = true;
this.owner = NULL;
float timeleft = this.savenextthink - time;
if(timeleft > 1)
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+ wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors);
W_DropEvent(wr_drop,own,wpn,wep);
weapon_defaultspawnfunc(wep, info);
if(startitem_failed)
return string_null;
- wep.glowmod = weaponentity_glowmod(info, own.clientcolors);
setthink(wep, thrown_wep_think);
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);