return 0;
if(w == 0)
return 0;
-
+
+ #if 0
if(start_weapons & WepSet_FromWeapon(w))
{
// start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
if((get_weaponinfo(w)).ammo_field == ammo_none)
return 0;
}
-
return 1;
+ #else
+ return (get_weaponinfo(w)).weaponthrowable;
+ #endif
}
// toss current weapon