class TAWODPawn_Human extends KFPawn_Human; function ThrowActiveWeapon( optional bool bDestroyWeap ) { local KFWeapon TempWeapon; if( Role < ROLE_Authority ) { return; } if (Health <= 0) { if (InvManager != none) foreach InvManager.InventoryActors(class'KFWeapon', TempWeapon) if (TempWeapon.bDropOnDeath && TempWeapon.CanThrow()) if (TempWeapon != none) TossInventory(TempWeapon); } else { super.ThrowActiveWeapon( bDestroyWeap ); } } defaultproperties { }