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
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-- 
~Ryan
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