Originally Posted by Powerlord
What you can do is block the item, [...].
Thanks; might just have to do that. The guess is reasonable enough.
At the very least, that solution avoids having the unnecessary stock weapon spawn since it'll be replaced 100% of the time.
The other issue which I neglected to mention was that I was also looking to bypass spawning the dropped item altogether and recreating the weapon every time a bot touches the resupply cabinet (which, as it currently works, I have to additionally manage things like copying back the Ubercharge meter and killing said dropped weapons).
I'm looking into solutions for that (I believe it's somewhere within CTFPlayer::ManageRegularWeapons()
could also refer to STT's implementation
, worst case I can call CTFPlayer::PickupWeaponFromOther()
after I figure out what weapons were just dropped).
That's another discussion altogether though -- this one is specifically to verify whether I'm hitting a (TF2Items / PEBKAC / non-) issue in TF2Items' OGNI forward.
New info before I hit the bed: I've narrowed it down even further by making it only affect Soldier primaries (turning them all into copies of the Black Box). While it spawns correctly on my client, it doesn't seem to work with bot players at all. Bots only have their secondary and melee weapons available, but only the melee can be seen in the inspect panel.
New, even shorter test case attached.