wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+
+ W_DropEvent(WR_DROP,own,wpn,wep);
if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
{
wep.think = thrown_wep_think;
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+ wep.pickup_anyway = true; // these are ALWAYS pickable
//wa = W_AmmoItemCode(wpn);
if(ammotype == ammo_none)
case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
+ case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
}
{
if(self.weapons & WepSet_FromWeapon(self.weapon))
if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
+ W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');
}