wep.pickup_anyway = TRUE; // these are ALWAYS pickable
// make the dropped weapon physical
- //if(autocvar_sv_ode && autocvar_physics_ode)
+ if(autocvar_physics_ode && autocvar_sv_physics_ode_droppedweapon)
{
entity wep2;
wep2 = spawn();
wep2.takedamage = DAMAGE_AIM;
wep2.colormap = wep.colormap;
wep2.glowmod = wep.glowmod;
- wep2.damageforcescale = 3; // FIX!!!
+ wep2.damageforcescale = autocvar_sv_physics_ode_droppedweapon_damageforcescale;
wep2.think = thrown_wep_ode_think;
wep2.nextthink = time;