src/game/Tactical/Rotting_Corpses.cc
FOR_EACH_SOLDIER_INV_SLOT(pObj, s)
		{
			if ( pObj->usItem != NOTHING )
			{
				// Check if it's supposed to be dropped
				if (!(pObj->fFlags & OBJECT_UNDROPPABLE)
					|| (s.bTeam == OUR_TEAM)
					|| gamepolicy(f_drop_everything))
				{
					// and make sure that it really is a droppable item type
					if ( !(GCM->getItem(pObj->usItem)->getFlags() & ITEM_DEFAULT_UNDROPPABLE) )
					{
						ReduceAmmoDroppedByNonPlayerSoldiers(s, *pObj);
						Visibility vis = gamepolicy(f_all_dropped_visible) ? VISIBLE : bVisible;
						AddItemToPool(s.sGridNo, pObj, vis, s.bLevel, usItemFlags, -1);
					}
				}
			}
		}
// OK, Place what objects this guy was carrying on the ground!
OK, Place what objects this guy was carrying on the ground!
OK Place what objects this guy was carrying on the ground!
FOR_EACH_SOLDIER_INV_SLOT(pObj, s)
		{
			if ( pObj->usItem != NOTHING )
			{
				if (!(pObj->fFlags & OBJECT_UNDROPPABLE)
					|| (s.bTeam == OUR_TEAM)
					|| gamepolicy(f_drop_everything))
				{
					if ( !(GCM->getItem(pObj->usItem)->getFlags() & ITEM_DEFAULT_UNDROPPABLE) )
					{
						ReduceAmmoDroppedByNonPlayerSoldiers(s, *pObj);
						Visibility vis = gamepolicy(f_all_dropped_visible) ? VISIBLE : bVisible;
						AddItemToPool(s.sGridNo, pObj, vis, s.bLevel, usItemFlags, -1);
					}
				}
			}
		}
FOR_EACH_SOLDIER_INV_SLOT ( pObj , s ) { if ( pObj -> usItem != NOTHING ) { if ( ! ( pObj -> fFlags & OBJECT_UNDROPPABLE ) || ( s . bTeam == OUR_TEAM ) || gamepolicy ( f_drop_everything ) ) { if ( ! ( GCM -> getItem ( pObj -> usItem ) -> getFlags ( ) & ITEM_DEFAULT_UNDROPPABLE ) ) { ReduceAmmoDroppedByNonPlayerSoldiers ( s , * pObj ) ; Visibility vis = gamepolicy ( f_all_dropped_visible ) ? VISIBLE : bVisible ; AddItemToPool ( s . sGridNo , pObj , vis , s . bLevel , usItemFlags , -1 ) ; } } } }
OK, Place what objects this guy was carrying on the ground!
OK Place what objects this guy was carrying on the ground!
// Check if it's supposed to be dropped // and make sure that it really is a droppable item type