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@ -2830,6 +2830,7 @@ void Human::DropWeapon(int weapon_idx, int num)
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weapon_idx >= weapons.size()) {
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weapon_idx >= weapons.size()) {
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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 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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@ -2991,12 +2992,15 @@ 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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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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Position pos = GetPos();
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Position pos = GetPos();
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pos.FromGlmVec3(GetPos().ToGlmVec3() + dir * (40.0f + rand() % 50));
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pos.FromGlmVec3(GetPos().ToGlmVec3() + dir * (40.0f + rand() % 50));
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room->CreateLoot(weapon_id, pos.ToGlmVec3(), 1, 1);
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room->CreateLoot(weapon_id, pos.ToGlmVec3(), 1, 1);
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}
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}
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}
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MarkSyncActivePlayer(__FILE__, __LINE__, __func__);
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MarkSyncActivePlayer(__FILE__, __LINE__, __func__);
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SyncAroundPlayers(__FILE__, __LINE__, __func__);
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SyncAroundPlayers(__FILE__, __LINE__, __func__);
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}
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}
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