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 >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > ~Ryan > -- ~Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

