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@ -2831,6 +2831,7 @@ void Human::DropWeapon(int weapon_idx, int num)
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return;
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return;
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}
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}
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bool is_curr_weapon = weapon_idx == GetCurrWeapon()->weapon_idx;
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bool is_curr_weapon = weapon_idx == GetCurrWeapon()->weapon_idx;
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int stack_num = is_curr_weapon ? GetCompose()->GetNum() : 0;
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bool drop_ok = false;
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bool drop_ok = false;
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Weapon* weapon = &weapons[weapon_idx];
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Weapon* weapon = &weapons[weapon_idx];
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int weapon_id = weapon->weapon_id;
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int weapon_id = weapon->weapon_id;
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@ -2992,7 +2993,7 @@ void Human::DropWeapon(int weapon_idx, int num)
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weapon_idx == GUN_SLOT0 ||
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weapon_idx == GUN_SLOT0 ||
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weapon_idx == GUN_SLOT1 ||
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weapon_idx == GUN_SLOT1 ||
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weapon_idx == GUN_SLOT2) {
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weapon_idx == GUN_SLOT2) {
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int drop_num = 1;
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int drop_num = std::max(1, stack_num);
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for (int i = 0; i < drop_num; ++i) {
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for (int i = 0; i < drop_num; ++i) {
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glm::vec3 dir = GlmHelper::UP;
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glm::vec3 dir = GlmHelper::UP;
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GlmHelper::RotateY(dir, a8::RandAngle());
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GlmHelper::RotateY(dir, a8::RandAngle());
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