1 void thrown_wep_ode_think()
4 if(!self.owner.modelindex)
5 remove(self); // the real weapon is gone, remove this
8 MUTATOR_HOOKFUNCTION(item_spawning)
10 if(!autocvar_physics_ode)
12 if(self.classname != "droppedweapon")
15 // make the dropped weapon physical
18 setsize(wep, self.mins, self.maxs);
19 setorigin(wep, self.origin);
20 wep.angles = self.angles;
21 wep.velocity = self.velocity;
23 wep.classname = "droppedweapon2";
25 wep.solid = SOLID_CORPSE;
26 wep.movetype = MOVETYPE_PHYSICS;
27 wep.takedamage = DAMAGE_AIM;
28 wep.damageforcescale = autocvar_g_ode_weapons_damageforcescale;
30 wep.think = thrown_wep_ode_think;
33 self.effects |= EF_NOMODELFLAGS; // disable the spinning
34 self.movetype = MOVETYPE_FOLLOW;
40 MUTATOR_DEFINITION(mutator_physical_weapons)
42 MUTATOR_HOOK(Item_Spawn, item_spawning, CBC_ORDER_ANY);