#include "weaponsystem.qh"
#include "../resources.qh"
#include "../items.qh"
-#include "../mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include <common/t_items.qh>
#include "../g_damage.qh"
#include <common/items/item.qh>
#include <common/mapinfo.qh>
#include <common/notifications/all.qh>
-#include <common/triggers/subs.qh>
+#include <common/mapobjects/subs.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
if(w == WEP_Null.m_id)
return false;
- #if 0
- if(start_weapons & WepSet_FromWeapon(Weapons_from(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(start_items & IT_UNLIMITED_WEAPON_AMMO)
- return false;
- if((Weapons_from(w)).ammo_type == RESOURCE_NONE)
- return false;
- }
- return true;
- #else
return (Weapons_from(w)).weaponthrowable;
- #endif
}
// toss current weapon