Weapon info = get_weaponinfo(wpn);
var .int ammotype = info.ammo_field;
- entity wep = spawn();
+ entity wep = new(droppedweapon);
setorigin(wep, org);
- wep.classname = "droppedweapon";
wep.velocity = velo;
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
return;
if(!autocvar_g_weapon_throwable)
return;
- if(self.weaponentity.state != WS_READY)
+ int slot = 0; // TODO: unhardcode
+ if(self.weaponentity[slot].state != WS_READY)
return;
if(!W_IsWeaponThrowable(w))
return;