Oh another thing, GetActiveWeapon() will eventually become NULL when the
weapon is dropped so make sure you do your check before that happens.

On Wed, Aug 27, 2008 at 1:49 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:

> 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
>



-- 
~Ryan
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