void Weapon_whereis(Weapon this, entity cl)
{
if (!autocvar_g_showweaponspawns) return;
- FOREACH_ENTITY_FLOAT(weapon, this.m_id,
+ IL_EACH(g_items, it.weapon == this.m_id,
{
if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
continue;
- if (!(it.flags & FL_ITEM))
- continue;
entity wp = WaypointSprite_Spawn(
WP_Weapon,
-2, 0,