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Jun 27th, 2017
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  1. void newPickup()
  2. {
  3. char dropped_weapon_name[256];
  4.  
  5. for( int i = MAX_PLAYERS; i < MAX_ENTITIES; i++ )
  6. {
  7. CEntity* item = GetEntityByIndex2(i);
  8. float distance = GetDistance(item->vOrigin, refd->Origin)/48;
  9. sprintf(dropped_weapon_name, "[%1.f] %s", distance, GetWeaponName2(item->dropped_weapon_id));
  10. if( item )
  11. {
  12. float x, y;
  13. if(WorldToScreen(item->vOrigin, &x, &y ) )
  14. {
  15. switch( item->Type )
  16. {
  17. case TYPE_WEAPON:
  18. if(distance <= 25.0f)
  19. {
  20. if( item->eFlag == 16 || item->eFlag == 48 )
  21. continue;
  22. DrawTextWithEngine(x, y, SMALL_DEV_FONT, &tYellow, dropped_weapon_name);
  23. }
  24. break;
  25. }
  26. }
  27. }
  28. }
  29. }
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