Added weapon script keyvalues for unique dropped model and whether or not to use the separate hands model

This commit is contained in:
Blixibon
2022-03-08 19:23:57 -06:00
parent 2aa17fff22
commit 2282aedfa6
6 changed files with 60 additions and 2 deletions

View File

@@ -487,7 +487,11 @@ void CBaseCombatWeapon::Kill( void )
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FallInit( void )
{
#ifdef MAPBASE
SetModel( (GetDroppedModel() && GetDroppedModel()[0]) ? GetDroppedModel() : GetWorldModel() );
#else
SetModel( GetWorldModel() );
#endif
VPhysicsDestroyObject();
if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )