Take a look at CItem and all the derived classes for the items / ammos themselves. As for dropping, putting your rules in event_killed or OnTakeDamage_Dying would probably be best. Use GetActiveWeapon()->GetPrimaryAmmoType() to get the ammo index which corrisponds with the ammos in ammodef.h I think the header is called. Then spawn an ammo box for that ammo. Pretty straight forward.
On Wed, Aug 27, 2008 at 1:36 PM, Kenrick Rilee <[EMAIL PROTECTED]>wrote: > It sounds like a simple proposition, however I can't find where exactly I > would do this. > > Thanks, > Kenrick Rilee > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

